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

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Posts

  • HykuHyku Registered User regular
    edited October 2010
    Magic for great Alchemy!

    Hyku on
  • pslong9pslong9 Registered User regular
    edited October 2010
    We've used the bow too much. Let's use Mind Charm and force them to turn on each other.

    pslong9 on
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    3DS FC: 0817-3759-2788
  • TagTag Registered User regular
    edited October 2010
    Page 212: You focus on the brigand leader as you whisper the words of the Brotherhood Spell Mind Charm. You will him to send away his henchmen and, when he is alone, you close in on him from behind without making a sound.

    Turn to 119.

    ____________________________________________________

    Page 119: Like a fleeting shadow, you move through the undergrowth towards the brigand leader. As you draw closer, you hear him cursing the incompetence of his men and you see him beating his clenched fist on the trunk of the fallen bough in frustration. Then you leap upon him, covering his mouth with one hand and locking his arm behind his back with the other. He growls and struggles like an angry bear to break free from your grip, but when you whisper a threat in his ear he quickly ceases to resist. Suddenly his nerve seems to break and he begins to whimper like a frightened puppy. You ease your hand away from his mouth just enough so that he can speak and at once he pleads with you not to kill him. He offers you the contents of his satchel and free passage away from here if you will promise not to harm him.

    If you wish to see what he has in his satchel, turn to 113.

    If you wish to question him about why he has laid an ambush for you, turn to 75.

    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
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2010
    Question him

    Darian on
  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    Interrogation time

    Man in the Mists on
  • NeadenNeaden Registered User regular
    edited October 2010
    Interrogation time

    No one expects the Magna-Kai inquisition!

    Neaden on
  • TagTag Registered User regular
    edited October 2010
    What, no call to search for loot? Who are you people and what have you done with the real wolf pack?

    Page 75: You hold the brigand in a vice-tight armlock and demand to know who sent him here to ambush you.

    'No one sent me,' he pleads, 'no one . . . no one at all. I was plannin' on robbin' me a few acolytes, that's all. Some of 'em has gold and trinkets that's worth cash in Vakovar. This trail's been good to me. It's netted me some rich pickin's in the past month or so. We wern't after you in partic'lar . . . no, you jus' happened to come ridin' past, that's all.'

    Your Kai senses inform you that he is speaking the truth. He and his band of robbers have been waylaying Acolytes of Vashna who have travelled this route over the past few weeks. Without slackening your grip, you ask him what he knows about them.

    'They been preparin' something, over on the . . .' he says, but he ceases to speak the moment he sees a group of his men emerge from the surrounding pines.

    'You're in for it now,' he hisses, 'my men are goin' to do for you good an' proper.'

    Another six of the captain's men step from out of the trees and begin to move towards you, their swords held ready to strike. Rather than stay and fight them, you shove the captain away and take to your heels, pausing only to snatch up his satchel as you make your escape.

    Screaming curses and promising you a slow death, the captain scrambles to his feet and leads his men in a chase, but you are soon lost among the dense pines and, reluctantly, he orders his henchmen to give up the pursuit.

    Turn to 247.

    ________________________________________

    Page 247: When you sense it is safe to do so, you stop to catch your breath and examine the contents of the satchel, which you empty out on to the ground. It contains the following items:

    [illustration]


    * 80 Gold Crowns
    * Enough food for 3 Meals
    * Quiver (containing 3 Arrows)
    * Bottle of Wine
    * Spyglass
    * Ruby Ring

    If you wish to keep any of the above, remember to adjust your Action Chart accordingly.

    The area is alive with bandits and you are forced to flee northwards, away from the place where you left Bracer tethered to a tree. You are anxious for his safety and mindful that there are still many kilometres to be covered before you reach Lake Vorndarol, but you dare not turn back for him. Then you hear something that makes you halt in your tracks: it is the sound of a horse whinnying.

    Turn to 223.

    Arrows and gold refilled, let me know about anything else.

    ________________________________________

    Page 223: Your keen Kai senses detect the warm scent of horse flesh on the air, mingling with the sharp tang of the surrounding pine trees. Hopeful that it is Bracer, escaped from the brigands and come to find you, you push through the densely-packed trees until you stumble upon a clearing. Here you discover that it is not Bracer after all; you have found the brigands' horses.

