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

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  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    Only problem with picking the new discipline now is that we won't know which ones will be enhanced and how.

    Man in the Mists on
  • TagTag Registered User regular
    edited October 2010
    Only problem with picking the new discipline now is that we won't know which ones will be enhanced and how.

    Good point! Sadly the extra powers are usually irrelevant to their general function, but I have included the list below (we are Sun Lords).

    Sun Knight

    If you are a Grand Master who has reached the rank of Sun Knight (6 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

    Grand Weaponmastery
    Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, Spear) with full effect, using only one hand.

    Deliverance
    Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creature's body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing takes place increases as a Grand Master rises in rank.

    Grand Pathsmanship
    Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of three yards. The range and numbers of insects so affected increases considerably as a Grand Master rises in rank.

    Grand Nexus
    Sun Knights who possess Mastery of this Discipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state the only sense that a Sun Knight retains is the ability to hear.

    Telegnosis
    Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.

    Kai-alchemy
    Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood spells:

    * Halt Missile--This causes any projected or hurled missile (i.e. Arrows, axes, crossbow bolts etc.) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2-3 seconds, allowing the Sun Knight sufficient time to move away from its line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
    * Strength--By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy in unarmed combat.4



    Sun Lord

    If you are a Grand Master who has reached the rank of Sun Lord (7 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

    Grand Weaponmastery
    Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a quarterstaff.

    Assimilance
    Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.

    Grand Huntmastery
    Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.

    Kai-surge
    Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast--a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a '0' = 1) and the resultant total equals the damage inflicted. However, use of a Kai-blast will reduce a Sun Lord's ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.

    Telegnosis
    Sun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surfaces, e.g. water, mud, lava, and quicksand. Time duration and degree of surface difficulty increases as a Grand Master rises in rank.

    Magi-magic
    Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:

    * Penetrate--This increases the penetrative energy of any Arrow or Arrow-like missile, launched by a Sun Lord.
    * Energy Grasp--This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood spell Lightning Hand, but differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or an enemy to effect the spell.

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  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    Well, at least the new Pathsmanship ability helped us out this book (begone, wasps!), and I did a bit of reading around recently, and if we hadn't returned fire against the Drakkarim while we were on the boat then we would have scared them away with a Halt Missile. Apparently they know better than to screw with a mage.

    As for the new discipline, Kai-Surge looks interesting. Brain nuke FTW!

    Man in the Mists on
  • HykuHyku Registered User regular
    edited October 2010
    Deliverance or Grand Nexus I haven't seen too many deliverance options yet which means we are due for a whole slew...

    Hyku on
  • TagTag Registered User regular
    edited October 2010
    Hey guys, I'm running short on time atm due to late work night and the holiday weekend, but I want to get everything up till the first decision up so people can debate. This post will be shortly edited to have the pre book choices and later edited to be a full intro, the next post will have the first section of story.

    Edit 1:

    The story thus far:
    The Story So Far . . .

    You are Grand Master Lone Wolf, last of the Kai Lords of Sommerlund and sole survivor of a massacre that wiped out the First Order of your élite warrior caste.

    It is the year MS 5077 and twenty-seven years have passed since your brave kinsmen perished at the hands of the Darklords of Helgedad. These champions of evil, who were sent forth by Naar, the King of the Darkness, to destroy the fertile world of Magnamund, have themselves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domain--the Darklands--and caused the destruction of their leader, Archlord Gnaag, and the seat of his power that was the infernal city of Helgedad.

    In the wake of their destruction, chaos befell the Darkland armies who, until then, had been poised to conquer all of Magnamund. Some factions which comprised this huge army, most notably the barbaric Drakkarim, began to fight with the others for control. This disorder quickly escalated into an all-out civil war, which allowed the Freeland armies of Magnamund time in which to recover and launch a counter-offensive. Skilfully their commanders exploited the chaos and secured a swift and total victory over an enemy far superior in numbers.

    For seven years now peace has reigned in Sommerlund. Under your direction, the once-ruined monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and the task of teaching a Second Order of Kai warriors the skills and proud traditions of your ancestors is also well under way. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess latent Kai skills and show exceptional promise. These skills will be nurtured and honed to perfection during their time at the Monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.

    Your attainment of the rank of Kai Grand Master brought with it great rewards. Some, such as the restoration of the Kai and the undying gratitude of your fellow Sommlending, could have been anticipated. Yet there have also been rewards which you could not possibly have foreseen. The discovery that within you lay the potential to develop Kai Disciplines beyond those of the Magnakai, which, until now, were thought to be the ultimate that a Kai Master could aspire to, was truly a revelation. Your discovery has inspired you to set out upon a new and previously unknown path in search of the wisdom and power that no Kai Lord before you has ever possessed. In the name of your creator, the God Kai, and for the greater glory of Sommerlund and the Goddess Ishir, you have vowed to reach the very pinnacle of Kai perfection--to attain all of the Grand Master Disciplines and become the first Kai Supreme Master.

    With diligence and determination you set about the restoration of the Kai Monastery and organized the training of the Second Order recruits. Your efforts were soon rewarded and, within the space of two short years, the first raw recruits had graduated to become a cadre of gifted Kai Masters who, in turn, were able to commence the teaching of their skills to subsequent intakes of Kai novices. Readily the Kai Masters rose to their newfound responsibilities, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines. During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Council of the Elder Magi.

    In the deepest subterranean level of the Monastery, a hundred feet below the Tower of the Sun, you ordered the excavation and construction of a special vault. In this magnificent chamber wrought of granite and gold, you placed the seven Lorestones of Nyxator, the gems of Kai power which you had recovered during your quest for the Magnakai. It was here, bathed in the golden light of those radiant gems, that you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two able advisors--Banedon and Rimoah--you worked hard to develop your innate Grand Master Disciplines, and grasp the fundamental secrets of Left-handed and Old Kingdom magic. During this time you noticed many remarkable changes taking place within your body: you became physically and mentally stronger, your five primary senses sharpened beyond all that you had experienced before, and, perhaps most remarkably, your body began to age at a much slower rate. Now, for every five years that elapse you age but one year.

    At this time many changes were occurring beyond the borders of Sommerlund. In the regions to the northeast of Magador and the Maakengorge, the Elder Magi of Dessi and the Herbwardens of Bautar were working together in an effort to restore the dusty volcanic wasteland to its former fertile state. It was the first tentative step towards the reclamation of all the Darklands. However, their progress was painfully slow, and both parties were resigned to the fact that their efforts to undo the damage caused by the Darklords would take centuries to complete.

