As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/

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

13468928

Posts

  • TagTag 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.

    There's a choice as to whether we take them or not though. In the last book, the presence of some objects would have resulted in their destruction.

    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 December 2010
    True, but for all the listed items they have tangible benefits even if they're not mentioned (The silver helm boosts combat skill, and the bracers and chainmain boost both combat skill and endurance).

    Man in the Mists on
  • TagTag Registered User regular
    edited December 2010
    True, but for all the listed items they have tangible benefits even if they're not mentioned (The silver helm boosts combat skill, and the bracers and chainmain boost both combat skill and endurance).

    Oh man, you're gonna make me look them all up aren't you :P

    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 December 2010
    Well, the helm was +2 combat skill and was in the third book. I don't know what the bracers and chainmail did, but I do know they were gained in book 12. The scabbard was also in book 12 (and was the main reason why the Sommerswerd wasn't a homing beacon for every monster in the region). I think the mace was +5 combat skill against certain critters and was in the fifth book.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited December 2010
    I vote on just poking things with the Sommersword for Kai greatness!

    Hyku on
  • Man in the MistsMan in the Mists Registered User regular
    edited December 2010
    Don't forget shooting things that are out of reach with the Silver Bow of Awesome.

    Man in the Mists on
  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited December 2010
    Bracers and chainmail were in Book 12... so was the scabbard... scabbard is useful because it allows us to ninja in with the Sommerswerd and then go all pew pew on some evil ass.

    JaysonFour on
    steam_sig.png
    I can has cheezburger, yes?
  • TagTag Registered User regular
    edited December 2010
    Oh hey the forums are up again! Incoming update.
    From Special Items: Grabbing our sword, scabbard, bow. If there is demand for the other items I'll go look them up but no one really seems interested in them.

    Page 1: Lord Rimoah removes a sphere of crystal from a pocket of his robe and holds it up to the lantern light. It is filled with a swirling grey mist. Softly he murmurs the words of an ancient spell and the mist clears to reveal the anxious face of your friend--Guildmaster Banedon. Rimoah speaks briefly to Banedon's image, requesting that he come to the Monastery at once.

    I will be with you within the hour, says the voice of Banedon, a whisper in your mind.

    Your friend is in Toran, sixty miles to the north, yet he holds true to his word. In less than an hour he arrives at the Monastery aboard Skyrider--his sleek flying ship. Two excited young Kai Aspirants bring word of his arrival to the vault and you respond by making your way swiftly to the surface. Banedon's Skyrider is hovering above the training park, the hum of its magical engine amplified by the surrounding walls and battlements. It is dusk on this wintry evening and a shower of feathery snow is illuminated by the craft's lanterns. A rope ladder hangs from the bow rail to the frost-hardened earth.

    'Go aboard, Grand Master,' urges Rimoah. 'Banedon will advise you and provide you with what you'll be needing. I shall stay here and pray for your safe return.'

    You bid a hasty farewell to your mentor before climbing the dangling rope ladder with the legendary speed and grace that sets you apart from lesser warriors. Banedon is waiting as you haul yourself aboard. He greets you with a glad smile, yet his face cannot hide his deep concern for what may await you in Ixia. You wave a final farewell to Lord Rimoah, then you retreat to the warmth of Banedon's cabin as the Skyrider glides over the Monastery's southern wall and ascends into the leaden sky.

    Your friend Banedon has already set a course for Vadera, the principal city of Lencia, a destination which is more than a full day's flight west of Sommerlund. Were this not the first stage of a longer voyage to Ixia you would gladly welcome the chance to visit Vadera, for you have many friends there in the court of King Sarnac of Lencia.

    During the flight, Banedon details the plans which have been made on your behalf. King Sarnac himself has promised his help; he will provide you with a boat and a pilot to sail you from Vadera to Azgad Island, a desolate Lencian outpost in the Tozaz Sea. On your arrival there you will be transferred to a Lencian ice-boat, a craft specially built to withstand the power of the treacherous pack-ice which clings to the Ixian shoreline at this time of the year.

    'The ice-boat will land you on the coast of Ixia, Lone Wolf,' says Banedon, 'and then it will wait at anchor for you to return upon the completion of your mission.'

    'How long will the ice-boat wait for me?' you ask, apprehensively.