    They are unguarded and you cannot sense their owners close by, but even so you take every care not to startle them. Silently you untether one of the stallions and lead him away from the rest of the horses, along a trail which is covered with fresh tracks, and soon you come to a wider trail which winds away to the north. Here you mount the horse and set off along this rocky trail, but you have gone little more than half a mile when you smell something that makes you rein your new horse to a halt. From a wooded gully away to your right you detect the scent of death being carried on the afternoon breeze.

    If you wish to investigate the wooded gully, turn to 342.

    If you choose to avoid it and ride on, turn to 156.

    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
    Investigation time

    Neaden on
  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    Investigate

    Also, grab the ruby ring.

    Man in the Mists on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2010
    Investigate, keep the ring

    Darian on
  • TagTag Registered User regular
    edited October 2010
    Heh I wonder what would happen if Lone Wolf used that spy glass. We could see forever!

    Page 342: The horse refuses to approach the trees so you dismount and tether him to a boulder before investigating the wooded gully on foot. Beyond the perimeter of trees you discover a clearing where a score of shallow graves are clustered in a circle. You scrape away some of the stones and earth from the nearest grave and uncover the corpse of a man clad in mouldering red robes. A black hood trimmed with skeletal insignia identifies him to have once been an Acolyte of Vashna. He and his brothers were attacked, robbed, and murdered by the brigands when they passed this way some weeks earlier. This clearing is where they disposed of the bodies.

    If you wish to search the robes of this corpse, turn to 199.

    If you wish to leave this crude graveyard and return to the trail, turn to 156.

    Edit: I'll do a second update tonight if we get enough votes due to the brevity of this one.

    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
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2010
    Search the robes for something of use

    Darian on
  • KathrisKathris __BANNED USERS regular
    edited October 2010
    Darian wrote: »
    Search the robes for something of use

    Kathris on
    673478-1.png
  • pslong9pslong9 Registered User regular
    edited October 2010
    Kathris wrote: »
    Darian wrote: »
    Search the robes for something of use

    pslong9 on
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    3DS FC: 0817-3759-2788
  • TagTag Registered User regular
    edited October 2010
    Page 199: With your teeth clenched tightly against the fearful stench that is arising from the grave, you scrape away the remaining earth and stones and begin to search through the corpse's robes. There is little of value to be found here, nothing that the brigands have not already picked over. You are about to abandon this unpleasant task when suddenly you notice something protruding from the corpse's boot. It is a hexagonal token engraved with strange symbols, and it is made from the same black, metallic substance as the amulet given to you by President Kadharian.

    You decide to keep this item. (Record this Special Item on your Action Chart as a Black Token which you carry in your pocket. If you already carry the maximum number of Special Items permissible, you must discard one in its favour.) Having satisfied your curiosity, you leave the gravesite and return to your horse, eager to continue your journey as quickly as you can.

    Turn to 156.

    __________________________________________

    Page 156: Throughout the afternoon, the rocky trail descends through an unlovely landscape of shale hills and crags topped with thorny brambles. It is difficult terrain but your ride passes without incident. Shortly before dusk, you come to the top of a ridge and catch your first glimpse of the River Storn and the snow-capped peaks of the southern Durncrags beyond. The elation of having come this far is sobered when you see that the distant sky is changing rapidly, and only a slender streak of light fringes the horizon. A storm is closing in.

    As you make the long, gradual descent towards the river, the air becomes humid and dark clouds appear overhead. The turmoil of moisture quickly charges the atmosphere. Lightning flashes without warning from the clouds to the earth and arcs skyward again, its energy echoing in a slow roll of thunder. Then the heavens open and a deluge of rain saturates the land. You calm your startled horse and urge him through the pouring rain, praying all the while that you will be able to find shelter before night closes in.

    You are within a mile of the river when the darkness is almost complete. Yet, aided by your keen vision, you are able to make out two places that can offer some degree of shelter from the storm. The first is a cone-shaped stone hut, perched near the river's edge; the second is a rocky hollow close to the trail.

    If you wish to shelter in the hut, turn to 207.

    If you wish to take shelter in the rocky hollow, turn to 91.