    Following the destruction of the Darklords of Helgedad, the Giaks, the most numerous of all Gnaag's troops, fled into the Darklands and sought refuge in the gigantic city-fortresses of Nadgazad, Aarnak, Gournen, Akagazad and Kaag. Within each of these hellish strongholds, fierce fighting broke out as remnants of the Xaghash (lesser Darklords) and the Nadziranim (evil practitioners of Right-handed magic who once aided individual Darklord masters) fought for control. It is widely believed that by the time the Elder Magi and the Herbwardens reach the walls of these strongholds they will encounter no resistance; the occupants will have long since brought about their own extinction.

    Elsewhere, throughout Northern Magnamund, peace reigns victorious and the peoples of the Free Kingdoms rejoice in the knowledge that the age of the Darklords has finally come to an end. Readily men have exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still those who maintain their vigilance, for the agents of Naar come in many guises and there are those in Magnamund who wait quietly in the shadows for the chance to do his evil bidding.

    Already your newfound skills have been tested against Naar's agents and you have, on each such occasion, acquitted yourself admirably. But your continuing victories against his minions have enraged the Dark God, and rarely has his lust for vengeance been greater than it is at present. Recently, Lord Rimoah has counselled you to be extra vigilant, for he fears that Naar is getting ready to strike at Sommerlund anew. The Elder Magi have received warnings from President Kadharian of Magador that something strange is taking place in the north of his country, in the mountainous territory which borders upon the Maakengorge. Freak storms and unseasonal weather have swept this remote region, and the night skies over Lake Vorndarol have, for several weeks now, been illuminated by eerie, inexplicable lights.

    Lord Rimoah fears that Naar is plotting to revive Vashna, the greatest of all the Darklords, whose spirit is trapped deep within the fathomless reaches of the Maakengorge. It has remained there, in uneasy entombment, ever since the day the Darklord was defeated in battle by King Ulnar I of Sommerlund. Vashna's body, along with those of his loathsome troops, was hurled into the abyss, hopefully never to be seen again. Legend has it that the Darklord's body was destroyed but his spirit still lives on. He is said to be awaiting the day when he shall be made to rise, at the head of a vast army of undead warriors, and set loose to wreak his revenge upon Sommerlund and the house of Ulnar.

    'If it is Naar's intention to resurrect Vashna and his army from the depths of the Maakengorge,' said an anxious Lord Rimoah, as you and he discussed the situation in the secure privacy of your vault below the Kai Monastery, 'then no free realm upon the face of Magnamund will be safe. It has always been Sommerlund's misfortune that Ulnar's victory over Vashna was never total. I have always feared that the legacy of the Maakengorge would one day awaken and confront us . . . and I fear, unless we act swiftly, that that day is about to dawn.'

    For several hours, you and your learned advisor deliberated what could be done to prevent such a catastrophe. You decided that the exact nature of the threat had first to be determined if you were to combat it effectively. You were confident that your Grand Master Disciplines would enable you to unravel this mystery quickly, and so you volunteered to journey to northern Magador and investigate the strange incidents at first hand. After all, there could be a perfectly innocent explanation for them.

    'Let us hope it is so, Grand Master,' said Lord Rimoah, earnestly, 'but, nevertheless, do not forget what could confront you there. I shall pray to Kai and Ishir to watch over and guide you on the journey ahead, Lone Wolf, and bring you home, swiftly, safely and victoriously.'

    Discipline List:
    Grand Weaponmastery
    This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.
    weapons.gif


    Animal Mastery
    Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.

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

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

    Grand Huntmastery
    Grand Masters are able to see in total darkness, and have greatly heightened senses of touch and taste.

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

    Kai-surge
    When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, Grand Masters need only deduct 1 ENDURANCE point. When using the weaker psychic attack--Mindblast--they may add 4 points without loss of ENDURANCE points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)

    Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

    Kai-screen
    In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increases as a Grand Master advances in rank.

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

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

    Magi-magic
    Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle magic, as taught to the Vakeros--the native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

    Kai-alchemy
    Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artifacts.

    New Sun Lord Discipline Abilities:
    Sun Lord

    If you are a Grand Master who has reached the rank of Sun Lord (7 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

    Grand Weaponmastery
    Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a quarterstaff.

    Assimilance
    Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.

    Grand Huntmastery
    Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.

    Kai-surge
    Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast--a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a '0' = 1) and the resultant total equals the damage inflicted. However, use of a Kai-blast will reduce a Sun Lord's ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.

    Telegnosis
    Sun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surfaces, e.g. water, mud, lava, and quicksand. Time duration and degree of surface difficulty increases as a Grand Master rises in rank.

    Magi-magic
    Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:
    * Penetrate--This increases the penetrative energy of any Arrow or Arrow-like missile, launched by a Sun Lord.
    * Energy Grasp--This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood spell Lightning Hand, but differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or an enemy to effect the spell.

    Special Items:
    • Crystal Star Pendant
    • Sommerswerd
    • Silver Helm
    • Dagger of Vashna
    • Jewelled Mace
    • Silver Bow of Duadon
    • Helshezag
    • Kagonite Chainmail
    Ones in green are the ones we have. I'm annoyed that the magic pendent we got last book is not included.

    Backpack Items (choose 4, but we can keep any of the items we had in our backpack, see below):
    • Sword (Weapons)
    • Bow (Weapons)
    • Quiver (Special Items) This contains six Arrows: record them on your weapons list.
    • Axe (Weapons)
    • 2 Meals (Meals) Each Meal takes up one space in your Backpack.
    • Rope (Backpack Item)
    • Potion of Laumspur (Backpack Item) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.
    • Quarterstaff (Weapons)
    • Dagger (Weapons)

    Items left over in our back pack, remember we can only hold 10 total:
    1 Rope, 1 Hourglass, 1 Signet Ring, 1 Brass Key, 1 Bowstring, 1 Potion of Alether, 2 meals, leaving 2 free spaces.

    Edit:

    Current Status: Deliverance chosen.

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  • TagTag Registered User regular
    edited October 2010
    The hours leading up to your departure from the Kai Monastery are spent in the company of your able advisor, Lord Rimoah. Having discussed the mission at great length, you busy yourself now with the practical preparations for your long journey to Magador. He gives you a Scroll which contains a written invitation from President Kadharian to attend his senate to 'discuss trade between Sommerlund and Magador'.5 It will provide a cover for you should the need arise to justify your journey. Also, in the interests of secrecy, you decide it best to discard your formal Kai robes in favour of less conspicuous garments, and you choose instead to wear the simple clothes of a guildsman--woollen breeches, leather tunic, and a cloak. Dressed thus, and aided by your innate Kai skills of invisibility, you feel confident you will be able to travel the road to Helgor, the Magadorian capital, without drawing undue attention to yourself or your purpose.

    By horse, the journey to Helgor could be expected to take five weeks. Your initial thought had been to send word to your friend, Guildmaster Banedon, requesting that he allow you use of his magical skyship, Skyrider. However, on this occasion you will have to forego the speedy comfort of his wondrous craft, for Banedon is using it himself on a quest to the distant land of Bhanar in southern Magnamund, and he is not expected to return to Sommerlund before the year's end.