    'If you do not return within seven days, the pilot has orders to set sail for Vadera without you. The Tozaz in winter is a cruel and terrible sea--no ordinary man could hope to survive there for much longer than a week, no matter how strong his ship or plentiful his supplies. Which reminds me--if you are to survive your visit to Deathlord Ixiataaga's frigid realm, you will be needing some special protection.'

    If you possess a Platinum Amulet, turn to 166.

    If you do not possess this Special Item, turn to 282.

    We have it, even though it wasn't listed as a legacy special item. (He just gives you a new one anyway if you don't.)

    _______________________________________________

    Page 166: Banedon reaches for a small wooden box which lies half-buried on a shelf, amongst a clutter of scrolls and charts. As he does so, he is momentarily distracted by the Platinum Amulet which you wear on a cord around your neck. You notice the suddenly inquisitive look in his eye.

    'How did you come by that?' he asks, as he stares fixedly at the amulet.

    'It was given to me by Gwynian--the Sage of Varetta. I'm sure its powers kept me safe from the perils of the Maakengorge. Tell me, my friend, have you heard of this sage?'

    'Oh yes,' replies Banedon, thoughtfully, 'I know Gwynian. If the amulet you wear was given to you by him then, perhaps, you do not need the special protection I had in mind after all.'

    Banedon takes the small wooden box and hands it to you. Upon opening it you discover it contains a platinum amulet, almost identical to the one you are already wearing.

    'I see what you mean,' you say, as you close the lid and return the box to Banedon.

    Turn to 57.


    _______________________________________________

    Page 57: Banedon tosses the box back on to the cluttered shelf and continues with his briefing. Having satisfied himself that you have adequate protection, he turns his attention to your weapons.

    'It concerns me greatly that so little is known of Xaagon--the Deathlord's city. There is no way of knowing what unholy breed of creature awaits you there. It seems that you can be confident of only one thing, Lone Wolf: whoever or whatever inhabits that dreadful place will surely be hostile to your presence. If you are to defeat the Deathlord of Ixia and his minions, you will need a weapon of exceptional power--a weapon capable of destroying that which is already dead.'

    If you possess the Sommerswerd, turn to 339.

    If you do not possess this Special Item, turn to 220.

    _______________________________________________

    Page 339: 'You need have no fear, Banedon,' you reply, unsheathing the sun-sword, 'for you know that I possess such a weapon--the Sommerswerd.'

    Banedon stares at the shimmering golden blade and calmly nods his head. 'Yes, Grand Master. Your divine sword is ideally crafted for the task, but you must use it with discretion. Unsheathed, the Sommerswerd radiates a powerful aura of goodness--in the darkness of Ixia, such power would be like a blazing beacon. It could readily alert the Deathlord to your presence.'

    If you possess a Korlinium Scabbard, turn to 101.

    If you do not possess this Special Item, turn to 194.

    _______________________________________________

    Page 101: You show Banedon your Korlinium Scabbard and tell him how you came by it. The seemingly plain belt and scabbard were given to you several years ago by Lord Rimoah, for a similar purpose--to conceal the power of the Sommerswerd from the Darklords of Helgedad.

    'I trust it will serve you just as well in Ixia,' says Banedon, nodding his approval.

    Turn to 22.

    _______________________________________________

    Page 22: It is in the thirtieth hour of your air voyage that the Skyrider's eagle-eyed lookout catches his first glimpse of Vadera. Word spreads quickly and a hubbub of excitement grips the dwarven crew as the flying ship draws ever closer to the fortified walls and turrets of the Lencian capital.

    small2.gif

    Skilfully Bo'sun Nolrim lands the Skyrider on the paved courtyard in front of the Vadera Citadel, which has been cleared of crowds in expectation of your arrival. Awaiting you is a party of stern-faced Vadera officials who, with a minimum of fuss, escort you and Banedon directly to the court of King Sarnac.

    'We are honoured to welcome you once again to our city, Grand Master,' says the silver-haired King. 'My only regret is the reason for your visit. I'd have hoped our meeting would have been in less ominous circumstances.'

    Formally you acknowledge the King's greeting, then you turn to face the elderly man who is standing beside the King's throne. You recognized him as soon as you entered the King's chamber--he is Lord Ardan, an Elder Magi from Dessi, one of Lord Rimoah's countrymen.

