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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

  • KathrisKathris __BANNED USERS regular
    edited November 2010
    pslong9 wrote: »
    Grand Huntmastery

    Kathris on
    673478-1.png
  • Man in the MistsMan in the Mists Registered User regular
    edited November 2010
    Vote #4 for Grand Huntmastery

    Man in the Mists on
  • Man in the MistsMan in the Mists Registered User regular
    edited November 2010
    Hmm, wonder if all the smoke cleared away yet.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited November 2010
    Kai-Alchemy! I can only imagine good things happening with our right handed super powers!

    Hyku on
  • TagTag Registered User regular
    edited November 2010
    Yeah sorry, its been a hellish week and I haven't felt up for the massive update until now.

    Page 237: Using your advanced Kai mastery you can tell that, along with the heat, the token is giving off intense ultraviolet radiation. It is a cursed relic which has been activated by its proximity to the pool of stagnant water. The closer you get to the pool, the hotter and more reactive the relic becomes. Another few steps and it will explode. Knowing this, you fumble to retrieve it from the smoking pocket of your tunic, and hurl it away.

    Pick a number from the Random Number Table.

    If the number you have picked is 0-1, turn to 96.

    If it is 2-9, turn to 316.

    We got a 9... what waste.

    ___________________________________

    Page 316: You cast the glowing Token into the darkness and it explodes with a dull boom among the boulders, showering the path with dirt and slivers of stone. (Erase this Special Item from your Action Chart.)

    The sudden flash and bang cause a moment of panic among the acolytes. They fear that they are being attacked by Vakovarians and many of them drop their torches and run back along the path, screaming excitedly. Using this confusion to your advantage, you attempt to tag on to the end of the line of acolytes who are still advancing up the path.

    Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Kai-screen, add 2.

    If your total score is now 6 or less, turn to 245.

    If it is 7 or more, turn to 41.

    We got a 9 again... wasting our good rolls out of combat :P

    ___________________________________

    Page 41: You hurry up the path and join the end of the procession. Moments later, two Elders go rushing past you on either side, screaming and cursing in an attempt to rally those acolytes who are fleeing down the track in confusion. You allow yourself a wry smile as you adjust the hood on your robe and raise your torch on high.

    Turn to 250.

    ___________________________________

    Page 250: For three kilometres you trek stolidly through the hills towards a deep magenta glow that is bathing the horizon. Then as you round a knoll of rock shaped like an accusing skeletal finger, you are confronted by a spectacle which leaves you staring open-mouthed with awe and horror.

    An expanse of dead land, littered with cracked and shattered rocks, slopes down to the edge of an immense chasm that stretches more than a kilometre from rim to rim. It is the Maakengorge. Hordes of screeching Vortexi ride a violent electrical storm which rages in the clouds above this vast abyss, and the earth shudders in echoing response to the booming thunder. Near the rim of the chasm there stands a towering arch, hewn of stone, that shimmers with such a supernatural brilliance that you cannot fully focus upon it. Peering closer you see before the arch an elaborate, multi-tiered dais constructed entirely of crystal. Around it kneel hundreds of acolytes who are chanting devoutly. Their dreary voices add to the dreadful noise.

    ill15.gif

    You follow the procession as it winds its way towards the dais and soon you see that a solitary figure is standing upon its uppermost tier. He faces the shimmering arch, his hands outstretched, and with every movement of his fingers there is a subtle shift in the spectrum of colours within the angry clouds above. It is as if he is manipulating the storm as a conductor would an orchestra. With a grand sweep of his arms he calms the turbulent sky, then he turns to face his kneeling congregation.

    If you have ever been to Kaag or Mogaruith, turn to 224.

    If you have never been to these city-fortresses, turn to 295.

    ___________________________________

    Page 224: You intensify your vision and focus upon the figure who commands the crystal dais. Shock freezes your spine when you recognize at once the face and flowing platinum hair of Arch Druid Cadak, ruler of Mogaruith, the usurper lord of Kaag. He has grown strong since your last fateful encounter, and now it seems that he is poised to fulfil the Dark God Naar's lust for vengeance by releasing Vashna and his hordes from the depths of the Maakengorge.

    You take your place among the throng who are kneeling before the dais, and hear Cadak's voice ring out above the howling storm.

    'I summon forth from the Vortex of the Planes the Deliverer of Vashna, Mighty Lord of Darkness, Prince of the Legions of the Restless Dead. Come to us. Come to us now and fulfil our destiny. We, the worthy, now prove our faith in the undying power of Vashna.'

    With these words, the acolytes utter a chilling cry of affirmation and rise to their feet. By rank they follow the Elders in single file towards a smaller, shimmering metallic arch which stands to one side of the crystal dais, almost obscured by the glare of the larger one. One by one they file through this archway, under the watchful gaze of Cadak, and then return to their places where they kneel and pray.

    As you approach the smaller arch, you sense a curtain of power drawn across it. Anxiously you pray to the Gods Kai and Ishir to protect you as you prepare to pass through this invisible barrier.

    If you possess the Sommerswerd, turn to 166.

    If you do not possess this Special Item, turn to 204.

    ___________________________________

    Page 166: The moment you step through the archway you feel an electrifying jolt run through your body, and snake-like tendrils of blue-white energy arc from the rim of the arch to the hilt of the Sommerswerd. A gasp of astonishment arises from the acolytes, audible even above the howling wind.

    'We have an intruder in our midst!' screams Cadak, levelling his wizard's staff at you accusingly. You fight the paralysing effect of the current and tug the sun-sword free of its scabbard. For a moment the current weakens as it is absorbed and neutralized by the Sommerswerd's divine energy, but then the tip of Cadak's staff ignites with a crimson flame and the current intensifies anew, numbing your limbs with its insidious effect.

    'Ha! I know you, intruder,' yells Cadak maniacally. 'You are Lone Wolf, the doomed hero of a doomed realm. You are a fool to come here, Kai Lord. Your powers are no match for those of Naar, the King of the Darkness.'

    With this he turns to the acolytes and throws up his hands triumphantly.

    'This night we shall celebrate a double victory, my brethren. The resurrection of Lord Vashna and the destruction of Grand Master Lone Wolf!'

    The acolytes scream their approval, but their cheer is drowned by the ever-increasing noise of the storm. Then you see that the storm itself is changing. A huge vortex of whirling cloud is descending from the heavens, a tornado whose deadly funnel is reaching down towards you. Then the tip of the roaring plume touches the ground at your feet and, with a terrifying suddenness, you are torn from the energy curtain and sent hurtling through the air towards the dark centre of the towering arch.

    Turn to 60.

    Well shit.

    ___________________________________

    Page 60: For countless minutes you hurtle into a whirling abyss of darkness and howling gales, torn by freezing winds that cut to the marrow despite your Magnakai protections. Then, as if waking from a dream, the sensation of falling abruptly ceases and you find yourself standing on a plateau of black volcanic rock, cratered and split by rivers of blazing lava. You take a tentative step forwards and feel the ground sag beneath your feet. The thin crust of cooled lava wrinkles and tears, and a jet of flickering yellow flame shoots upwards to engulf your legs.

    Your Nexus skills are sufficiently developed to protect you from the flames and hellish temperature, but you are amazed that your boots and clothing have not ignited. Then you sense that your entirety is being protected by a field of energy radiating from the Platinum Amulet given you by Gwynian the Sage. Silently you thank him for his gift, for you suspect now that even your Kai skills would be hard-pressed to keep you safe in this alien domain.

    ill4.gif

    With difficulty you cross the semi-molten terrain and reach an island of blue-grey basalt rock, strewn with cubes of obsidian and jet. At the island's centre you discover a huge, untidy pile of cubes which make a crude temple. There is a yawning hollow at its base and, as you draw closer, you sense something is lurking there. Suddenly, a trio of horny-skinned creatures emerge from the dark hollow and take to the air on wings that glimmer like burnished gold. You watch them ascend, but you have difficulty following their flight when their bodies begin to flicker in and out of existence.