    Your second choice was also to prove unsuitable. Having resigned yourself to a long journey on horseback, you immediately sent an order to the monastery stables for your horse, Storm, to be saddled and made ready. This fine Slovarian stallion had been a gift to you from Elector Manatine of Palmyrion, in gratitude for the crucial part you played in the victory over the evil Cener Druids of Ruel. His strength, intelligence, and indomitable spirit had reminded you so much of your old Kai tutor--Storm Hawk--that you chose to name the horse Storm in his memory. But, as Rimoah quickly pointed out, such a magnificent horse would be sure to attract suspicion, especially if it was ridden by what appeared to be a humble guildsman. And so, albeit reluctantly, you had the stables prepare you another horse, a strong but less exceptional mount called Bracer.

    Turn to 105.

    ___________________________________

    Page 105: The journey to Helgor takes you south to the City-state of Casiorn, then west to the Lyrisian capital of Varetta--a road you once travelled several years ago during your Magnakai quest. In the main, your ride is peaceably uneventful. By choice you keep to yourself and avoid staying too long in any one place. It is not until you reach Vakovar that the uncertain politics of this region give rise for concern. This squalid, lawless city is home to some of the Stornlands' most notorious criminals and robber-barons. It is common knowledge that travellers who value their wealth and health wisely avoid Vakovar whenever possible. Forewarned by these rumours you choose not to dwell here, but ride swiftly through the city and press on to Helgor. Yet while you are within the city walls of Vakovar no less than a dozen separate attempts are made to relieve you of your money pouch and horse. There are no witnesses to these attacks, which is just as well, for when you ride out of Vakovar you leave a score of dead robbers littering the cobblestones.

    It is early evening when you eventually crest a hill and catch your first disappointing glimpse of Helgor. It is a damp and unwholesome-looking city, ringed by a rampart of mouldering rubble, the remains of a curtain wall which was destroyed during the war against the Darklords. Through the many gaps in this rampart you can see the thick fog that swirls through Helgor's brick streets and crooked, filthy alleys. At first sight it seems that the Magadorian capital is little more than a beggar-city, a vast hotchpotch of slums and hovels, but as you ride nearer you notice several grand towers piercing the rolling grey mist.
    small12.gif
    The main approach to Helgor is patrolled by presidential guards, heavily armed with crossbows and spears, who are checking everyone attempting to enter by road. They are dressed in flamboyant tunics of green, scarlet, and black calf hide, which seem too lavish for the garrison of such a squalid city. When asked your business, you show them the scroll given to you by Rimoah. They are impressed by the invitation and insist that an armed escort be provided to take you directly to the President's palace. After your experience at Vakovar you welcome their offer.

    Despite the overwhelming squalor of Helgor's dingy tenements and streets, you were expecting the President's palace to be the exception. To your disappointment, it turns out to be little more than a fortified chateau situated at the centre of the city, atop a hill known as the Vanagrom Knoll. You are welcomed into the palace's senate hall by an official called Stepona, a dour man who looks older than his thirty years. He sees to it that your horse is stabled, and that you are given refreshments while you await your audience with the President. An hour passes before the doors to the senate hall swing open and, without formal announcement, in strides President Kadharian of Magador.

    If you have ever visited the city of Aarnak in a previous Lone Wolf adventure, turn to 315.

    If you have never been to Aarnak, turn to 202.

    Ugh wish they would include a book number on things like that... I looked it up and its the slave city that we helped a while back.

    ___________________________________

    Page 315: Immediately you recognize the tall, muscular man who stands before you now; he was once known as the Slavemaster of Aarnak. He was an agent of the Elder Magi based in the Darklands who, seven years earlier, helped you to enter the dread city of Helgedad and bring about the downfall of the Darklords. Now he is known by a different name--President Kadharian of Magador.

    'Welcome, Grand Master,' he says, smiling warmly, 'it seems we have both come a long way since our last meeting.'

    The President is amused by your expression of surprise and offers an explanation of how he came to be leader of this rough republic. After the fall of Helgedad, the Elder Magi arranged for his safe passage to the Stornlands where he was granted a command in the army of Lyris. He distinguished himself in battle and later, once the remains of the Darkland armies had been vanquished, he returned to his native Magador and led an uprising against King Vanagrom VI, who had long been a puppet of the Darklords. The revolt ended with the King's death and the abolition of the monarchy. Magador became a republic and the Slavemaster, whose given name was Kadharian, became its first elected leader.

    'And now to the reasons why I have requested your help, Grand Master,' he says, as he pushes open the door to a smaller room which adjoins the senate hall.

    Turn to 100.

    ___________________________________

    Page 100: You follow the President into the chamber, your footsteps echoing as you walk across the mosaic marble floor. At the far end of the room a wiry wolfhound lies snoozing in front of a log fire which is crackling in an iron grate. The flames illuminate the chamber with a warm glow, casting flickering shadows across countless shelves stacked with thick rolls of parchment and papyrus. At the centre there stands a large table heaped with sand. The sand has been shaped to depict the topography of Magador, its towns, cities, mountains, hills and rivers. The attention to detail is most impressive.

    'Somewhere, here, I fear there is a great evil at work,' says Kadharian, pointing to a section of the table which depicts the territory north of Lake Vorndarol, an area uncomfortably close to the deep furrow which represents the Maakengorge.

    'Three moons ago, the lakeside hamlet of Vorn was reportedly destroyed by an unnatural storm, the first of many that have continuously swept the region. I dispatched a troop of my guards to investigate but they never returned. Since then, a second troop has also disappeared without trace.'

    'But what makes you think that a plot to resurrect Vashna is afoot?' you reply, trying not to sound overly sceptical. 'With due respect, President, this is a notorious region infested with renegades and brigands. There may be a far simpler explanation for the destruction of Vorn and the disappearance of your troops.'

    'Aye, 'tis so,' retorts Kadharian. 'At first, I too made the same assumption. But then I came into the possession of something which made me believe otherwise.'

    From a leather pouch hanging from his sword belt, Kadharian takes an item which is neatly wrapped in a square of patterned silk.

    'Here, Grand Master,' he says, offering it to you, 'I'll let you draw your own conclusions from this.'

    Turn to 133.

    ___________________________________

    Page 133: You accept the package and carefully unfold its silken wrapper to reveal an amulet, oblong in shape, strung upon a length of crude twine. It has been carved from coal-black stone, flecked with grains of metal, which sparkle in the firelight.

    small1.gif

    'Where was this found?' you ask.

    'In the ruins of Vorn,' replies Kadharian, ominously.

    If you possess the Discipline of Telegnosis, and have reached the Kai rank of Sun Knight or higher, turn to 262.