    'Well met, my Lord,' you say, and Ardan returns your greeting with a smile. Sadly, his smile soon fades when he says: 'No doubt your able companion, Guildmaster Banedon, has told you of the rise of evil in Ixia. Dire news indeed, Grand Master, for it threatens our very existence, most especially the existence of our Lencian friends. If the Deathlord's power is allowed to grow unchecked, Lencia will be the first Freeland state to suffer his wrath.'

    'I pledge to do all in my power to prevent such an outcome, my lord,' you reply earnestly.

    'We have every faith in you, Lone Wolf,' says King Sarnac, 'and we shall help you accomplish your mission in whatever way we can.' He signals to one of his silver-armoured bodyguards and the soldier leaves the chamber. He returns shortly in the company of another man, clad in the court uniform of a Guard Captain.

    If you took part in the Battle of Cetza, or have visited the city of Darke in any previous Lone Wolf adventures, turn to 305.


    If you did not, turn to 129.

    _______________________________________________

    Page 305: You recognize the officer at once--it is your friend and former guide, Captain Prarg.

    'We meet again, Captain,' you say, as you shake his hand gladly in friendship.

    'Aye, Grand Master. It is an honour to serve you once more.'

    Turn to 83.

    _______________________________________________

    Page 83: King Sarnac dismisses his guardsmen before ushering you, Banedon, Lord Ardan and Captain Prarg, into an adjoining antechamber. An oaken table commands the centre of this opulent room, upon which is spread a detailed map of north-western Magnamund.

    'In response to Lord Ardan's request, I have made provision for your journey to Ixia, Grand Master,' says the King, as the five of you gather around the map table. 'As we speak, a man-o'-war is standing by in Vadera harbour, awaiting my order to set sail. Captain Prarg will accompany you during the first part of your sea voyage to our outpost, which is here on Azgad Island.' King Sarnac points to the map, indicating a remote island near to the Gulf of Konkor.

    'The garrison on Azgad Island is commanded by Captain Lanza. Word has been sent of your coming, and Lanza has a crew and an ice-boat ready to place at your disposal. They will transport you across the stormy Tozaz Sea and land you on the southern coast of Ixia. From there you must make your way on foot to the city of Xaagon, where you will find the Deathlord and his accursed weapon--the Deathstaff.'

    You study the map and, with growing dismay, you appreciate the difficult voyage which lies ahead. 'Very well, sire,' you reply. 'I understand how I am to reach Ixia in order to find and defeat the Deathlord, but can you tell me how I am to return once my mission has been accomplished?'

    Turn to 248.


    _______________________________________________

    Page 248: Having heard your question, King Sarnac turns to Ardan and says: 'My lord, perhaps you could say something to allay Grand Master Lone Wolf's fears?'

    'Certainly, sire,' replies Lord Ardan, turning to address you.

    'My lord, as Guildmaster Banedon may already have told you, the coast of Ixia is a hellish place. The ice-boat will be able to anchor in this region for seven days at most. If you do not return within this time, it will be forced to go back to Azgad Island. But do not let this cause you undue concern, my Lord. At present there is a great imbalance between the forces of Good and Evil in our world, yet upon the instant that you defeat the Deathlord and destroy his staff of power, this balance will surely be resumed. I, like my kinsman Lord Rimoah, will know the moment that the balance has been righted. If your quest takes longer than one week to accomplish, the ice-boat will be sent out once more to collect you from Xaagon.'

    Turn to 140.

    _______________________________________________

    Page 140: With your briefing now concluded, King Sarnac ushers you all into his court chamber. There you bid him, Lord Ardan, and Guildmaster Banedon farewell, and they in turn wish you good luck and godspeed before Captain Prarg escorts you to the harbour. It is snowing heavily, and few of Vadera's inhabitants notice as the two of you are welcomed aboard the Maycastle, the square-rigged man-o'-war which will carry you to Azgad Island.

    You leave Vadera within the hour and begin the long, cold voyage northwards. During the voyage, Captain Prarg tells you about the raids which have destroyed several small Drakkarim settlements along the Gulf of Konkor and the coast of the Shakoz Bight. On the twelfth day of your two-week sea journey, you catch a glimpse of one such settlement, near to the mouth of the River Lenag. All that remains is a wispy pall of smoke which hangs above the burnt-out hovels, darkening an already stormy sky.