    If you possess Grand Huntmastery, and have reached the rank of Sun Lord, turn to 158.

    If you do not possess this Discipline, or if you have yet to attain this level of Kai rank, turn to 52.

    ___________________________________

    Page 158: You scan the brooding sky, using your ability to see in the ultraviolet and infrared light spectrums. Your advanced Kai skills enable you to see and track the flying creatures as they circle slowly around their lair and come swooping down to attack you.

    You draw your weapon and, in the ultraviolet spectrum, you detect that an aura of protection is sheathing it from the extreme temperature of this domain. Then a hideous shriek splits the air as the first of the beasts dives upon you.

    Lavas: COMBAT SKILL 44 ENDURANCE 42

    You may evade this combat after five rounds by turning to 276.

    If you win the combat, turn to 3.

    Combat Ratio: 46+6(psi-surge) - 44 (enemy) = 8
    Endurance: 53 (max)
    Your Random Number was: 5
    Your enemy took 11 Damage!
    Your enemy now has 33 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 51 Endurance Points.

    Your Random Number was: 2
    Your enemy took 8 Damage!
    Your enemy now has 25 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 48 Endurance Points.

    Your Random Number was: 7
    Your enemy took 14 Damage!
    Your enemy now has 11 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 48 Endurance Points.

    Your Random Number was: 8
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 48 Endurance Points.

    ___________________________________

    Page 3: The moment you slay the first two of these strange creatures, their bodies dissolve into a swirling cloud of steamy vapour. Now, upon the death of the third beast, the vapours unite and expand with breathtaking speed until the basalt island and the entire fiery plain beyond are engulfed by a thickening grey fog.

    You walk through this sea of mist for what seems like an eternity until your senses detect that something is circling high above you. At first you suspect that more of the golden-winged creatures have come hunting for you, but then you detect that it is something completely different. There is only one creature, and you sense that it is using a highly-developed psychic probe in order to seek you out.

    If you possess Grand Nexus and have reached the Kai rank of Sun Knight or higher, turn to 31.

    If you do not possess this skill, or if you have yet to attain this level of Kai mastery, turn to 106.

    ___________________________________

    Page 106: You draw on your psychic defences to keep you hidden from this creature. You cannot see it in the dense fog but you can hear it swooping down, and you are nearly flattened by the draught of its mighty wings as it roars past close overhead.

    As first it seems to be going away into the distance, but then you sense it turn about and come gliding back for a second pass. Suddenly you realize that your psychic defences are not hiding you from this creature at all; it is locking on to your life-force, not your mind.

    If you have a Bow and wish to use it, turn to 254.

    If you do not possess this weapon, or do not wish to use it, turn to 152.

    ___________________________________

    Page 254: You draw an Arrow and take aim in the direction you can hear the beast approaching from. It sounds as if it is no more than twenty metres away when you release the straining bowstring and send the Arrow streaking into the fog. The shaft has travelled barely a few metres when it ignites with a flash and is instantly transformed into a line of glowing splinters which float away on the mist.

    As soon as the Arrow passed beyond the perimeter of the protection of your Platinum Amulet, it was subjected to the true temperature of this domain: a temperature which reduced it to glowing embers in less than a second.

    Suddenly, with a deafening roar, the unseen beast is upon you. You drop your Bow and unsheathe your weapon as it tries to rake you unmercifully with fang and claw.

    Zarthyn: COMBAT SKILL 48 ENDURANCE 50

    If you win this combat, turn to 90.

    Combat Ratio: 46+6(psi-surge) - 48 (enemy) = 4
    Endurance: 50
    Your Random Number was: 1
    Your enemy took 5 Damage!
    Your enemy now has 45 Endurance Points.
    Lone Wolf took 4 Damage!
    Lone Wolf now has 46 Endurance Points.

    Your Random Number was: 2
    Your enemy took 6 Damage!
    Your enemy now has 39 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 43 Endurance Points.

    Your Random Number was: 9
    Your enemy took 14 Damage!
    Your enemy now has 25 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 43 Endurance Points.

    Your Random Number was: 4
    Your enemy took 8 Damage!
    Your enemy now has 17 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 41 Endurance Points.

    Your Random Number was: 8
    Your enemy took 12 Damage!
    Your enemy now has 5 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 41 Endurance Points.

    Your Random Number was: 8
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 41 Endurance Points.

    ___________________________________

    Page 90: The great winged beast ekes out its death throes for several minutes after you strike the fatal blow. Aching with the fatigue of your combat, you stagger away from its carcass and stumble blindly through the fog. Soon you sense the temperature beginning to drop, and the great grey wall of fog gradually condenses and falls as rain. This rain freezes and you quickly find yourself surrounded by a wall of glittering ice which stretches like a range of jagged glass mountains from horizon to horizon.

    Turn to 187.


    ___________________________________

    Page 90: In the distance you see a dim light flickering and twinkling at the heart of these ice mountains. You strike out towards it, across the frost-encrusted ground, and find yourself covering the distance far quicker than would ever be possible on Magnamund. A kilometre slips by at a single step and the surrounding terrain becomes impossible to focus on. Suspecting that you are the victim of some powerful illusion, you stride up to the flickering ice wall and thrust your hand against it. Effortlessly, your palm sinks into the glassy blue surface and you fall headlong into the icy mountainside.

    Turn to 44.

    ___________________________________

    Page 44: You are standing inside a mountain of ice. A dim, blue vista stretches away in every direction, and here the light appears bent and fractured by the myriad frozen facets of the water. You are encased yet you can still move; you are able to stride forwards through the seemingly solid walls as if you are moving through air.

    Confidently you walk through the strange and terrible beauty of this crystal world, striding on towards the distant dim, twinkling light that first drew you to the mountains. Slowly the icy vastness begins to change and you see new wonders. There are treasures--veins of gold, raw gemstones, chests of coins, pearls, and rubies. And there are graves and lost tombs, where corpses watch your passing with burning eyes. Their ghastly stares bleed the warmth from your body and leave you shivering with psychic shock: lose 4 ENDURANCE points.

    At length you pass beyond the ice and emerge into the shadowy recesses of a vast cavern. Here you discover the source of the light, and in its dim glow, you witness a scene that makes you tremble with fear.

    Turn to 327.


    ___________________________________

    Page 327: Before you stretches a gigantic cavern. Its walls of ancient obsidian rise to a high-arched roof where hangs a circle of stalactites--twelve huge luminescent spears of lime-green stone. Bathed in their pulsating glow is a many-tiered crystal dais, identical to the one on which Arch Druid Cadak stood before the great shimmering archway at the edge of the Maakengorge. To the right of this dais you see a dark tunnel. The entrance appears like a black semicircular shadow upon the cavern wall.

    Standing upon the uppermost tier of the dais is a creature which both mesmerizes and repulses you. It has the semblance of a human female, yet she stands more than seven metres tall. She is strikingly beautiful but you sense at once that she is also wholly evil. Her skin has a deathly, corpse-like pallor and she is clad in a flowing black costume which trails thin wisps of smoke. Cloaked figures scurry around the lower tiers of the dais, carrying out their mistress's commands and attending to her every whim. If they fail or displease her she crushes them like lowly insects in her elegant, deadly hands.