    If you do not possess this Discipline, or have yet to reach this level of Kai mastery, turn to 49.

    This is a filler choice or I would have stopped before here. If you all decide on Telegnosis I will provide the alternate description.

    ___________________________________

    Page 49: On closer examination you discover that one side of the amulet is covered by a detailed engraving which depicts a sinister scene. It portrays the rising up of a monstrous creature from the depths of a great gorge, flanked on all sides by a horde of skeletal warriors. At once you recognize it to be a portrayal of Darklord Vashna and his minions, arising from the depths of the Maakengorge.

    Turn to 238.

    ___________________________________

    Page 238: 'Who found this amulet?' you ask.

    'A rogue, one who goes by the name of Smudd,' answers Kadharian. 'A patrol found him in the mountains close by the River Storn, a few days after the second troop went missing. When he couldn't give a good reason for being there, they arrested him and brought him back to Helgor for questioning.'

    Kadharian's emphasis on the word 'questioning' leaves you in no doubt that Smudd's interrogation probably involved some degree of torture.

    'Where is he now?' you ask. 'I'd like to, er, question him myself.'

    'He's in Helgor. He stays at the Crooked Sage, an inn in the north quarter of the city. I'd willingly send a detachment of Palace Guards to fetch him here but that quarter of Helgor is rife with villains. Word would be sure to get out and he'd go to ground. My men would never find him. No, I'm afraid the only likely way you'll get to speak to Smudd is by going to the Crooked Sage in person.'

    'Very well, President,' you reply, 'then that is exactly what I shall do.'

    Turn to 84.

    ___________________________________

    Page 84: 'Do you mind if I keep this?' you ask, motioning to the amulet.

    'I've no objection,' replies Kadharian. 'I hope it helps you to discover what is truly going on in the north.'

    Carefully you rewrap the talisman and slip it into the pocket of your tunic (record this Black Amulet as a Special Item on your Action Chart--you need not discard another item in its favour if you already possess the maximum allowed). Then, after a meal and a soothingly hot bath, you bid farewell to the President and take your leave of the palace by way of the stables.

    ill5.gif

    Night has thickened the blanket of mist which lines the narrow streets and alleys of Helgor. Guided by your Kai instincts, you set off northwards, but soon you have cause to regret not having thought of asking Kadharian for directions to the Crooked Sage Inn. Helgor is an old city and its chaotic streets follow no logical plan. After several wrong turns you come upon a square where the vanes of a rotting signpost point to three exits. Slumped at its base there sits a dishevelled fat man with a yellow streaked beard, who is gulping mouthfuls of cheap ale from a filthy stone pitcher. You attempt to use your Kai Pathsmanship skill to read the signpost but with no success--it is completely illegible.

    If you wish to leave the square by the north exit, turn to 16.

    If you wish to leave the square by the east exit, turn to 332.

    If you wish to leave the square by the west exit, turn to 161.

    If you decide to ask the fat man for directions to the Crooked Sage Inn, turn to 287.

    Ok crew, try our luck or trust a drunk?

    Tag on
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  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    Ask the drunk where to go get drunk.
    Really, the only items that can help us are the potion and the quiver.

    One thing about the special items: We do have the silver helm and the chainmail. We got the help in the third book and the chainmail in the twelfth

    Man in the Mists on
  • HykuHyku Registered User regular
    edited October 2010
    Chat up the drunk for a good time

    Top of the quiver and umm... yah.. not sure on anything else.

    Hyku on
  • TagTag Registered User regular
    edited October 2010
    Ha ha, home at last.

    Page 287: The drunkard gives a lop-sided grin and wipes his greasy mouth with the back of his hand before replying to your question.

    'F' sure I know where be the Crooked Sage. Fine ale to be had there, if only I was moneyed enough to afford it. I'll tell you where it is for a small payment . . . say, ten Gold Crowns?'

    If you wish to pay the drunkard for this information, erase 10 Gold Crowns from your Action Chart and turn to 62.

    If you refuse to pay such a high price, turn to 185.

    Aw crap, I knew I shoulda posted this; oh the penalties of dashing off a post in the airport terminal. We have the maximum of 50 crowns on us.

    Tag on
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    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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    (Retired) Let's Play: Lone Wolf
  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    "You get us there, and you'll have drinking money."

    Man in the Mists on
  • HykuHyku Registered User regular
    edited October 2010
    Refuse to pay! That is our hard earned money and I am getting the sinking feeling this will end in an alley with a bunch of broken bodies.

    Hyku on
  • TagTag Registered User regular
    edited October 2010
    Giving a little bump since we need at least 3 votes (or at the very least not a tie :P).

    Tag on
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  • eMoandereMoander Registered User regular
    edited October 2010
    Refuse to pay! 10 crowns is highway robbery!

    (Been lurking in the thread forever, it would be a shame to see it lose interest)

    eMoander on
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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2010
    Did we settle on a new Discipline yet? I like the sound of Deliverance.

    And refuse to pay, sure.

    Darian on
  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    Good question. What is the new discipline?

    Man in the Mists on
  • TagTag Registered User regular
    edited October 2010
    Sadly our discipline has also been split. So far we have:
    1: Telegnosis -- Reboot
    1.5: Deliverance -- Hyku/2 Darian
    1: Kai-Surge -- MitM
    .5: Nexus -- Hyku/2

    Been hoping for a clear breaker for this, but I've been holding off in case there are some later voters. I know my schedule has been upset recently so I don't want to disenfranchise people who can only check every once and a while for something so key to character development.

    Tag on
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    (Retired) Let's Play: Lone Wolf
  • HykuHyku Registered User regular
    edited October 2010
    Tag wrote: »
    Sadly our discipline has also been split. So far we have:
    1: Telegnosis -- Reboot
    1.5: Deliverance -- Hyku/2 Darian
    1: Kai-Surge -- MitM
    .5: Nexus -- Hyku/2

    Been hoping for a clear breaker for this, but I've been holding off in case there are some later voters. I know my schedule has been upset recently so I don't want to disenfranchise people who can only check every once and a while for something so key to character development.

    I'll end my split and throw my hat in with Deliverance.

    Hyku on
  • TagTag Registered User regular
    edited October 2010
    Bleh sorry its been a couple days guys, not being able to post at lunch sorta screwed me over ;P

    Refusing to pay!

    Page 185: 'Bah! Y' towheaded screwjaw,' curses the drunkard when you refuse to pay his outrageous price. 'I've more pressin' things t' do than waste breath on you.'

    With this, he stumbles away into the fog, clutching his jug of ale. You watch him disappear, then you look again at the three exits from this square and try to fathom which one will lead you to the Crooked Sage Inn.

    If you wish to leave the square by the north exit, turn to 16.

    If you wish to leave the square by the east exit, turn to 332.