    For most of the voyage, a host of seabirds have accompanied the Maycastle, attracted by the scraps of food regularly thrown out by the ship's galley. But at dawn on the thirteenth day, as the ship enters the Gulf of Konkor, the usual flocks of shrieking gulls are nowhere to be seen. It is as if they have suddenly become aware of impending danger and have turned back, eager to stay out of harm's reach. Later in the day, a fierce squall arises from the east which whips the iron-grey waters of the gulf into a maelstrom. The crew fight desperately to control their ship as the storm rages all day and all night, not abating until dawn of the following day. As the wind gradually dies and the sea settles, the lookout is able to resume his post atop the mainmast.

    ce.79ee994e18501e3c3ad5a8a1c69d1277.ill8,g.gif

    'Land ahoy!' he cries, and all eyes scan the northern vista. There, perched on the wintry horizon, is a grey strip of barren, frost-covered rock. You magnify your vision and see, on the western side of this island, a few slate buildings clustered around a fortified stone tower.

    'That's Fort Azgad,' says Captain Prarg, with relief in his voice. 'At last we've arrived.'

    Turn to 321.

    _______________________________________________

    Page 321: As the Maycastle cuts through the icy waves towards the fort, a beacon flares into life, its guttering yellow flame marking the entrance to the outpost's slate-walled harbour. A Lencian flag is raised atop the watchtower and the crew give a cheer--for them it is a welcoming sight after two cold and difficult weeks at sea.

    The Maycastle docks at the harbour wall, alongside the iron-bowed ice-boat which will take you to Ixia. The excited garrison have gathered to greet the crew; they have been looking forward to receiving fresh provisions and news from their homeland for several weeks. You disembark with Prarg and are met on the quay by a bearded sergeant clad in a fur-trimmed leather tunic. He escorts you to the watchtower, where you are welcomed in person by Captain Lanza, the garrison commander.

    Turn to 117.

    _______________________________________________

    Page 117: Lanza is a stocky, hard-nosed soldier whose leathery, frost-bitten face bears living testimony to the five years he has spent as commander of this bleak, godforsaken outpost. His posting here had been his punishment for a drunken brawl in a Vadera tavern in which he had killed, albeit in self-defence, the brutish elder son of Haglar, the mayor of the city. At his court-martial he had been allowed to choose his fate--command of the notorious Azgad Island garrison, or death by hanging. Lanza readily admits that there have been times when he has felt that he made the wrong choice.

    Lanza's private quarters comprise a sparsely-furnished chamber near the top of the watchtower. You warm yourself in front of an open grate and listen as he and Prarg discuss your onward passage to Ixia aboard the garrison's ice-boat. At length, Lanza voices his fears about recent sightings at sea--strange craft which sail beneath the waves and ships crewed by the living dead. As you listen to his chilling account, you look out through the chamber's slit window at an icy mist which is creeping in from the north. It swirls knee-deep around the watchtower and the harbour wall.

    If you possess the Discipline of Grand Huntmastery and have reached the rank of Sun Lord (or higher), turn to 39.

    If you possess Kai-alchemy and wish to use it, turn to 61.

    If you do not possess these Disciplines, or choose not to use them, turn instead to 233.

    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 December 2010
    Hmm, let's go with Huntmastery.

    Man in the Mists on
  • TagTag Registered User regular
    edited December 2010
    Bump for votes.

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2010
    Huntmastery works, sure.

    Darian on
  • TagTag Registered User regular
    edited December 2010
    Page 39: Drawing on your Kai Mastery, you focus on the encroaching mist and detect strange movements in the ultraviolet spectrum of light. You cannot discern exactly what is moving out there, but you are certain of one thing: it is evil and it is drawing ever closer to Fort Azgad.

    You warn Captain Lanza and at first he does not believe you. He chuckles, saying that it is not uncommon for new arrivals to imagine they have seen all manner of spectres in the sea mists which swirl around the fort. But then a loud, discordant bell rings out from above, and Lanza's face is transfixed with shock.

    'By the gods!' he splutters. 'It's the alarm bell--we're under attack!'

    Turn to 181.

    ______________________________________________

    Page 181: From out of the eerie mist there looms a high-prowed ship, wrought of age-blackened timbers which glisten with ice and frost. It speeds into the harbour and a morbid terror grips the hearts of the Lencian garrison when they see that it is crewed by a cadaverous host of skeletal warriors. A ghastly wail arises from the invading ship, an unholy shriek that shatters the garrison's will to resist. As one, the shocked Lencians turn and flee from the quayside, dropping and discarding their supplies and weapons in their hurry to get away.

    small5.gif

    'Ishir preserve us!' cries Lanza, as he takes up his sword belt and hurries towards the door. 'My men are routing. I must rally them to the defence before all is lost!'

    ce.38e575547c217391e3604823d38ff1e8.ill11,g.gif

    Prarg unsheathes his sword and rushes after Lanza. Outside the door you see a circular stone staircase which leads up to the roof, or down to the base of the watchtower. Lanza descends the stairs but Prarg does not follow. Instead, he begins to climb the steps to the roof.