    You watch in silent fascination as this demonic creature makes preparations, as if for a long journey. Then, in a flash of a sudden realization, you know her purpose. She is getting ready to enter the tunnel, a tunnel which will transport her to the archway at the edge of the Maakengorge. She is the deliverer of Vashna of whom Cadak spoke, the one who will raise the spirit of Lord Vashna from the chasm of doom!

    ill19.gif

    Suddenly you are aware that someone is standing behind you. Instantly, you unsheathe your weapon and spin around to face them, half-expecting to see the grotesque face of a demonic minion. Instead, you find yourself looking into the impish face of a young, teenage girl.

    Turn to 173.

    ___________________________________

    Page 173: The young woman smiles at you and begins to laugh.

    'You can't harm me, Lone Wolf,' she says, full of confidence. 'You may as well sheathe that weapon for now, though you'll be needing it later I fancy.'

    'Who are you? What do you want?' you hiss, still clutching your weapon defensively. 'Are you some cursed illusion, some mind-trick of Naar's sent to entrap me? Well, demon, maybe this will wipe the smile off your face.'

    You strike the young woman a savage blow to the head but to no effect. She laughs again and says, with a mocking tone, 'Now do you believe me?'

    You back away, looking to either side for a way of escaping this creature, but there is none. She advances, and you regard her with fearful caution. She is wearing a worn leather jerkin and ragged trousers which are cut short at the knees, and does not appear to be armed with a weapon.

    'You should be more respectful,' she says, 'after all, if I should decide to leave, who'll keep you hidden from the gaze of Shamath?' She points to the giant demoness to illustrate who she means. 'Trinket or no,' she continues, motioning to the Platinum Amulet you wear, 'you wouldn't last long against her without my help.'

    'What do you want from me?' you reply, uneasily.

    'Your attention would be a good start. Strange as it may seem, I wish to help you, Lone Wolf.'

    If you possess Telegnosis, turn to 221.

    If you do not possess this Discipline, turn to 286.

    Divination.... seriously?

    ___________________________________

    Page 286: 'Very well,' you say, 'how do you intend to help me?'

    The young woman begins by confirming your suspicions. The Demoness Shamath is indeed preparing to go to the Maakengorge in response to Cadak's summons. She will make the journey by entering the tunnel; it is a Shadow Gate which will transport her from this plane of existence to Magnamund, to the great shimmering archway through which you were hurled by the storm. She will take with her an artefact of great evil--the Deathstaff--a device forged by the Dark God Naar himself and imbued with the power to resurrect the spirit of his long-lost champion, Lord Vashna, from the depths of the Chasm of Doom.

    'Naar has laboured long and hard to create the Deathstaff,' says the young woman. She points once more towards the crystal dais and says, 'Can you see, Lone Wolf? It is there, resting beside Shamath's feet.'

    Turn to 63.

    ___________________________________

    Page 63: You look towards the dais and see a staff of twisted black metal. Its two-metre length looks insignificant lying beside the huge, booted foot of the Demoness.

    small6.gif

    'The time has nearly come for the transference,' says the young woman. 'Shamath must be stopped, and only you can stop her.'

    'But how?' you reply, bemused.

    'Simple! You must steal the Deathstaff and enter the Shadow Gate before her. Use the staff to destroy Cadak's crystal dais--this will close the gate and prevent the Demoness from entering Magnamund. But I warn you, Lone Wolf. You will have precious little time to accomplish this, so do not delay once you return to your world. You must destroy Cadak's dais as quickly as possible or Shamath will get through. She has great strength and power here, but on Magnamund her powers would make her invincible.'

    The young woman looks over her shoulder, as if she is being pursued by some invisible hunter. 'I wish I could help you more, Lone Wolf,' she says, anxiously, 'but I have my own battle to fight. Be brave, Grand Master, but most of all--be swift!'

    And with these words she begins to fade before your eyes. The moment she vanishes completely, the cavern echoes to a deafening roar. It is the angry cry of Shamath. She has seen you!

    Turn to 50.

    ___________________________________

    Page 50: The dreadful gaze of Shamath falls upon you and your blood runs cold. She points a black-gloved finger at your hiding place and speaks a thunderous phrase in the Dark Tongue that rings like metallic thunder throughout the vaulted cavern. Then, slowly, she raises her other hand and levels it beside the first. A crackling mass of electrical energy explodes into being, arcing between her outstretched palms. She flicks her massive wrists and the sparking coils of power come writhing towards you. Before you can dodge them, they swirl around and encircle your body, imprisoning you in a cage of living energy.

    Shamath throws back her head and the floor shudders rhythmically beneath the weight of her laughter. You peer through the gaps in the swirling force field and see that her attendants are now rushing towards you.

    If you possess the Dagger of Vashna, turn to 273.

    If you do not possess this Special Item, turn to 179.

    Ah, hrm. Our handling of nonSommerswerd special items has been somewhat lax. In the interest of expediency I will say we did not bring the dagger this time.

    ___________________________________

    Page 179: Shamath's laughter becomes a hideous screech. She mouths a word of power and a flood of psychic energy comes washing across the cavern towards you. Fortunately, it hits the force field and breaks like a wave against it, sparing you from its full effect. Even so, the residue which penetrates the wall is enough to leave you stunned and gasping for breath: lose 3 ENDURANCE points.

    The Demoness flicks her fingers and instantly the wall is gone. But now you see that you are surrounded by a ring of her sinister, robed attendants.

    If you possess the Sommerswerd, turn to 58.

    If you do not possess this Special Item, turn to 97.

    ___________________________________

    Page 58: You unsheathe the Sommerswerd and a halo of golden light engulfs its god-crafted blade. The dim, shadowy cavern is flooded with its goodly glow and the attendants of the Demoness Shamath waver before it. The hilt is warm in your hands and a strange feeling of miraculous ecstasy floods up your arms and courses through your body. You no longer feel as if you are wielding the sword; you are acting in concert with it. Restore 5 ENDURANCE points.

    To continue, turn to 85.


    ___________________________________

    Page 85: At Shamath's command, the attendants draw slivers of steel and come rushing to hack you down. You essay a wide sweep of the sword and scythe the front rank down as easily as if they were ripened corn. Your sword strokes feel effortless; it is as if you are merely holding the Sommerswerd and the blade itself is fighting of its own accord. Within the space of a few minutes you have slain every last one of Shamath's attendants, over a hundred in number.

    Turn to 242.

    ___________________________________

    Page 242: Slowly the cavern begins to darken and the towering body of the Demoness shimmers and changes into a new and totally repugnant form: she has taken on the guise of a huge crawling worm. Her slimy flanks are studded with a multitude of tiny tendrils, and her head is equipped with a sphincter-like maw which drips loathsome green saliva. She slithers closer and, in the half-light, you catch sight of her ghastly face. It is like that of an infant, wholly black, save for the eyes which are aglow with a hellish red fire.

    The worm-thing rears up and, as the head sweeps past your eyes a second time, you suddenly recognize the facial features and a paralysing blast of psychic shock rips through your mind. It has the face of your long-dead brother Jen.

    If you possess Kai-screen, turn to 68.

    If you do not possess mastery of this Discipline, turn to 101.

    ___________________________________

    Page 68: The unexpected sight of your dead brother's face leaves you dry-mouthed and shaking, but fortunately your Kai mastery of psychic defence protects your mind from the full effects of this psychic shock: lose 2 ENDURANCE points.

    Turn to 195.

    ___________________________________

    Page 195: The face of the worm is changing. It no longer resembles your brother Jen; it has taken on the haughty visage of the Demoness Shamath.