    If you wish to leave the square by the west exit, turn to 161

    Rolled the die for blind pick.

    _________________________________

    Page 16: You flick your heel against Bracer's flank and urge him towards the dingy street. Here, only a few houses show any light, and this through the knotholes and cracks of their bolted shutters. At length you come to a junction illuminated by a solitary street lantern. You are trying to decide which way to turn when your eye is distracted by something moving in the shadows. From out of a darkened doorway steps a pale-skinned woman wrapped in a black velvet cloak, edged with scarlet silk.

    ''Tis no night to be out ridin',' she says, her voice syrupy and seductive, 'not 'less you be lookin' for company.'

    You tell her you have no need for her company and turn your horse to leave, but suddenly you find yourself transfixed by the woman's eyes and unable to move. They seem unnaturally vibrant, as if filled with a flickering green fire; she is using magic in an attempt to charm you. Instinctively, you draw on your innate psychic Kai powers to try to dispel the charm, but her magic is unusually strong.

    If you possess the Grand Master Discipline of Kai-screen, turn to 346.

    If you do not possess this skill, turn to 290.

    Psychic whores?

    _________________________________

    Page 16: Using your formidable mind skill, you create a protective wall around your will which deflects the woman's psychic power-charm. Her spell rebounds and the suddenness of this reversal completely overwhelms her senses. In an instant the light vanishes from her eyes and her face becomes blank and expressionless, like that of a mask of a mindless automaton.

    Turn to 115.

    _________________________________

    Page 115: You command her to raise her right hand and she does so without hesitation. On her index finger you notice a platinum ring which you sense at once is magical; it is the source of her psychic power. The ring is fused to her hand and cannot be removed. Having no wish to sever her finger, you command her to lower her hand and tell you where you may find the Crooked Sage Inn. Obediently, she gives you clear directions to Tavern Lane, the street where the inn is situated, and less than ten minutes later you find yourself at a signpost which marks the entrance to this narrow thoroughfare.

    Turn to 332.


    _________________________________

    Page 332: You ride slowly through the clammy fog which carpets the cobblestones of this ill-smelling lane. Clamped against the walls of the surrounding buildings are oil-soaked torches which serve to illuminate the signs of wine shops and taverns. They are crudely painted with emblems--a bloodied battle-axe, a winged horse, a watery sun rising from a broken skull. There is not one that resembles a crooked sage and you are beginning to lose heart when suddenly you hear the sound of drunken revelry coming from a two-storey building at the end of the street. Its oaken doors hang open and the vivid orange glare of its roaring hearth spills invitingly into the dank night gloom. Although it has no painted emblem, you sense at once that you have at last found the Crooked Sage Inn.

    small2.gif

    At your approach, a sallow-faced stable boy limps from a wooden hut which is leaning precariously against the side of the tavern wall. For one Gold Crown (erase this from your Action Chart), he takes charge of your horse and shows you to the taproom door.

    Turn to 21.

    _________________________________

    Page 21: You enter the open doorway, and the hubbub of laughter and conversation dies momentarily as all eyes turn to stare in your direction. They consider you for a few moments, then the chatter and noise begin anew and the eyes return to other matters. After descending a flight of steps to the sunken floor of the taproom, you make your way through the noisy crowd to the beer-soaked counter. A husky serving wench thuds a pewter tankard down on the bar before you and fills it with frothing ale.

    ill2.gif

    'First one's on the 'ouse,' she says, with a snarl, 'the rest y' pays for, understand?' You nod your reply and, as you sip the watery brew, you take stock of the inn's villainous clientele. They are not a pretty crowd. The Crooked Sage is a tavern with an ill reputation, even in the brawling turmoil of Helgor's north quarter. The city guard never patrol here; a weekly donation to the guard captain guarantees that they are always somewhere else. Order, and what passes for law, is kept by Chegga, the owner of the inn, and his two brutish sons--Zhola and Gorgan.

    You finish your ale and the serving wench returns to refill your tankard.

    'That'll be one Gold Crown,' she says, thrusting out a calloused palm. You place the crown on the bar and, as she goes to pick it up, you take hold of her wrist to prevent her from moving away.

    'Where's Smudd? Is he here tonight?' you ask.

    'Over there,' she growls, pointing to a shadowy alcove at the rear of the taproom, 'now let go o' me or I'll call Chegga.'

    Calmly you release her, take up your ale, and walk slowly towards the place where Smudd is seated. He is in the company of a giggling bar-girl and does not notice that you are standing beside him until you thump your tankard down on his table. The sound startles him and immediately he reaches for his sword.

    He has a desperate look about him which reminds you of a cornered rat. If you are to avoid a confrontation, you must do or say something to assuage his fear.

    If you possess Kai-alchemy, turn to 294.

    If you wish to offer him some money, turn to 169.

    If you choose to offer him one of your Backpack Items, turn to 108.

    _________________________________

    Page 21: You whisper the words of the Brotherhood Spell Mind Charm and, at once, you see Smudd relaxing under its influence. He removes his hand from his sword and the scowl of fearful suspicion softens to a smile as he lowers himself back into his seat. With a flick of his hand he dismisses the bar-girl. She leaves without protest and as you watch her walk away, he leans across the table and says, 'How can I help you, stranger?'

    'What do you know about a little hamlet called Vorn?' you say, quietly.

    For a moment the look of suspicion returns to his beady eyes, then he sneers and says, 'I know it no longer exists, that's what I know. There's rumour on the street that it was destroyed by the storms, but there's more to it than that. More than I care to remember.'

    You show him the Black Amulet that President Kadharian gave to you and once more you repeat your question. Now he refuses to answer, fearing that you are one of Kadharian's agents out to arrest him. He kicks back his chair and tries to stand, but he does not make it.

    He is halfway out of his seat when suddenly his chest is transfixed by a crystal arrow. Wide-eyed with pain and shocked surprise, he crashes to the floor amid a spray of blood and spilt ale.

    Turn to 215.

    _________________________________

    Page 215: A wave of panic sweeps through the crowded inn. Women shriek hysterically and gruff voices shout in anger and confusion, demanding Smudd's killer be found. You back away from the alcove and, as you turn towards the counter, you catch a glimpse of a figure running along the gallery which overlooks the taproom floor. He is clad from head to toe in a close-fitting black tunic and he is carrying a bow. You watch helplessly as he disappears through a door which leads off the gallery.

    ill12.gif

    If you wish to climb an adjoining staircase and give chase, turn to 259.

    If you choose to leave the inn by the front door, turn to 56.

    Tag on
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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2010
    Up the stairs; follow that ninja!

    Darian on
  • pslong9pslong9 Registered User regular
    edited October 2010
    I'll also vote Deliverance.