    If you wish to follow Captain Lanza, turn to 264.

    If you decide to go after Captain Prarg, turn to 14.

    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 December 2010
    Follow Lanza.

    Man in the Mists on
  • pslong9pslong9 Registered User regular
    edited December 2010
    Follow Lanza.

    pslong9 on
    steam_sig.png

    3DS FC: 0817-3759-2788
  • TagTag Registered User regular
    edited December 2010
    You follow Captain Lanza as he races down to the base of the watchtower and hurries off along the slate-cobbled avenue which leads directly to the harbour. As he runs he curses and barks orders at the garrison soldiers who are fleeing from the quay, but they are wide-eyed with terror and all appear deaf to his commands. As you reach a bend in the road, you see the great black ship shuddering to a halt alongside the harbour wall. Instantly, a horde of undead warriors leap on to the quay and come rushing in pursuit of the routing Lencians. Their eyes burn with an unnatural fire and they howl like unchained demons as they mercilessly hunt their human prey.

    Lanza manages to rally a dozen of his best men to form a defensive line across the narrow avenue. With their shields overlapping and their swords poised ready to thrust, they brace themselves to receive the first wave of undead. The pugnacious Captain shouts words of encouragement to stave off their fear but it is clear to you that every single one of them is terrified. Their faces are drenched with sweat despite the biting cold.

    With a hideous howl, the advancing mass of undead fall upon their line, hacking and stabbing at their shield-wall with their rust-dulled blades. The Lencians fight back furiously, shattering bones and cleaving skulls, but they are forced to give ground before the pressing onslaught.

    ce.930621beae6fd07c3b3b65be1afb505f.ill16,g.gif

    Then, from the midst of the enemy ranks, a grisly creature clad in mouldering black robes comes bursting through the shield-wall. A Lencian turns to thrust his sword into the creature's wormy flesh. His attack releases a gout of venom and instantly his sword crumples--corroded by the foul blood. The venom splashes him and he falls screaming to the ground, clutching at the smouldering stump that was once his hand. The creature howls with malicious glee as it leaps over his writhing body. It rushes towards you, its eye sockets blazing and its black claws extended to rake your flesh.

    Cabalah: COMBAT SKILL 48 ENDURANCE 45

    This undead creature is immune to Mindblast, Psi-surge, and Kai-surge.

    You may escape from this creature after three rounds of combat by turning to 76.

    If you stay and win the fight, turn to 209.

    Ooh our first battle. This creature is undead so we do double damage.

    Combat Ratio: 47 - 48 (enemy) = -1
    Endurance: 55 (max)
    Your Random Number was: 0
    Your enemy took 11x2 Damage!
    Your enemy now has 23 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 55 Endurance Points.

    Your Random Number was: 1
    Your enemy took 2x2 Damage!
    Your enemy now has 19 Endurance Points.
    Lone Wolf took 5 Damage!
    Lone Wolf now has 50 Endurance Points.

    Your Random Number was: 6
    Your enemy took 7x2 Damage!
    Your enemy now has 5 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 48 Endurance Points.

    Your Random Number was: 1
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 5 Damage!
    Lone Wolf now has 43 Endurance Points.

    ______________________________________

    Page 209: You strike your killing blow and the creature's tongue flickers in and out as it hisses like a sleeting gale. It drops to its knees, its talons scrabbling for your legs, and its eyes flaring brightly with evil fire. Quickly you step back and watch the flames that are its eyes flicker and go out. Then it crumples to the icy ground, its body transforming swiftly into an evil-smelling pool of bubbling black venom.

    The destruction of the Cabalah seems to weaken the attacking horde. They falter, and Lanza's men seize the opportunity to counterattack. You rush forward and join them as they fight their way valiantly back towards the quay.

    'Look there, Grand Master!' shouts Lanza, pointing to the ice-boat. A score of undead have clambered aboard the vessel and it is clear by their actions that they intend to destroy and sink it.