    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
    6a00d8341c046f53ef01157157cbc3970c-800wi

    Neaden on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2010
    I think I'd prefer the holler

    Darian on
  • InfestedGnomeInfestedGnome Registered User regular
    edited October 2010
    Whooo this is some good reading thanks Tag

    InfestedGnome on
    IGsig.jpg
    AKA [PA]Ilovepandas :D
  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    To the Hut!

    Maybe we'll run into our old mystic stalker yet again.

    Man in the Mists on
  • KathrisKathris __BANNED USERS regular
    edited October 2010
    To the Hut!

    Take the Black token! Maybe itll be like that awesome Black Cube!

    Kathris on
    673478-1.png
  • TagTag Registered User regular
    edited October 2010
    Page 207: The hut has long been deserted but it still offers you and your horse good protection against the elements. It is watertight and there is sufficient straw on the floor to feed your mount and keep you warm during the night.

    Before you settle down to rest, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

    Sheltered from the foul storm, you are able to get a good night's rest. You awake the following morning feeling invigorated: restore 3 ENDURANCE points.

    To continue, turn to 285.

    ____________________________________________

    Page 285: In the cold light of dawn you see that the River Storn is too deep and fast-flowing to be fordable at this point. The trail follows the river downstream so you decide to follow it in the hope of finding somewhere to cross. Two kilometres later, you happen upon such a place.

    At a point where the river slows and widens, you find a crude rope ferry has been erected. It comprises two rafts attached to two long lengths of rope which are suspended above the river. A crossing can be achieved by boarding a raft and pulling on its guide rope to haul it across to the opposite bank.

    ill17.gif

    You wait and observe that area for a few minutes. When you feel sure that it is safe to proceed, you place your horse aboard a raft and begin the laborious task of pulling yourself across to the distant shore.

    Pick a number from the Random Number Table.

    If the number you have picked is even (0, 2, 4, 6, 8), turn to 87.

    If it is odd (1, 3, 5, 7, 9), turn to 172.

    We got a 1.

    ____________________________________________

    Page 172: The crossing is laborious and tiring (lose 2 ENDURANCE points), but at length you reach the far side of the river and disembark safely. A stony trail runs along the bank, heading north, and you follow it with high hopes of reaching Lake Vorndarol before sunset.

    All day the sun blazes supreme in a cloudless sky and waves of heat create a shimmering, distorted view of the trail ahead. The distant horizon is streaked with myriad colours and the dry air crackles with electricity, a legacy of last night's violent storm. Late in the afternoon you come to the ruins of an ancient settlement and stop here to allow your horse to rest awhile in the shade.

    If you possess Grand Pathsmanship, turn to 102.

    If you do not possess this Discipline, turn to 260.

    ____________________________________________

    Page 102: You sense that you are not alone; you can feel the presence of another living creature close by. Silently you draw your weapon and set off on foot to investigate. Your Kai senses lead you directly to a derelict hut on the perimeter of this ancient settlement. You call out, demanding whoever is inside to show himself, but there is no reply. You repeat your demand but again it goes unanswered. With weapon raised you rush in through the door, expecting to have to fight a skulking brigand or an Acolyte of Vashna, but you find neither. You are confronted instead by something wholly unexpected.

    Turn to 47.

    ____________________________________________

    Page 47: In the far corner of this hovel are a man and a woman. They are huddled close together, wide-eyed and shivering with fear. Their once-fine clothes are tattered and caked with mud, and in their midst you see that they are cradling an infant who is clearly sick with fever. You lower your weapon and offer them an assurance that you mean them no harm but, even though you can tell that they understand your words, they still look at you with terror in their eyes.

    If you possess some food and wish to offer it to them, turn to 122.

    If you do not have any food, turn to 217.

    Gonna assume we give them a meal (that's why we carry food with us anyway).

    ____________________________________________

    Page 122: You place the food before their feet and step away, but they do not touch it until you sheathe your weapon and taste it yourself to prove that it has not been poisoned (erase this Meal from your Action Chart). Ravenously they consume the humble meal in seconds and, when they have finished, they allow you to approach and examine their sickly child. You tell them that you can help their son. Using your innate Healing skills, you place your hands upon the boy's chest and let your Kai power flow through into his fever-wracked body. Within a few moments he stirs to consciousness and gives a healthy cry; you have saved his life.

    Turn to 277.