    And no way we make it to the front door without crashing into a bunch of people and losing our prey. Climb the adjoining staircase.

    pslong9 on
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  • TagTag Registered User regular
    edited October 2010
    Unless we get a flood of opposition, I'm going to call Deliverance the winner; I will update the thread with the next update.

    Tag on
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  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    Up the stairs and after the ninja.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited October 2010
    Stairs! What could possibly go wrong with a rooftop chase of a ninja?

    Hyku on
  • TagTag Registered User regular
    edited October 2010
    Deliverance and Stairs win :P

    Page 259: You race up the staircase and kick open the door through which the black-clad archer disappeared. Inside, you discover a group of gamblers standing at a circular table with playing cards in their hands. They have all risen from their seats to look at something on the far side of the room. When you follow their gaze, you see it is the archer; he is climbing through an open window on to a balcony outside.

    If you possess a Bow and wish to use it, turn to 301.

    If you do not, turn to 197.

    __________________________________________________

    Page 301: Swiftly you unshoulder your Bow, draw an Arrow from your Quiver, and take hurried aim as the man in black leaps from the window ledge on to the balcony.

    Pick a number from the Random Number Table. If you possess the Discipline of Grand Weaponmastery with Bow, add 3 to the number you have picked.

    If your total score is now 6 or less, turn to 27.

    If it is 7 or more, turn to 251.

    We got a 9 and overkilled this by a lot.

    __________________________________________________

    Page 251: The tip of your Arrow clips the man's calf and you hear him yelp with pain. But the wound is superficial and it does not prevent him from making his escape out on to the balcony.

    With weapon in hand, you climb out of the window. You are expecting the archer to attack you the moment you appear but the balcony is deserted: he has disappeared. Then your keen eyes notice fresh bloodstains on the balcony rail and you catch a glimpse of movement on the roof of the building opposite. It is the archer. Despite his wounded leg he has leapt across the narrow street and is now making his escape across the rooftops of the north quarter.

    With the grace of a panther you spring on to the balcony rail and leap across to the roof opposite. Without breaking your stride, you set off after the fleeing assassin and pursue him to the edge of a flat-topped warehouse at the end of Tavern Lane. Here a plank of wood has been laid down to span the gap of fifteen metres to the rooftop opposite. The man limps across the plank, then kicks it away to prevent you from following him.

    If you are determined to follow him and wish to try to leap across the gap, turn to 42.

    If you do not wish to make the jump, turn to 191.

    Tag on
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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2010
    Leap the gap; we picked up levitation sometime, right?

    Darian on
  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    Bionic leap with the power of Huntmastery.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited October 2010
    Leap! What is 15 metres to a man with grace of panther?!?

    Hyku on
  • pslong9pslong9 Registered User regular
    edited October 2010
    Hmm... on the one hand, it's the Lone Wolf. On the other hand, the current world record for the long jump is only 60% of the distance we're supposed to jump.

    Eh, what the hell, jump the gap.

    pslong9 on
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  • KathrisKathris __BANNED USERS regular
    edited October 2010
    Leap LonePanther! Leap!

    Kathris on
    673478-1.png
  • TagTag Registered User regular
    edited October 2010
    Page 42: You sheathe your weapon, run to the edge of the warehouse, and launch yourself towards the roof of the building opposite.

    Pick a number from the Random Number Table. If you possess Grand Huntmastery and have reached the rank of Kai Grand Guardian or higher, add 3 to the number you have picked.

    If your total score is now 3 or less, turn to 154.

    If it is 4-7, turn to 310.

    If it is 8 or higher, turn to 70.

    We rolled a 6 which bumps us to 9.

    _______________________________________________

    Page 70: You make the jump look effortless as you glide through the air and make a perfect landing on the opposite roof. For a moment the black-clad archer halts beside a tall chimney stack and turns around to look at you. He is clearly worried by how efficiently you are pursuing him. Then, three other shadowy figures emerge from behind the stack and stand at his shoulder. Silently they stare at you for a few moments before one of their number raises his hand and hurls a glassy sphere in your direction.

    The sphere shatters at your feet and, in an instant, your legs are engulfed by a writhing mass of magical vines. By the time you have freed yourself, you discover that the assassin and his confederates are nowhere to be seen. Cautiously, you approach the chimney stack where you find, lying at its base, a palm-sized coin of black metal engraved with runes. You pick up this disc and slip it into the pocket of your tunic. (Record this Runic Disc on your Action Chart as a Special Item. You must discard an item in its favour if you already carry the maximum number permissible.)

    Having lost sight of the four shadowy figures, you decide now to call off the chase. Wearily you make your way down from the roof and retrace your steps back to the stables of the Crooked Sage in order to collect your horse.

    Turn to 341.

    _______________________________________________

    Page 341: As soon as the stable boy has saddled Bracer, you mount up and leave the inn at a gallop. You decide to forgo sleep this night and begin your journey north without further delay. Shortly past midnight, you pass through Helgor's ruined East Gate and head off along a rutted track that winds a northeasterly route towards the River Storn. The moon is full and this rough trail is illuminated clearly by its cold, ashen light. Far to the north an electrical storm is brewing. Flashes of forked lightning light up the horizon and the sky, and the hills echo to the rumble of distant thunder.

    You have covered little more than ten kilometres when the trail gradually peters out. You continue on across soft heathland for a few miles further until you find another trail, muddier than the first. Fresh tracks are imprinted in its surface, leading off towards the northeast. Curious as to their origin, you dismount and take a closer look.

    Pick a number from the Random Number Table. If you have Grand Huntmastery, add 1 for every Kai level you are above the rank of Kai Grand Guardian to the number you have picked.

    If your total score is now 4 or less, turn to 307.

    If it is 5 or more, turn to 256.

    We rolled a 4 and pass.

    _______________________________________________

    Page 256: Your advanced Kai skills and the mud make it easy for you to tell that these tracks were made by humans travelling on foot. You count eight different pairs of footprints: six made by sandalled feet, and two by heavy hobnailed boots. The tracks are two days old and they are all heading in a northeasterly direction.

    Turn to 67.

    _______________________________________________

    Page 67: The muddy track climbs to the peak of a ridge and then makes a twisting descent to a copse of sickly-looking trees clustered at the base of a gully. You have noticed that the night wind has gradually been getting warmer and, as you reach the copse, a few drops of rain begin to spatter the shoulders of your cloak. Within minutes this gentle shower is transformed into a torrential downpour. Suddenly, thunder booms overhead and forks of white lightning streak down to explode among the surrounding trees, setting them on fire. Fearful of the danger, you peer through the wall of rain in search of safer shelter.

    Aided by your Kai senses, you detect two possible refuges from the storm: an overhanging ledge of rock, and the entrance to an old mineshaft.

    If you wish to take shelter under the ledge, turn to 209.