    'Ha!' she snorts. 'How puny and insignificant you mortals are. There can be no sport for me in the easy slaying of your kind, for it is too easy. There is no challenge. Therefore I, Shamath, Mistress of the Gates of Darkness, shall devise one. I challenge you to a duel . . . a duel of intellect!'

    The great worm-thing retreats towards the dais and the darkened walls of the cavern are suddenly illuminated by a thousand jets of flame, which roar from jets set into the smooth, glassy floor.

    'Very well,' she says, fixing you with her supernatural eyes, 'let the combat begin.'

    Turn to 189.

    ___________________________________

    Page 189: 'Attend with care to what I say, mortal,' says the face of Shamath. 'When I have finished, I shall ask you this question: "While I am here to do Naar's bidding, how many loyal servants guard my throne of power?"'

    Shamath notes the look of concentration on your face and she allows herself a sneering laugh at your expense before she continues. She is confident that you will not defeat her in this intellectual contest. She begins:

    'In addition to the loyal servants, there are two Dwellers of the Abyss.'

    'When the loyal servants and the Dwellers of the Abyss were counted together, their total number was doubled when my Lieutenants of Night arrived.'

    'But when my Lieutenants of Night arrived, the Dwellers of the Abyss had to leave.'

    'Exactly half of the remaining number also departed, for they were beholden to the Dwellers.'

    'From the remainder I picked the loyal servants to guard my throne of power. I chose them all, except for one who was known to me as a traitor. I executed the traitor before I set my loyal servants to guard my throne.'

    'So, mortal, answer my question: while I am here to do Naar's bidding, how many loyal servants guard my throne of power?'

    Study the words of Shamath's riddle carefully. When you think you have the answer, turn to the entry which bears the same number as your answer.

    If you cannot answer Shamath's riddle, turn to 216.


    Mathamancy powers: activate!

    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 November 2010
    I'm missing something here, if I am reading everything right it is ((x+2)*2-2)/2-1, where x is the original number of servants, the 2 dwellers of the abyss, then the lieutenants of the nights, then the watchers leave, then the number is reduced by half, then she kills 1. so that would give us then ((2x+4)-2)/2-1 which goes to (2x+2)/2-1 which goes to x+1-1 which ends up as just plain x so she has as many as she started with. I am not sure how many she started with though and can't find where it tells us that.

    Neaden on
  • KathrisKathris __BANNED USERS regular
    edited November 2010
    Only click this spoiler for the answer after you are so frustrated with this puzzle that you want to see the right answer.
    I got this from googling once I realized that this problem is impossible. You can see the thread here http://projectaon.proboards.com/index.cgi?board=general&action=display&thread=83&page=2 .

    Basically, it comes down to you getting the answer 0 or 0/0. Since in Lone Wolf 0 = 10, we are supposed to turn to page 10.

    Anyway, read the thread if you like math and shit but the problem is impossible and I think we should go the combat(err, wrong answer) way.

    Kathris on
    673478-1.png
  • TagTag Registered User regular
    edited November 2010
    I just confirmed the thread Kathris linked, and it fits exactly the solution that Neaden posted. So I'll put this up to a vote.

    Should we:
    Go to the correct page because Neaden solved the riddle as well as possible?
    Go to the "could not solve" page?

    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
    Beat her down for posing an impossible riddle.

    Man in the Mists on
  • pslong9pslong9 Registered User regular
    edited November 2010
    Eh, we're strong. Let's beat her down the old-fashioned way.

    Also, this would have been a good time for you to go on a weeklong hiatus. Would have been a fun discussion. :P

    pslong9 on
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    3DS FC: 0817-3759-2788
  • HykuHyku Registered User regular
    edited November 2010
    Does it have any bearing other than random dice rolls really? If not, then Poke her repeatedly with the glowing sword of awesomeness!

    Hyku on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited November 2010
    We could not solve the impossible riddle.

    Darian on
  • TagTag Registered User regular
    edited November 2010
    Duncing it is :P

    Page 216: The Demoness laughs with disdain at your inability to answer her riddle. She denounces you as unworthy of her presence and says that, although she will derive little pleasure from it, she is now going to have to kill you.

    Demoness Shamath (in the guise of Gnekasha the Worm-thrall): COMBAT SKILL 55 ENDURANCE 42

    If you win this combat, turn to 148.

    Combat Ratio: 46+6(psi-surge) - 55 (enemy) = -3 D:
    Endurance: 52
    Your Random Number was: 0
    Your enemy took 10 Damage!
    Your enemy now has 32 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 52 Endurance Points.

    Your Random Number was: 7
    Your enemy took 7 Damage!
    Your enemy now has 25 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 50 Endurance Points.

    Your Random Number was: 5
    Your enemy took 5 Damage!
    Your enemy now has 20 Endurance Points.
    Lone Wolf took 4 Damage!
    Lone Wolf now has 46 Endurance Points.

    Your Random Number was: 3
    Your enemy took 3 Damage!
    Your enemy now has 17 Endurance Points.
    Lone Wolf took 5 Damage!
    Lone Wolf now has 41 Endurance Points.

    Your Random Number was: 6
    Your enemy took 6 Damage!
    Your enemy now has 11 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 38 Endurance Points.

    Your Random Number was: 1
    Your enemy took 1 Damage!
    Your enemy now has 10 Endurance Points.
    Lone Wolf took 6 Damage!
    Lone Wolf now has 32 Endurance Points.

    Your Random Number was: 8
    Your enemy took 8 Damage!
    Your enemy now has 2 Endurance Points.
    Lone Wolf took 1 Damage!
    Lone Wolf now has 31 Endurance Points.

    Your Random Number was: 5
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 4 Damage!
    Lone Wolf now has 27 Endurance Points.

    Ouch, but at least we made it.

    _______________________________________

    Page 148: Shamath recoils in horror before your deadly blows. She begins to whimper. Then, quite suddenly, a geyser of flame shoots from the ground and engulfs her worm-like body. You watch with disbelief as the tendrilled flesh blackens and flakes away in a matter of seconds, to leave nothing but a coiled heap of glowing cinders on the mirrored floor.

    Turn to 261.

    _______________________________________

    Page 261: The blazing cavern walls grow dim, and shimmering waves of the crimson light begin to sweep across the floor towards the crystal dais. Suddenly Shamath reappears in her female form at the base of the dais. In front of her booted legs there stand a dozen powerful warriors, armoured and helmeted as if for war, but their stern faces have no eyes and their mouths have no lips. Behind her, a score of new attendants emerge from the shadows carrying large pieces of shiny black armour. She begins to strap this armour to her limbs and, by the sluggishness of her movements, you can tell that she must have been weakened by your earlier conflict.

    ill16.gif

    With a single word she commands the warriors to attack you. They raise their short swords and come marching slowly forwards, their movements stiff and machine-like. Beyond their advancing line you catch sight of the Deathstaff still lying near the base of the dais, and a bold plan springs to mind. If you could evade the oncoming line of automatons, you could reach the dais. Then you would be able to take the Deathstaff and enter the Shadow Gate before Shamath recovers her strength.

    Turn to 171.

    _______________________________________

    Page 171: Inspired by your plan, you run towards the advancing line of automatons, taking care to keep a watchful eye on Demoness Shamath, and your goal--the distant Deathstaff.

    Pick a number from the Random Number Table.

    If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Pathsmanship, add 1. If you possess Telegnosis, add 1. Also, for every level of Kai mastery you have attained above the rank of Kai Grand Defender, add 1.

    If your total score is now 5 or less, turn to 334.