    ____________________________________________

    Page 277: Tearful with gratitude, the boy's parents kiss your hands and thank you with all their hearts for saving their child's life. The man asks if there is anything they can do to help you in return and you respond by asking who they are, and how they came to be hiding here.

    You learn that they once lived in the hamlet of Vorn where the man, whose name is Bayan, made a humble but honest living fishing the waters of Lake Vorndarol. Then one fateful night, some weeks ago, the Acolytes of Vashna came and destroyed Vorn. They managed to escape with their lives but they fear that the rest of their community were slaughtered in the attack, or perished in the dreadful storms which followed. For the past few weeks they have been hiding in the hills to avoid the acolytes and the marauding bands of robbers who have come from Vakovar looking for loot.

    You tell them that you have been sent here by President Kadharian to find out what is going on at Lake Vorndarol. Bayan replies that he knows a safe route through the hills which leads directly to the ruins of his old home. He says he is willing to act as your guide and you accept his offer gratefully.

    Turn to 335.

    ____________________________________________

    Page 335: Bayan says farewell to his wife, warning her to stay hidden here with the child until he returns. She thanks you once more for curing her son and she wishes you a safe journey, then Bayan leads you to another hovel where he has hidden a donkey. It is a stubborn, flea-bitten old ass, but it serves Bayan well as the two of you follow his secret trail into the foothills of the southern Durncrags.

    It is a long and tortuous route but it is also a safe one. At dusk you come to a cave whose entrance is hidden by clumps of loose brushwood. Bayan and his family have used it several times over in the past few weeks and they have stocked it with a buried cache of roots and berries. These, together with some live game which you catch at a nearby stream, make for a filling and nutritious meal which you both enjoy before settling down to a long sleep.

    You may restore your ENDURANCE points score to its original level. To continue, turn to 64.

    ____________________________________________

    Page 64: You strike camp and set off shortly after dawn. Come mid-morning, you arrive at a high pass from where you see Lake Vorndarol for the first time. You call on your Magnakai skill of Huntmastery to intensify your vision and, as your view of the lake grows sharper and clearer, you make out the ruins of Vorn on the southern shore. The hamlet is blackened and desolate, but it is not without signs of life. There are men moving around in the streets, and a square-rigged boat is moored at the quay.

    Bayan is anxious for his family's safety and keen to return to them now that he has guided you to within sight of Vorn. You thank him for his help and offer him some money which he gratefully accepts. Pick a number from the Random Number Table (0=10). The number you have chosen is equal to the number of Gold Crowns you give to Bayan. If you have insufficient money, you must give him all the Gold Crowns you have, plus an item from your Backpack.

    To continue, turn to 8.

    Baaaaah greedy peons. We only rolled a 3 though.

    ____________________________________________

    Page 8: You have ridden to within five miles of the hamlet when you are forced to leave the trail and take cover. Ahead, you see a group of Vakovarian bandits encamped on a bridge which carries the trail across a fast-flowing stream. Rather than risk a confrontation, you follow this tributary of the River Storn a mile downstream until you happen upon a shallow bend where the water is fordable on horseback. You cross here, make a wide detour, and then return to the trail a mile beyond the Vakovarian's encampment.

    The trail gradually descends towards the burnt and derelict hovels of Vorn, clustered in squalid disarray around a greystone quay. Vakovarian bandits occupy the ruined hamlet and you decide it wise to leave the trail in case they have posted a lookout. A copse of stunted firs offers you a good hiding place for your horse. You tether him here, then gather some grasses and roots for him to eat while you are away scouting the hamlet.

    You have no difficulty entering Vorn unseen. From the first-floor ruins of a burnt-out inn on the outskirts of the hamlet you make a careful observation of the Vakovarians. They seem to be systematically looting the ruins and transporting their ill-gotten booty to a fishing boat which is moored at the quay. You are watching this boat closely when suddenly your concentration is broken by the sound of a yapping dog.

    small10.gif

    If you possess Animal Mastery, turn to 281.

    If you do not possess this Discipline, turn to 2.

    ____________________________________________

    Page 2: An ugly, one-eyed mongrel is standing in front of the inn, barking defiantly at the first-floor window through which you are observing the Vakovarians. You curse it under your breath and mentally you command it to go away, using your innate Kai skill of Animal Kinship. The hound ceases its infernal yapping and runs off, whimpering pathetically, but its noise has already attracted the unwanted attention of some brigands who are looting the ruins nearby. They surround and enter the ground floor of the inn, eager to discover what it was that made the dog run away so abruptly.