    If you decide to seek shelter in the old mineshaft turn to 128.

    Ledge or mine?
    hsudlf.png

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  • NeadenNeaden Registered User regular
    edited October 2010
    Go to The Bridge we might meet a troll.

    Neaden on
  • TagTag Registered User regular
    edited October 2010
    Neaden wrote: »
    Go to The Bridge we might meet a troll.

    There.... there is no bridge?

    Tag on
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  • NeadenNeaden Registered User regular
    edited October 2010
    Tag wrote: »
    Neaden wrote: »
    Go to The Bridge we might meet a troll.

    There.... there is no bridge?

    Obviously i meant the ledge, which is a sort of a bridge, connecting the mountain to the air....of my heart.

    Neaden on
  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    The sphere shatters at your feet and, in an instant, your legs are engulfed by a writhing mass of magical vines. By the time you have freed yourself, you discover that the assassin and his confederates are nowhere to be seen.

    Boooo! Damn you railroad plot!

    In other news, SHAFT! Can you dig it?

    Man in the Mists on
  • HykuHyku Registered User regular
    edited October 2010
    Mining for Instagibs! Honestly the last mine we visited had unstoppable killing machine dwarves, what could go wrong this time?

    Hyku on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2010
    You make a strong case in favor of the ledge, sir.

    Darian on
  • KathrisKathris __BANNED USERS regular
    edited October 2010
    Old Mineshart The ledge sounds like we could get wet. I dont like being wet. Cozy Mineshaft where we can build a nice fire and wait out the rain sounds good!

    Kathris on
    673478-1.png
  • TagTag Registered User regular
    edited October 2010
    Page 128: You urge Bracer up a treacherously slick path that leads to the entrance. Without once faltering on the difficult ascent, he carries you to the top of the path where two rusty wagon rails disappear into the mineshaft's shadowy maw. You approach, and the instant you are out of the rain, your keen Sixth Sense alerts you to the fact that you are not the only ones seeking shelter here. The scent of greasy fur and the glint of two grey-green eyes in the gloom tell you that you have stumbled upon the lair of a mountain wolf.

    ill7.gif

    The wolf growls menacingly and Bracer backs away in fright. Quickly you prepare to use your Magnakai skill of Animal Control to calm this beast before its hunger or its fear make it attack.

    If you possess Animal Mastery, and have reached the rank of Kai Grand Guardian or higher, turn to 89.

    If you do not possess this skill, or have yet to reach this rank, turn instead to 151.

    _______________________________________________

    Page 151: Your basic Kai skills are sufficient to calm the wolf, but he is clearly agitated by the scent and presence of your horse. Confused and frustrated by its conflicting instincts, the wolf retreats into the depths of the mineshaft where it howls throughout the remainder of the night.

    Unable to sleep because of the wolf's incessant cries, you spend the next five hours in quiet discomfort waiting for the storm to subside: lose 2 ENDURANCE points.

    Turn to 279.

    Lone Wolf, we can massacre armies but can't just shoot a lone wolf to shut it up...

    _______________________________________________

    Page 279: The first light of dawn brings with it a dramatic change in the weather. The storm has ended and the sky is now bright and clear, but on the distant horizon you can still see flashes of lightning and hear thunder rumbling in the mountains.

    small9.gif

    You leave the old mine and urge Bracer down the muddy slope towards the track, most of which you discover has been washed away by last night's storm. The damp earth is streaming in the unusual heat of the morning sun and the air crackles with an eerie residue of static electricity.

    You continue your ride through the hills without stopping until, shortly after midday, you come to a derelict hovel which stands at the edge of a marshy peat bog. Your Kai senses inform you that there is somebody inside and, spurred on by curiosity, you resolve to find out who they are. You dismount and leave Bracer to feed on the marsh grass while you go forward to investigate the hovel on foot. You are six metres away from its rotting wooden door when suddenly it creaks open and you see an old man standing in the doorway. He is smiling at you.

    If you have ever visited the city of Varetta, the city of Tahou, or a hut on the Ruanon Pike in a previous Lone Wolf adventure, turn to 220.

    If you have never visited any of these places, turn to 53.

    _______________________________________________

    Page 220: Immediately you recognize the man: he is Gwynian, the Sage of Varetta.

    small11.gif

    'Welcome, Grand Master. It has been a long time since we last met. Come, step into my humble abode. The time has come once more for us to discuss the future.'

    Turn to 178.

    _______________________________________________

    Page 178: Gwynian leads you into the derelict hovel and offers you a seat next to an ancient table carved from stone. Then he lowers himself carefully into a chair opposite and looks deeply into your eyes.

    'Lord Rimoah sent word to me in Varetta that you were on your way here,' he says, taking a parchment envelope from the folds of his robes. 'I, and my fellow sages, have been observing the skies in this region for many months, and we are sure that an event of great and terrible importance is close at hand. The stars and the storms portend that an evil power is soon to appear on Magnamund.'

    'Could it be the rising of Vashna?' you ask, daring to voice your fear.

    'Yes, we believe it to be Vashna. Unless you can prevent it, Lone Wolf, the Darklord and his army will rise from the Maakengorge.'

    If you possess a Black Amulet, turn to 234.

    If you do not possess this Special Item, turn to 45.

    _______________________________________________

    Page 234: You remove the Amulet from your pocket and hand it to the old sage.

    'President Kadharian gave me this. It was found on the shore of Lake Vorndarol, near the ruins of Vorn, by a rogue who went by the name of Smudd. I tracked him to a tavern in Helgor but he was assassinated before he could tell me anything more about it. Can you?'

    Gwynian holds the Amulet close to his myopic eyes and examines the engravings with great care.

    After a short while he says, 'It is a seal. It's an amulet of fealty worn by the Acolytes of Vashna,' he says sadly. 'It would seem to confirm our fears. I have seen amulets such as this before, but none crafted from such a metal. This is a metal not of this world.'

    Gwynian hands back the Amulet and you return it to your pocket.

    Turn to 45.

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    Page 45: Gwynian opens his envelope and removes a time-yellowed parchment which he spreads upon the smooth stone table: it is a map of northern Magador. He points to Lake Vorndarol and tells you that the eye of the strange storms which have swept this region has been calculated to be within a few miles of the lake's eastern shore, close to the Maakengorge. The hamlet of Vorn, or what is left of it, is located on the southern shore, near to a tributary of the River Storn. He counsels you to be on your guard at all times and, to help you succeed, he gives you an amulet of his own.

    'Wear this, Grand Master,' he says as he places the corded platinum disc around your neck. 'It will keep you safe from some of the perils that may await you at the Maakengorge.'

    (Record this Platinum Amulet, which you wear on a cord around your neck, as a Special Item on your Action Chart. You need not discard another item in its favour if you are already carrying the maximum number permissible.)