    If it is 6 or more, turn to 34.

    We rolled a 3 and pass due to bonuses.

    _______________________________________

    Page 34: Swiftly you sidestep the oncoming wave of automatons and leave them hacking uselessly at the air with their swords. The Demoness is putting on an armoured breastplate of varnished black steel, and she is kneeling to allow her attendants to fasten the straps. They are clumsy, and she is distracted and does not see you approaching dangerously close to the dais and the Deathstaff until it is too late. You grab the staff's cold, metallic haft and instantly you feel the terrible power that is locked within its core.

    If you possess Helshezag--the sword of Darklord Kraagenskûl, turn to 94.

    If you do not possess this Special Item, turn to 225.

    Like the last time, I'm going to assume we didn't take this.

    _______________________________________

    Page 225: You wrench the Deathstaff from the dais and sag beneath its unnatural weight. The moment you raise it into the air, the Demoness spins around to stare at you, sending her attendants flying in all directions. She screams with unholy anger and the noise of her wrath lifts you bodily and sends you skidding across the floor.

    Desperately you fight to maintain your grip on the Deathstaff as the furious Shamath gets to her feet. She comes striding towards you, bolts of energy darting from her fingertips to rip open the ground as you stumble away towards the yawning black tunnel. The deafening shriek of Shamath's voice rings in your ears as you clutch the Deathstaff to your chest and leap head first into the oblivion of the Shadow Gate.

    Turn to 270.

    _______________________________________

    Page 270: The screaming winds of the abyss rip and tear at you unmercifully as you are sucked through the heart of this whirling black vortex. All the while you cling to the Deathstaff, although its chill touch is far colder than even the frigid gales of the void and it drains you of warmth like some evil vampire (lose 5 ENDURANCE points).

    Turn to 345.

    _______________________________________

    Page 345: Time passes and you sense flashing motes of light streaking past your closed eyes, and faint far away sounds come dimly to your ears through the howling wind. Then, as suddenly as it began, the sensation of falling ceases and you feel yourself lurching forwards onto wet, rocky soil. Rain spatters your face and, when you open your eyes, you see that you have returned to Magnamund . . . and to terrible danger.

    'Kill him!' It is the voice of Arch Druid Cadak. You have emerged from the Shadow Gate and now you lie on the ground between the great shimmering arch and Cadak's crystal dais. You have only just found your feet when a growling horde of vengeful acolytes close in upon you, eager to fulfil their leader's wish.

    ill20.gif

    Acolytes of Vashna: COMBAT SKILL 40 ENDURANCE 45

    If you choose to use the Deathstaff as your weapon during this fight, you may add 10 to your COMBAT SKILL.

    If you win the combat (using the Deathstaff), turn to 26.

    If you win the combat (without using the Deathstaff), turn to 324.

    Alright folks, should we use the self damaging Deathstaff? We are going to be asked to choose whether or not to use it a couple times in the near future, so ideally let me know what criteria you want to base its use off of.
    We are at 28 endurance.

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  • NeadenNeaden Registered User regular
    edited November 2010
    We're already 12 points over the acolytes so Don't use the staff.

    Neaden on
  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited November 2010
    I have a feeling that there's going to be a bad side-effect if we use the thing, so let's just kill them the normal way and hope to anything we get some healing PDQ.

    JaysonFour on
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  • Man in the MistsMan in the Mists Registered User regular
    edited November 2010
    We've got an awesome sword that's meant to be used.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited November 2010
    Sword! I dunno but poking a thousand screaming acolytes to death with an oversized stick just aint as sexy for a kai master... :winky:

    Hyku on
  • TagTag Registered User regular
    edited November 2010
    Alrighty, we'll bash skulls the normal way unless we drop below 14 endurance (50% of our current HP, at which point I will poll again).

    Combat Ratio: 46+6(psi-surge) - 40 (enemy) = 12
    Endurance: 28
    Your Random Number was: 3
    Your enemy took 11 Damage!
    Your enemy now has 29 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 26 Endurance Points.

    Your Random Number was: 6
    Your enemy took 16 Damage!
    Your enemy now has 13 Endurance Points.
    Lone Wolf took 1 Damage!
    Lone Wolf now has 25 Endurance Points.

    Your Random Number was: 8
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 25 Endurance Points.

    ____________________________________________

    Page 324: The few acolytes who survive the fight count themselves lucky and flee for their lives. 'Fools!' screams Cadak, at his routing acolytes. 'Must I do everything myself!'

    With these words he bangs the tip of his staff three times against the floor of the dais and a gout of crackling energy arcs through the rain-laden air towards you. Instinctively, you raise the Deathstaff and catch the arcing bolt on its haft. There is a flash of sparks, then the crackling energy flickers and disappears.

    Cadak curses loudly and promises that you are about to die, but for all his bravado you sense that he is scared. He recognizes the Deathstaff for what it is and he fears that, in your hands, it could lay waste to all his meticulous plans. The aged druid looks to the stormy clouds and screams a command to the circling Vortexi to help him finish you once and for all.

    Turn to 65.

    ____________________________________________

    Page 65: The howling phantoms come swirling out of the storm. They encircle the great shimmering arch in a long, unbroken chain, and then, one by one, they peel away to dive at the place where you are standing.

    Your Kai instincts inform you that the Deathstaff possesses the power to repel these psychic phantoms, if you have the courage to use it. You also sense that there will inevitably be a price to pay if you use a weapon forged by the King of all Darkness.

    If you wish to use the Deathstaff, turn to 263.

    If you decide not to use this weapon, turn to 83.

    ____________________________________________

    Page 83: You resist the urge to make use of the Deathstaff to ward off the approaching Vortexi horde. You would rather trust in your own goodly powers than use a weapon forged of evil.

    Lashed by the wind and the rain, you steel yourself as the screaming phantoms come swooping down to attack.

    If you possess Assimilance, and have attained the rank of Kai Grand Guardian or higher, turn to 103.

    If you possess Kai-screen, and have attained the rank of Kai Grand Guardian or higher, turn to 36.

    If you do not possess these skills, or if you have yet to attain this level of Kai mastery, turn to 144.

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  • Man in the MistsMan in the Mists Registered User regular
    edited November 2010
    Assimilance

    Man in the Mists on
  • NeadenNeaden Registered User regular
    edited November 2010
    Well they're psychic and I don't see what good being invisible will do, so lets use our psychic defense put our psi-screen on!

    Neaden on
  • Man in the MistsMan in the Mists Registered User regular
    edited November 2010
    I'm guessing that Assimilance will create a fog cloud, which will piss Cadak off since he can no longer target Lone Wolf.

    In short, Kai Chaff.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited November 2010
    Assimilance If only because you get to use once or twice a book...

    Hyku on
  • TagTag Registered User regular
    edited November 2010
    Page 103: You draw on your Kai mastery to conjure up a dense fog to surround you, in the hope that it will hamper the attacking horde. However, the Vortexi are psychic creatures who actively seek out their prey by the strength of their mind waves. Your Discipline disrupts this homing process to some extent, but there are still many among the phantom horde who sense accurately where you are. When they attack, you are forced to defend yourself vigorously.

    Vortexi: COMBAT SKILL 44 ENDURANCE 30

    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 46.


    Oops.

    Combat Ratio: 46+6(psi-surge)+4(Sun Lord) - 44(enemy) = 12
    Endurance: 33
    Your Random Number was: 5
    Your enemy took 14 Damage!
    Your enemy now has 16 Endurance Points.
    Lone Wolf took 1 Damage!
    Lone Wolf now has 32 Endurance Points.