    Pick a number from the Random Number Table. If have the Grand Master Discipline of Assimilance, add 3 to the number you have picked.

    If your total score is now 9 or less, turn to 329.

    If it is 10 or more, turn to 211.

    Rolled an 8, bumping us to 11.

    ____________________________________________

    Page 211: Your mastery of the Kai Camouflage skills makes you virtually undetectable. The Vakovarians search the inn thoroughly but they fail to find you, even though one passes so close that he treads on your foot.

    You wait until they have gone, then you leave the inn and make your way down through the ruins towards the lake, taking care to avoid those other Vakovarians who are out looting. The burnt-out shell of a meeting hall offers you an unobstructed view of the quay and its flagstoned square. You hide here, invisible among the charred roof timbers, and watch as a curious scene unfolds on the quayside outside.

    Turn to 163.

    ____________________________________________

    Page 163: Tied to a stone obelisk in the centre of the quay square are three Acolytes of Vashna. They are guarded by two Vakovarian brigands who keep themselves amused by bullying and tormenting them.

    For the past hour the sky overhead has become increasingly grey and thundery, with occasional storm flashes illuminating the northern shore. Now this storm is crossing the lake and the lightning is beginning to strike dangerously close to the quay. The brigands seemingly ignore this danger, so preoccupied are they with their petty cruelties, but then something appears on the surface of the lake which commands their attention.

    ill9.gif

    A massive bank of grey-white fog is rolling across the water towards the quay at an unnatural pace. When it is just a few hundred metres from the shore, a volley of lightning bolts comes hurtling from its core to explode against the quayside wall with devastating effect. Several brigands are incinerated where they stand, leaving nothing but glowing piles of ash to mark their passing. Then, suddenly, a massive longboat emerges from the wall of fog and comes speeding towards the quay. Glowing bolts of energy dart from its prow to explode upon the deck of the Vakovarian ship. One of these bolts passes high between the masts and arcs through the air towards the quay. You watch with mounting horror as it comes speeding directly towards you.

    If you possess the Sommerswerd, turn to 176.

    If you do not possess this Special Item, turn to 149.

    ____________________________________________

    Page 176: You unsheathe the sun-sword and strike out at the approaching bolt in a desperate attempt to deflect it away. It strikes the edge of the blade and you are blinded by an eruption of searing white light. The Sommerswerd has negated the force of the bolt, rendering it harmless, but the shock of the impact sends you reeling backwards. As you fall you knock your head on a charred timber: lose 2 ENDURANCE points.

    To continue, turn to 200.

    ____________________________________________

    Page 200: You stagger to your feet and shake your head to clear your blurred vision. The first thing you see when your sight returns to normal is the attacking longboat as it collides with the Vakovarian ship. With a deafening screech of twisting metal and shearing timbers, it shudders along the length of the starboard side, sending the brigands who are aboard cartwheeling helplessly across the deck. Grappling lines are cast and boarding planks lowered, and before the Vakovarians can recover, a screaming horde of red-robed acolytes are amongst them, slaying all without quarter.

    On the quayside the Vakovarians are gripped by panic. Many flee to the ruins, but there is a core of battle-hardened ex-mercenaries who band together and attempt a counterattack. Bloody fighting rages along the quayside as the acolytes try to recapture the three who are tied to the stone obelisk. The prisoners are eventually saved by a trio of Acolyte Elders, each of whom is armed with a glowing wand that discharges an incinerating blast of energy against any brigand foolish enough to stand in their way. The Elders retreat to the long boat with the freed prisoners, but the fighting has started to spread beyond the quay. There is a sudden noise to your left, and when you turn to face it, you see two Acolytes of Vashna racing along the street towards you with bloodied swords held ready to strike you down.

    If you possess a Bow, and wish to use it, turn to 183.

    If you possess Kai-alchemy, and wish to use it, turn to 40.

    If you possess Magi-magic, and wish to use it, turn to 288.

    If you have none of these, or choose not to use them, turn to 140.

    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
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2010
    Use the bow; they're likely better at magic than us.

    Darian on
  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    Arrows to the face. Using magic will likely draw extra attention our way.