    Turn to 297.


    _______________________________________________

    Page 297: You thank Gwynian for his help and he waves farewell as you leave the hovel and walk back to your horse.

    'Good luck, Grand Master,' he calls out, 'my hopes and my prayers go with you.'

    By nightfall you have covered twenty kilometres of rough terrain and have been assailed by extremes of weather. From a desert-like heat at mid-afternoon the temperature plummeted, causing a sub-zero squall which left you and Bracer blanketed with frost. But now, as darkness draws its cloak over this troubled land, the temperature quickly rises. This heralds the return of the rain, and the thunder and the violent lightning strikes.

    Helped by your Tracking skills, you discover a shallow cave where you can take shelter from the storm. You are tired and hungry, and unless you possess Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

    If you possess Animal Mastery, and have attained the rank of Kai Grand Guardian or higher, turn to 194.

    If you do not possess this Discipline, or if you have yet to achieve this level of Kai mastery, turn to 23.

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    Page 23: The cave offers adequate protection but you are plagued by a feeling of unease. A familiar tingling sensation runs up and down your spine; it is your Sixth Sense, warning you that danger lurks close by. You stand in the mouth of the cave and scan the surrounding storm-swept hills, but when you are unable to detect any obvious threat, you shrug it off and step back into the dry. Fatigue, and this strange weather, must have begun to affect your senses.

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

    If your total score is now 5 or less, turn to 264.

    If it is 6 or more, turn to 125.

    We got a 5 but our Pathsmanship bumps us up.

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    Page 125: You are awoken in the middle of the night by a tremendous clap of thunder which shakes the ground and startles Bracer. At first you think that a new day must already have dawned, for the cave is awash with bright light. But when you prise open your sleep-clogged eyes and look out over the surrounding landscape, you see that the light has a far more sinister origin.

    The sky is alive with hordes of glowing, wraith-like phantoms. They swoop down from the roiling storm clouds and skim the treetops, howling and screeching like insane banshees. A trio of these ghastly apparitions pass within a few yards of the cave mouth and suddenly your head is gripped by a crushing pain. You use your Magnakai skills to erect a Psi-screen to protect your mind from this psychic attack, but your reflexes are sleep-dulled and you lose 3 ENDURANCE points before your defence is intact.

    Turn to 326.

    _______________________________________________

    Page 326: The trio of phantoms break off their attack and take to the sky to rejoin their unholy siblings. As their wispy, glowing forms disappear into the stormy clouds, you get to your feet and quickly gather up your weapons and equipment. They have gone, but not for long. Within minutes they return with seven more of their ghostly brothers in train.

    If you possess Kai-screen, and have reached the rank of Kai Grand Guardian or higher, turn to 111.

    If you do not possess this Discipline, or if you have yet to attain this level of Kai rank, turn to 30.

    _______________________________________________

    Page 111: You sense a hostile psychic presence about them, an evil mind-energy which is becoming stronger as they draw nearer. You draw on your own formidable psychic skills and erect a defensive wall around your mind which keeps you safe from their first bombardment. They veer upwards and vanish into the clouds for a few moments, but then they reappear and come swooping down for another attack.

    If you possess Kai-surge, and have reached the rank of Sun Lord, turn to 229.

    If you do not possess this Discipline, of if you have yet to attain this level of Kai rank, turn to 142.

    _______________________________________________

    Page 142: You draw your weapon and brace yourself as the phantoms swoop down upon you like hungry vultures descending on a corpse.

    Vortexi: COMBAT SKILL 46 ENDURANCE 40

    For every level of Kai rank you have attained above that of Kai Grand Guardian, you may add 2 to your COMBAT SKILL for the duration of this fight. If you possess the Sommerswerd, restore 5 points to your ENDURANCE score.

    If you win the combat, turn to 159.

    Combat Ratio: 46+6(psi-surge)+4(rank) - 46 (enemy) = 10
    Endurance: 53 (max)
    Your Random Number was: 4
    Your enemy took 11 Damage!
    Your enemy now has 29 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 51 Endurance Points.

    Your Random Number was: 5
    Your enemy took 12 Damage!
    Your enemy now has 17 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 49 Endurance Points.

    Your Random Number was: 1
    Your enemy took 8 Damage!
    Your enemy now has 9 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 46 Endurance Points.

    Your Random Number was: 6
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 1 Damage!
    Lone Wolf now has 45 Endurance Points.

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    Page 159: You have destroyed all of the ghostly creatures that were attacking you, but you are mindful that there are still hundreds of these malevolent spirits circling the area. You stand with your horse at the rear of the shallow cave, your weapon ready in hand, and pray to Kai and Ishir to keep you both safely hidden. Gleefully, the Vortexi ride the raging storm for more than an hour until eventually it dies and they slowly disappear.

    An uneasy calm descends upon the land. You sense that the danger has passed and try to get some rest, but the recent memory of your ghastly confrontation is still vivid in your mind which makes it impossible for you to sleep: lose 3 ENDURANCE points.

    Furthermore, unless you possess Grand Huntmastery, you must now eat a Meal or lose an additional 3 ENDURANCE points.

    Turn to 337.

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    Page 337: You leave the cave at first light and continue your lonely trek towards Lake Vorndarol. Before dawn, an icy wind swept down from the north and spread a thick blanket of frost on the trail, freezing the mud beneath. To your surprise, the going is easier and swifter than expected and, by noon, you find you have covered more than thirty kilometres.

    During your ride you have watched the land slowly changing. The trail is now steeper and granite outcroppings have begun to appear, tinged with moss and interspersed with pine trees and grey-green underbrush. You are approaching an area littered with huge granite boulders when suddenly your Magnakai Pathsmanship skills alert you to danger; you sense there is an ambush ahead.

    Pick a number from the Random Number Table.

    If the number you have picked is 0-1, turn to 182.

    If it is 2-9, turn to 241.

    We got a 4.

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    Page 241: Hurriedly you leave the trail, steering Bracer through the undergrowth towards the cover of a dense pine copse. Here, you quickly dismount and tie his reins to a tree before going forward to see what you can find.

    ill14.gif

    You soon discover that a gang of brigands are lying in ambush, well hidden among the boulders that line both sides of the trail. Your Kai Hunting skills enable you to circle around and get behind them without being seen and, from a high vantage point among the boulders, you observe their leader and three of his henchmen hiding behind the bough of a fallen tree.

    If you possess a Bow and wish to fire an Arrow at the brigand leader, turn to 304.

    If you possess Kai-alchemy and wish to use the spell of Mind Charm, turn to 212.

    If you decide to wait and observe the brigands a little longer, turn to 98.

    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
  • NeadenNeaden Registered User regular
    edited October 2010
    The Bow Never Fails!

    Neaden on
  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    Take over the leader's brain.

    Man in the Mists on
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