    Your Random Number was: 1
    Your enemy took 9 Damage!
    Your enemy now has 7 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 29 Endurance Points.

    Your Random Number was: 6
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 1 Damage!
    Lone Wolf now has 28 Endurance Points.

    ____________________________________

    Page 46: You have destroyed the power of the Vortexi horde. They shrink and fade, and their faint, wispy remains are whipped up and dispersed by the winds of the raging storm. For a few moments there is a break in the roiling clouds and a few rays of sunlight burst through to bathe you in a warm, yellow glow. This warmth greatly invigorates your body and your mind: restore your ENDURANCE points score to its original level.

    To continue, turn to 29.

    Woo, no wait, that must mean we're about to get fucked.

    ____________________________________

    Page 29: Gradually, the clouds knit together and shut out the sun, and once again you are plunged into the teeth of the storm. You hear a low scream carried on the wind and turn to see Cadak, blazing with anger, come striding down from his crystal dais, wielding his staff like a fiery lance. He approaches to within twenty paces and bangs the butt down twice upon the rain-drenched earth. On the second strike, an umbrella of spectral light explodes overhead and falls to earth to encompass you both.

    'Nothing can stop the arrival of Shamath!' screams Cadak, his eyes bright with madness. 'You have delayed her, Lone Wolf, that is all. You have not stopped her. Soon she will set foot upon the soil of Magnamund and Lord Vashna will have his revenge!'

    You scan the flickering walls of this rainbow-coloured prison of light, searching for a chink in its armour through which you can escape.

    'You will not escape this time!' shouts Cadak, as if he has been reading your mind. 'Not while I am alive!'

    If you possess the Sommerswerd, turn to 135.

    If you wish to attack Arch Druid Cadak using the Deathstaff, turn to 213.

    If you wish to attack Cadak with a Bow and Arrow, turn to 109.

    If you wish to do none of the above, turn to 252.


    3 weapon choice!

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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited November 2010
    Sommerswerd time

    Darian on
  • Man in the MistsMan in the Mists Registered User regular
    edited November 2010
    Sommerswerd to put this fool down once and for all.

    Man in the Mists on
  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited November 2010
    We need the Sommerswerd, now!

    JaysonFour on
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  • TagTag Registered User regular
    edited November 2010
    Page 135: You draw the Sommerswerd from its scabbard and point it accusingly at the Arch Druid, expecting him to wither in the face of its goodly light. But the blade does not glow as radiantly as before: it is as if its powers are being subdued by Cadak's spectral prison.

    With loathing in your heart, you advance upon your despised enemy. He weaves his hands before his face and his image fades. He is using a spell of invisibility but it does not keep him entirely hidden: you can still see the outline of his staff and his body flickering as he moves against the background wall of light.

    Arch Druid Cadak: COMBAT SKILL 50 ENDURANCE 35

    If you win this combat, turn to 298.

    Combat Ratio: 46+6(psi-surge) - 50(enemy) = 2
    Endurance: 53
    Your Random Number was: 9
    Your enemy took 12 Damage!
    Your enemy now has 38 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 53 Endurance Points.

    Your Random Number was: 6
    Your enemy took 9 Damage!
    Your enemy now has 29 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 51 Endurance Points.

    Your Random Number was: 0
    Your enemy took 14 Damage!
    Your enemy now has 15 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 51 Endurance Points.

    Your Random Number was: 7
    Your enemy took 10 Damage!
    Your enemy now has 5 Endurance Points.
    Lone Wolf took 1 Damage!
    Lone Wolf now has 50 Endurance Points.

    Your Random Number was: 6
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 2 Damage!
    Lone Wolf now has 48 Endurance Points.

    All things considered, that could have gone a lot worse*

    *
    Note: the book notes (not from the author) imply that we shouldn't have the psi-surge bonus putting us at a -4 ratio. Since it isn't official, I didn't take this into consideration. If there is overwhelming support for this suggestion, I can redo the combat.

    _______________________________________________

    Page 298: As you strike your killing blow, Cadak shudders and crashes to the ground, clutching his staff tightly to his chest. He finds just enough strength to utter a dying curse, then, before your disbelieving eyes, his body slowly disintegrates. The skin is quickly criss-crossed by thousands of wrinkles, and the drying flesh falls from his skull, leaving it bare boned with a tattered layer of leathery skin stretched over it. Then, in the next instant his body collapses into naked bone. His staff breaks into chalky chunks and, finally, bone and staff blacken and fall away to dust.

    Turn to 72.

    _______________________________________________

    Page 72: The umbrella of light quickly fades to leave you standing in a torrential rain-storm, close to the base of the crystal dais. Through the downpour, you can see that the acolytes are slowly returning. They are anxious for the safety of their leader and hungry for the successful summoning of their banished lord.

    Despite the chill, you tighten your grip on the icy-cold Deathstaff and climb the tiers to the top of the dais. You sense that the crystal dais commands the opening and closing of the Shadow Gate, and you know you must try to close the gate before Shamath appears. In frustration, you raise the Deathstaff and bring it crashing down upon the floor of the upper tier, but it does little damage. It could take forever to destroy the dais this way.

    Then a wave of electrical energy crackles around the rim of the great arch and your blood runs cold, for you know that in a dim and distant cavern upon the plane of Darkness, the Demoness Shamath has just stepped into a Shadow Gate. Her journey to Magnamund has begun!

    Turn to 164.

    _______________________________________________

    Page 164: Galvanized into action by the fear of what will happen should the Demoness be allowed entry to this world, you cast your eyes and Kai senses across the symbols which are engraved upon the crystal surface of the uppermost tier. Then, in a sudden flash of inspiration, you realize that the symbols themselves are the key to the activation of the Shadow Gate.

    You study the symbols and determine that a sequence must be completed in order for you to be able to close the Shadow Gate.

    Study the following grid of numbers carefully. When you think you know the missing number, turn to the entry which bears the same number as your answer.

    small13.gif

    If you cannot solve the problem, turn to 235.

    Puzzle time!

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  • HykuHyku Registered User regular
    edited November 2010
    Okay I must be missing something obvious here.. but my best guess would be 6, but it only works for 2 of the 3 lines each way. Mathletes feel free to correct me! Its too early up here in Canada for simple math puzzles..

    Hyku on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited November 2010
    Puzzles in this book seem a bit more esoteric than earlier. I'm not spotting a pattern here that works consistently.

    Hmm... adding the first three columns in each row gets the same as adding the last two columns. Which would indeed give 6 for the missing number (2+5+6 = 4+9).

    Is there a better pattern than that?

    Darian on
  • TagTag Registered User regular
    edited November 2010
    It's the Thanksgiving holiday in the States (and my Birthday!), so my updates will be a bit erratic this week. Since this puzzle seems somewhat controversial, this means a few extra days to argue too. Since I assume others are in the same travel madness that I'm in, this is probably a good thing, but I will do my best to update Friday with our best guess.

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  • HykuHyku Registered User regular
    edited November 2010
    Damn... looking at the puzzle again I think I can make 8 work as well for 2 of the 3 rows both ways. Damn You grade 7 maths!!!!

    So I vote for 6 or 8 depending on which way the mathletes lean.

    Hyku on
  • TagTag Registered User regular
    edited November 2010
    I'm holding off updating in the hopes of more votes. Tomorrow night we will go unless there is a split.

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  • pslong9pslong9 Registered User regular
    edited November 2010
    I'd go with 6.

    pslong9 on
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  • TagTag Registered User regular
    edited November 2010
    Alrighty I was trying to give some leeway due to the holiday, but its time to see if we solved this puzzle!