    Man in the Mists on
  • NeadenNeaden Registered User regular
    edited October 2010
    Arrows to the face. Using magic will likely draw extra attention our way.
    The logic is sound.

    Neaden on
  • TagTag Registered User regular
    edited October 2010
    A rare late night update because I will be attending the Stewart/Colbert rally this weekend and thus unable to update tomorrow.

    Page 183: You draw an Arrow to your lips and fire it with blinding speed and accuracy. It pierces the heart of the leading acolyte, killing him instantly, and causes his partner to skid to a halt. Unnerved by your deadly prowess with a Bow, he turns and runs towards his brethren who are fighting at the quayside.

    Erase one Arrow from your Action Chart, and turn to 325.

    ________________________________________________

    Page 325: Suddenly a piercing note blares out above the din of battle: it is a war-horn and it is sounding the recall to the acolyte longboat. You see those Acolytes of Vashna who are fighting in the ruins suddenly break off their combat and race back to the quay in answer to this command. Their mission has been achieved. They have recaptured their three brothers and now the time has come for them to depart.

    As you watch them streaming along the body-strewn quay, a bold plan springs to mind, a plan that could enable you quickly to discover the truth about what is happening at the Maakengorge. If you were to don a red robe from one of the acolytes you have slain, you could infiltrate the ranks of those acolytes who are now fleeing back to the longboat.

    If you wish to put on a red robe and attempt to get aboard the acolyte longboat, turn to 76.

    If you decide that it is too dangerous a plan, you can watch the acolyte retreat from the safety of the ruins by turning to 275.

    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
  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    Hey, it worked with the druids. Disguise!

    Man in the Mists on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2010
    I put on my robe and wizard hat.

    Darian on
  • NeadenNeaden Registered User regular
    edited October 2010
    Darian wrote: »
    I put on my robe and wizard hat.
    Clearly nothing bad will happen if we do this.

    Neaden on
  • KathrisKathris __BANNED USERS regular
    edited November 2010
    Darian wrote: »
    I put on my robe and wizard hat.

    Rhino CHARGE!


    :-)

    Kathris on
    673478-1.png
  • HykuHyku Registered User regular
    edited November 2010
    When you are the ultimate Kai master obviously you should wear a dress every chance you get!

    Hyku on
  • TagTag Registered User regular
    edited November 2010
    I'm back from the Rally! I hope some of you got to participate / watch it, it was fantastic.

    Now where were we. Ah yes, robe and wizard hat...

    Page 76: You don a red robe, taken from one of the dead acolytes, and raise its black hood to keep your face hidden. The folds of this voluminous garment cover your weapons as well as your clothing, and a haversack taken from another acolyte battle-corpse is large enough to conceal your Backpack. Confident that you can pass for one of them, you run to the quayside and join with those acolytes who are now climbing aboard the longboat.

    When your turn comes, you leap from the quay on to the deck of the ship. You land very close to the sandalled feet of one of the three Acolyte Elders and he glares at you angrily, though he does not see through your disguise. You take your place on a bench alongside the others and use your Kai Camouflage skills to avoid their attention. You notice that a bank of oars stands upright in the gunwales of the boat, and it strikes you as odd that no order has been given to man them. When the last of the acolytes are safely aboard, you discover why.

    Turn to 93.

    ___________________________________________________

    Page 93: With the returning acolytes aboard, an Elder gives the order that the grappling lines and planks--which hold the longboat secure to the Vakovarian ship--be cut and tossed into the lake. The moment this is done, the three Elders raise their glowing wands of power and touch them together to form a triangle.

    There is a flash of greenish light and a swirling cone of vapour coils into the sky, pouring from the tip of this triangle. It creates a howling wind which fills the sails and catapults the longboat away from the quayside at tremendous speed. It takes just a few minutes for the ruins of Vorn to disappear over the horizon.

    Aboard the longboat the victorious acolytes busy themselves as the cold waters of Lake Vorndarol speed by beneath the keel. Some are attending to those who were wounded in the battle; others are chanting a sombre dirge or sitting quietly with their heads bowed, lost in unholy prayer; the remainder clean their weapons or stare vacantly at the distant mountains.

    You keep your head bowed and pretend to be praying. The deception seems to be working until a hand suddenly grips your shoulder and you hear a gruff voice bark a command in a language you do not readily understand.

    If you possess Grand Pathsmanship, turn to 243.

    If you do not possess this Discipline, turn to 184.

    ___________________________________________________

    Page 243: You turn your head slightly and see a pair of sandalled feet standing on the deck by your side. They belong to the Elder whom you almost collided with when you jumped aboard the longboat. He repeats his command and this time, aided by your Kai mastery, you understand what he says. He is commanding you to get up and go forward to the bow and help with the carrying of some wounded acolytes to the stern.

    You nod to signify you acknowledge his order yet you do not raise your head--to do so would risk him seeing your face. Unfortunately, as you rise from the bench, your robe gets snagged on a splinter and is pulled up to reveal your boots and scabbard. The Elder becomes suspicious and he demands to know how you came to be in possession of these items.

    If you possess a Runic Disc, turn to 55.

    If you wish to say that you took them from a dead Vakovarian during the battle at the quay, turn to 82.

    If you choose to pretend that you did not hear him, turn to 22.

    ___________________________________________________

    Page 55: You show the Runic Disc and immediately the Elder's temper cools. He recognizes it to be the mark of the Guild of Rhem, the most feared brotherhood of assassins in all of northern Magnamund. He is aware that some guild assassins have been employed as agents to carry out missions for the acolytes, and he assumes at once that you are such an agent.

    He backs away a few paces, bows his head, and leaves to attend to other matters at the bow of the boat. Those seated around you have now become uncomfortably curious. To avoid their attentions, you get up and move to the stern where a score of acolytes are kneeling in prayer.

    Turn to 124.

    ___________________________________________________

    Page 124: You kneel between two praying acolytes and begin to mumble along with their sonorous prayer-dirge. A shiver runs along your spine and you begin to feel queasy; a strong aura of evil surrounds the group and your psychic senses are struggling to shield your mind from its insidious influence.

    You notice that some of the acolytes are shaking uncontrollably, and sweat drips from their faces despite the icy wind which howls across the deck. You recognize that they are suffering the after-effects of using Adgana, a potent and highly addictive potion which increases skill and ferocity in combat. You hazard a guess that many of the acolytes were made to take this narcotic before the assault on the quay, to stir them into battle-frenzy.

    You have been kneeling among the praying acolytes for barely a minute when suddenly the war-horn blares a long, discordant tone. All eyes turn to the east where the shoreline can now be seen on the horizon. The longboat is speeding towards the wooden jetty where a large group of red-robed figures are awaiting its return. The prayer-dirge ceases and everyone gets to their feet in readiness to disembark as soon as the boat docks at the jetty.

    Turn to 150.

    ___________________________________________________

    Page 150: The longboat glides to a halt beside the jetty and attendant acolytes make it secure with ropes and hawsers. An Elder oversees the disembarkation, allowing the wounded off first, followed by the rest in descending order of rank and superiority. You join in the queue with the lowly initiates and follow the line as it files off the jetty and up a torchlit hilltrack to a hall of stone. It is a grand building which shows signs of having only recently been constructed.

    The interior of the hall is a dark and forbidding place, decorated with the ritualistic trappings of the Acolytes of Vashna. Spluttering candles dimly illuminate a central altar and a sickly-smelling incense saturates the air. The acolytes encircle the altar several ranks deep and listen intently as two of their Elders conduct a liturgy in praise of Darklord Vashna, and the victory he has seen fit to grant them. They conclude their sinister ceremony by crying out the words, 'We celebrate this eve of the "Great Welcoming". May Lord Vashna, our master, vanquish his enemies and rule unchallenged ever more!'

    The acolytes respond spontaneously by repeatedly chanting their master's name. 'Vashna! Vashna! Vashna!' they cry, as they slowly shuffle out of the hall in single file. At the door, each acolyte is handed a burning torch and made to parade past the Elders who give them their unholy blessing. You take care to keep your face concealed within the raised hood of your robe as your turn comes to pass before them.

    Pick a number from the Random Number Table. If you possess Kai-alchemy, Kai-screen, or Assimilance, add 2 to the number you have picked.

    Also, if you possess a Runic Disc, add 1; if you possess the Sommerswerd, deduct 3; and for every rank you have attained above that of Kai Grand Guardian, add 1

    If your total score is now 4 or less, turn to 322.