    Page 6: The instant you correctly complete the sequence, a deep hum resonates from inside the upper tier, and slowly it opens to reveal a hexagonal crystal plinth with a circular hole at its centre. Your Kai senses inform you that by inserting the tip of the Deathstaff into the hole, you will cause the Shadow Gate beneath the great arch to close.

    small6.gif

    Trembling with fear and exhilaration, you raise the Deathstaff above your head and bring it down with one mighty thrust, driving it deep into the hole.

    Turn to 246.

    ____________________________________________________

    Page 246: A shudder runs through the dais and fingers of green electrical fire shoot from the tip of the Deathstaff into the ground below. There is a moment of dreadful silence when even the storm and the rain abate, then the air shakes with a terrific implosion as the great shimmering arch collapses inwards and slowly disintegrates. Sparkling sheets of energy buckle and fuse as segments of the arch fall to the ground, crushing everything beneath, rock and man. For an instant you catch a glimpse of a huge booted foot stepping through a silvery sheet of energy and you tremble at the thought of what will happen next, for you recognize only too well to whom the foot belongs. But in the very next instant the keystone of the arch falls away and, with a grating cry of tortured rock, the whole edifice comes crashing to the ground.

    Then, as if from nowhere, a raging whirlwind arises in mid-air, at the centre of where the arch stood. This whirling vortex quickly builds in power until it is sucking everything into its spinning black core. Screaming acolytes tumble past and disappear into its maw as you desperately hang on to the dais to stop yourself from being sucked to your doom.

    Pick a number from the Random Number Table.

    If your current ENDURANCE points score is 14 or higher, add 2 to the number you picked.

    If your current ENDURANCE points score is 13 or lower, deduct 1 from the number you picked.

    If you possess Kai-alchemy, and have attained the Kai rank of Sun Knight, add 5 to the number you picked.

    If your total score is now 4 or less, turn to 313.

    If it is 5 or more, turn to 350.

    We auto-pass for the win.


    ____________________________________________________

    Page 350: Suddenly, the raging winds cease and you fall unconscious to the floor of the dais. When you awaken you discover that you are entirely alone. The collapse of the Shadow Gate and the whirlwind which followed have consumed everything, save yourself and the crystal dais: no acolytes, no trace of the grand archway, no Deathstaff, not even the storms remain. Virtually all trace of Cadak's evil plan has been wiped from the surface of your world.

    Congratulations, Grand Master Lone Wolf. You have triumphed. You have defeated the plan to resurrect Vashna and saved Magnamund from his rule of terror. But the fight against Evil is not yet over. The collapsing Shadow Gate destroyed everything it consumed . . . everything, that is, with one exception. That exception returns to haunt you in the next Grand Master adventure, entitled:

    The Deathlord of Ixia

    _____________________________________________________

    Congratulations Wolfpack! I took the day off tomorrow to recover from Thanksgiving, so I should have time to set up the next book. In the meantime, I've included all the advanced powers below so you all can debate the merits of which discipline to choose.
    Kai Grand Guardian

    If you are a Grand Master who has reached the rank of Kai Grand Guardian (5 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

    Animal Mastery
    Kai Grand Guardians with this Discipline are able to summon a limited number of forest animals to their location. The creatures so summoned will become loyal and willing allies, willing to do the Kai Grand Guardian's bidding. This ability can only be used in an outdoor setting.

    Assimilance
    Kai Grand Guardians who possess this skill are able to create a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal and infravision. The duration of the fog increases as a Grand Master rises in rank.

    Grand Huntmastery
    Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability is very useful when used to outdistance a pursuing enemy.

    Kai-surge
    Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.

    Kai-screen
    Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables them to both protect and hide their minds from being detected by a hostile psychic probe.

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

    * Splinter--This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.
    * Flameshaft--This causes the tip of any Arrow or Arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.



    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, and 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.5



    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 surface, 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.



    Sun Thane

    If you are a Grand Master who has reached the rank of Sun Thane (8 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

    Animal Mastery
    Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command, but most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.

    Deliverance
    Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.

    Grand Huntmastery
    Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.

    Grand Pathsmanship
    Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected, and the duration of effect, both increase as a Grand Master rises in rank.

    Kai-screen
    Sun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.

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

    * Slow Fall--By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
    * Breathe Water--Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.

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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited November 2010
    Surely we must choose Animal Mastery so that we can finally order a ferret to go for the eyes!

    Darian on
  • HykuHyku Registered User regular
    edited November 2010
    Aw heck! Why not? Animal Mastery for the gerbil tinted win!

    Hyku on
  • NeadenNeaden Registered User regular
    edited December 2010
    I forget, do we have deliverance yet? If not then I vote Deliverance! If we already have it I guess the furries can have their way.

    Neaden on
  • TagTag Registered User regular
    edited December 2010
    Oh snap, the forums are back up. Update soon.

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  • TagTag Registered User regular
    edited December 2010
    Lone Wolf: The MagnaKai Adentures


    The Deathlord of Ixia


    The story thus 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, twenty-seven years 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 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. Their commanders exploited the chaos skilfully 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 established. 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 the training of the Second Order recruits. Your efforts were soon rewarded for 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. The Kai Masters rose to their newfound responsibilities readily, 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.

    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 upon 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 occasion, acquitted yourself admirably. But your continuing victories against his minions have enraged the Dark God and inflamed his lust for vengeance. Earlier this year you thwarted Naar's plans to revive Vashna, the greatest of all the Darklords, whose spirit is trapped deep within the fathomless reaches of the Maakengorge--the chasm of doom. Vashna's spirit has remained there in uneasy entombment ever since the day, long ago, when he and his army were defeated in battle by King Ulnar I of Sommerlund. Your brave and courageous actions prevented Naar's agents from summoning to Magnamund a demoness named Shamath from the Plane of Darkness. This supernatural creature possessed the Deathstaff--an artefact of great evil forged by Naar himself--with which she could have resurrected Vashna and his army from the Maakengorge. Yet your timely intervention destroyed the Shadow Gate through which she was travelling, and by so doing, you imprisoned the demoness Shamath in the limbo which exists between your world and the Plane of Darkness.

    Confident in the belief that you had saved Magnamund from the demoness and the Deathstaff, you returned triumphantly to Sommerlund. Several months later, however, as the year was drawing to a close, Lord Rimoah came unexpectedly to the Kai Monastery seeking an urgent audience. With growing dismay you listened as he relayed ill news--the Deathstaff had reappeared in Magnamund. The threat to the peace of your fragile world was greater now than ever before.

    'When you destroyed the Shadow Gate at Maakengorge, Grand Master,' said Lord Rimoah, as the two of you discussed the matter in the secure privacy of your vault below the Kai Monastery, 'you banished Shamath to the void, hopefully for all eternity. Yet, alas, the weapon she possessed did not go with her. Naar's accursed Deathstaff has since returned to this world through another Shadow Gate, one that lies far away to the west, on a remote and icy peninsula that is called Ixia.'

    'My lord, do you wish me to go to Ixia--to find and destroy the Deathstaff before another of Naar's agents can use it against us? Is this why you have come seeking my help?' you replied, expecting Rimoah to affirm your assumption.

    'Partly so, my lord,' he said, holding you with his steel-grey eyes, 'but I fear that already it has fallen into the hands of an enemy--and one who is deadlier than even the demoness Shamath. What do you know of the Deathlord of Ixia?'

    You faintly remembered having heard this name before but were unable to recall any detail. Lord Rimoah, seeing that you were unable to give an answer, obliged with an impromptu history lesson:

    'The Deathlord of Ixia was once lieutenant to Agarash the Damned--the most powerful of all Naar's champions of evil,' said Rimoah, his head bowed as he paced the granite floor of your vault. 'During the Age of Eternal Night he conquered much of Northern Magnamund, including the realm of Ixia which was once a rich and very fertile land. He destroyed the native Ixians, transforming them into a legion of undead servants under his command.1 Many centuries later, when my ancestors defeated Agarash during the Age of War, they magically imprisoned the weakened Deathlord in a secret tomb within the dread city of Xaagon, near to the southern coast of Ixia. For thousands of years his tomb lay undisturbed until the first of the Drakkarim appeared on Magnamund. They entered Xaagon and found the Deathlord's tomb--yet legend has it that none of them escaped Ixia alive. Perhaps they, too, serve him now. During the Age of the Black Moon, the Darklords conquered all of the territories surrounding Ixia yet they chose to avoid setting foot in the Deathlord's realm. Mindful of his origins, they feared that if he were released from his sorcerous prison he would seek to dominate and destroy them.'

    'My lord, are you telling me that the Deathlord of Ixia is now free of this prison and in possession of the Deathstaff?' you asked, fearing Lord Rimoah's reply.

    'Yes, Grand Master. I'm afraid that is exactly the situation which confronts us. Since the passing of the last moon, I and others of the High Council of the Elder Magi have detected a great imbalance between the forces of Good and Evil in our world. By ill chance or by Naar's design, the Deathstaff has fallen into the hands of Ixiataaga. Once again the Deathlord is free to indulge his unholy and insatiable appetite for living beings. Already we have heard reports from Lencian fishermen which tell of the destruction of remote Drakkarim settlements around the Gulf of Konkor, and there are even claims of a 'death fleet' having been sighted in the waters of the Shakoz Bight. Yes, Grand Master, the Deathlord is free to roam the face of Magnamund once more, and I fear he will not stop until every living creature is enslaved to him in undeath.'

    For hours, you and your trusted advisor deliberated over what could be done to prevent this unspeakable disaster from befalling Magnamund. You considered a muster of the Freeland armies and an immediate attack upon Ixia, but such a plan simply could not be executed. The peninsula of Ixia is far too remote and desolate a territory to be reached by any Freeland army on foot, and, with winter already so far advanced, any ship-borne invasion would be doomed to fail. Time was also against you. The Deathlord had to be stopped as quickly as possible before he could unleash an army of undead upon Magnamund, an unkillable army that would grow larger with every battle it fought against the living.

    'Only I can stop this,' you said, voicing your thoughts.

    'Yes, Grand Master. Only you,' replied Rimoah quietly.

    After a few moments' silence, Rimoah continued, 'In expectation of your decision, preparations have already been made for your journey, Grand Master. I trust this doesn't offend you?'

    You smiled your consent.

    'Good. Then I shall call upon Guildmaster Banedon--he knows of the Deathlord's rise and he has offered his ship Skyrider to hasten your journey westwards. He will tell you more about Ixia and how you will be conveyed there. Godspeed, Grand Master. I shall pray to Kai and Ishir to watch over you on this fateful mission.'
    Grand Master Disciplines:


    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.

    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.

    Levels of Grand Kai Mastership

    The following table is a guide to the rank and titles you can achieve at each stage of your journey along the road of Kai Grand Mastership. As you successfully complete each adventure in the Lone Wolf Grand Master series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection--to become a Kai Supreme Master.

    1. Kai Grand Master Senior
    2. Kai Grand Master Superior
    3. Kai Grand Sentinel
    4. Kai Grand Defender
    5. Kai Grand Guardian
    6. Sun Knight
    7. Sun Lord
    8. Sun Thane -- We have reached this rank.
    9. Grand Thane
    10. Grand Crown
    11. Sun Prince
    12. Kai Supreme Master
    Improved Disciplines:

    As you rise through the higher levels of Kai Grand Mastery you will find that your Disciplines will steadily improve. For example, if you possess the Discipline of Grand Nexus when you reach the Grand Master rank of Grand Thane, you will be able to pass freely through Shadow Gates and explore the nether realms of Aon and the Daziarn Plane.

    Kai Grand Guardian

    If you are a Grand Master who has reached the rank of Kai Grand Guardian (5 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

    Animal Mastery: Kai Grand Guardians with this Discipline are able to summon a limited number of forest animals to their location. The creatures so summoned will become loyal and willing allies, willing to do the Kai Grand Guardian's bidding. This ability can only be used in an outdoor setting.

    Assimilance: Kai Grand Guardians who possess this skill are able to create a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal and infravision. The duration of the fog increases as a Grand Master rises in rank.

    Grand Huntmastery: Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability is very useful when used to outdistance a pursuing enemy.

    Kai-surge: Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.

    Kai-screen: Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables them to both protect and hide their minds from being detected by a hostile psychic probe.

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

    * Splinter--This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.
    * Flameshaft--This causes the tip of any Arrow, or arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.

    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.

    Sun Thane
    If you are a Grand Master who has reached the rank of Sun Thane (8 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

    Animal Mastery
    Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command, but most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.

    Deliverance
    Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.

    Grand Huntmastery
    Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.

    Grand Pathsmanship
    Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected, and the duration of effect, both increase as a Grand Master rises in rank.

    Kai-screen

    Sun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.

    Kai-alchemy
    Grand Masters who have reached the rank of Sun Thane are able to use the following Brotherhood Spells:
    • Slow Fall--By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
    • Breathe Water--Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.
    The nature of these additional improvements and how they affect your Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf books.


    Equipment:
    Before you set off on your long journey to Ixia you take with you a map of the area and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table and add 20 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the 'Gold Crowns' section of your Action Chart. We are at the 50 crown maximum.

    You can take four items from the list below, again adding to these, if necessary, any you may already possess from previous adventures (remember, you are still limited to two Weapons, but you may now carry a maximum of ten Backpack Items).
    • Broadsword (Weapons)
    • Bow (Weapons)
    • Quiver (Special Items) This contains six Arrows: record them on your weapons
    • Dagger (Weapons)
    • Sword (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.

    Default is Quiver, Rope, Potion, 1xMeal. Let me know if you want differently.

    The following Special Items may be carried over to the Lone Wolf Grand Master series (Book 13 onwards):
    • Crystal Star Pendant
    • Sommerswerd
    • Silver Helm
    • Silver Bracers
    • Jewelled Mace
    • Silver Bow of Duadon
    • Korlinium Scabbard
    • Kagonite Chainmail

    Default is Sommerswerd and Bow of Duadon. Let me know if you want anything else.


    Our Current Status:
    Combat Status:
    Combat Ratio:
    46 base from last book +1 for the new discipline. Total is now 47 (+6 psi-surge)

    Endurance:
    53 base from last book +2 for new discipline. Total is now 55.

    ___________________________________________________

    The opening of the book depends somewhat on the choices made in powers and inventory so I'll let y'all debate. Since the forum was down for a while, I want everyone to have a voice.

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  • Man in the MistsMan in the Mists Registered User regular
    edited December 2010
    Tag wrote: »
    The following Special Items may be carried over to the Lone Wolf Grand Master series (Book 13 onwards):
    • Crystal Star Pendant
    • Sommerswerd
    • Silver Helm
    • Silver Bracers
    • Jewelled Mace
    • Silver Bow of Duadon
    • Korlinium Scabbard
    • Kagonite Chainmail

    Default is Sommerswerd and Bow of Duadon. Let me know if you want anything else.

    Actually, we have these items already. We just carry them over from the previous arcs if we have them.

    Man in the Mists on
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