    If it is 5 or more, turn to 192.

    We roll a 4, but bonuses push us over.

    ___________________________________________________

    Page 192: You pass before the Elders without incident and follow the procession as it winds its way through the settlement. As it nears the perimeter, you pass beside some smaller huts where a few of the doors are open. Most of the huts are empty, but you notice one where a table near the door is stacked with captured weapons.

    If you wish to slip away from the procession and enter this weapons hut, turn to 24.

    If you do not, turn to 218.

    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
  • Man in the MistsMan in the Mists Registered User regular
    edited November 2010
    We've got all the weapons we need, and we're likely being watched. Keep going.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited November 2010
    Enter the hut! We didn't develop our super kai-skills NOT to support our incredible klepto habit... There could be candy in there!

    Hyku on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited November 2010
    Stick with the procession
    Don't want to do anything that makes us stand out at the moment.

    Darian on
  • NeadenNeaden Registered User regular
    edited November 2010
    Hyku wrote: »
    Enter the hut! We didn't develop our super kai-skills NOT to support our incredible klepto habit... There could be candy in there!
    We already got sick from 2 of the acolytes praying, I don't want to find out what happens if these guys are all headed for church.

    Neaden on
  • TagTag Registered User regular
    edited November 2010
    Tie game folks, someone step up and break it.

    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
  • eMoandereMoander Registered User regular
    edited November 2010
    Hyku wrote: »
    Enter the hut! We didn't develop our super kai-skills NOT to support our incredible klepto habit... There could be candy in there!

    Kleptos Unite!

    eMoander on
    Xbox: Travesty 0214 Switch: 3304-2356-9421 Honkai Star Rail: 600322115 Battlenet: Travesty #1822
  • TagTag Registered User regular
    edited November 2010
    What's this? A mid day update? Damn straight! I prepped both paths last night for some good ol' copy paste via phone :P

    Page 24: You slip out of the line and enter the hut unseen. Inside you discover the following weapons:

    * Broadsword
    * Axe
    * Short Sword
    * Quiver
    * 4 Arrows
    * Bow
    * 3 Daggers
    * Quarterstaff

    If you wish to keep any of the above, remember to make the appropriate adjustments to your Action Chart.

    Having satisfied your curiosity, you leave the hut and rejoin the procession as it leaves the settlement.

    Turn to 218.


    Arrows have been refilled.

    __________________________________

    Page 218: Beyond the perimeter of the settlement the path steadily gets steeper as it ascends into the hills. The torch-bearing line of acolytes illuminates the rocky landscape with flickering shadows as slowly they zigzag their way eastwards. Another storm is brewing; the eastern sky is alive with electrical activity and thunder booms beyond the horizon. Your ears pop as the air pressure fluctuates wildly and the howl of the wind seems to be growing ever louder. Then you notice something strange. Your torch does not seem to be affected by the storm; it is burning as smoothly as if you were in an enclosed room. You glance over your shoulder and see that the same is true of every other torch. It is as if the procession is being protected from the outside elements by an invisible tunnel.

    small7.gif

    Two kilometres from the settlement you pass a group of acolyte youths, all in their early teens, who are calling encouragement, chanting, and waving the line onwards. Then the path bends and you see a wayside altar and a large marble trough filled with stagnant green water. As they file past, every acolyte dips his right hand into the trough and touches it to his heart.

    If you possess a Black Token, turn to 349.

    If you do not possess this Special Item, turn to 121.


    __________________________________

    Page 349: As you approach the trough, you feel the token getting hotter in your pocket. Your Magnakai skill of Nexus protects you from the heat, yet it does not prevent the glowing token from setting your tunic alight. Immediately you smother the flames but the resulting smoke causes a commotion among the acolytes following behind.

    If you possess Kai-alchemy, and wish to use it, turn to 86.

    If you possess Grand Huntmastery and have attained the rank of Sun Lord, and wish to use your Discipline, turn to 237.

    If you have neither of the above, or choose not to use them, turn to 186.

    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
  • pslong9pslong9 Registered User regular
    edited November 2010
    Grand Huntmastery

    pslong9 on
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    3DS FC: 0817-3759-2788
  • NeadenNeaden Registered User regular
    edited November 2010
    pslong9 wrote: »
    Grand Huntmastery
    agreed.

    Neaden on
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