    'They must be stopped!' you cry. You break free from the battle and run headlong towards the stricken ship. You are halfway along its gangplank when you find yourself confronted by a wedge of skeletal warriors, armed with crude axes and swords.

    You leap into their midst, striking them down with blurring speed and deadly accuracy. As the last one falls, its corpse-like body almost severed at the waist, you hear a noise behind you which makes you spin around in fearful expectation.

    Turn to 78.

    ______________________________________

    Page 78: Standing on the quayside, close to the gangplank, is a ghastly creature which exudes the cloying stench of death and decay. It towers over you by more than an arm's length, and its long spindly limbs are covered with grey-white fur. From its skull-face bulge three milky-white eyes, set above a lipless maw edged with dozens of barbed fangs. In its claw-like hand it clutches what appears to be a stalactite. It raises this icy rod and a bolt of cold, orange fire leaps from its tip and comes crackling towards your chest.

    If you possess the Sommerswerd, turn to 346.

    If you do not possess this Special Item, turn to 170.

    ______________________________________

    Page 78: You grasp the hilt of the sun-sword with both hands and turn the flat of its golden blade towards the onrushing bolt of energy. There is a loud crack!, and you feel a numbing jolt run the length of your arms as the crackling bolt is deflected away. It hits the surface of the sea, close to the harbour wall, and instantly the patch of briny water freezes over.

    The ghastly creature shrieks with fury and frustration. It comes lumbering down the gangplank, wielding its icy rod like a sword. Calmly you raise the Sommerswerd and steel yourself to receive its unnerving attack.

    If you wish to attack the creature the moment it steps aboard the ice-boat, turn to 277.

    If you wish to attempt to sever the gangplank before the creature can come aboard, turn to 151.

    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 December 2010
    I wouldn't let that thing near the boat. Slice the gangplank.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited December 2010
    Slice away! If only because its different

    Hyku on
  • pslong9pslong9 Registered User regular
    edited December 2010
    Slice the gangplank!

    pslong9 on
    steam_sig.png

    3DS FC: 0817-3759-2788
  • TagTag Registered User regular
    edited December 2010
    Page 151: The advancing creature sees that you are preparing to strike the gangplank and quickly it retreats to the quayside. You deal the plank a mighty blow, splitting it cleanly in two, and both sections collapse and splash into the harbour's freezing water. But the danger is not over.

    The creature turns its icy rod around and points the blunt end towards your head. There is a brilliant flash of light and a guttering ball of flame comes speeding from the base of the rod towards your face. Your reflexes save you--you dive for cover behind a tool chest and the fireball whistles over your head to explode into the decking. Howling with anger, the creature launches a second fireball, but this one is not aimed at you--it is targeted at the ice-boat's waterline. The deck shudders and flames leap up all around, spreading with unnatural speed. Within seconds you are engulfed by roaring flames.

    If you wish to escape from this burning ship by jumping into the harbour, turn to 42.

    If you wish to attempt to reach the quayside by swinging from the rigging, turn to 201.

    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
  • HykuHyku Registered User regular
    edited December 2010
    Swing! Gotta pirate it up when you get a chance :P

    Hyku on
  • Man in the MistsMan in the Mists Registered User regular
    edited December 2010
    Pirate practice! Swing

    Man in the Mists on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2010
    We've been a ninja, now a pirate. Swing!

    Darian on
  • TagTag Registered User regular
    edited December 2010
    Page 201: You climb the rigging rapidly until you reach the middle section of the mainmast. Here you cut free a guide rope and use it to swing clear of the burning ship. Your Kai skills enable you to see through the billowing clouds of smoke and, as your swing begins to lose momentum, you get ready to release your grip and make your jump to the quayside--a distance of more than fifty feet.

    Pick a number from the Random Number Table. If you have Grand Huntmastery, add 1 for every level you have attained above that of Kai Grand Defender.

    If your total score is now 5 or less, turn to 132.

    If it is 6 or more, turn to 317.

    We got a 9, yay overkill :P

    ______________________________________________________

    Page 317: You arc through the smoke and flame towards the harbour wall and land on the quayside with a jolt that leaves you breathless. Fortunately, your agility and Kai skills save you from injury and you quickly regain your composure. Minutes later you are joined by Captain Lanza and his men, all of whom are clearly amazed that you are still alive.

    'We have this enemy beaten,' yells Lanza. 'We've slain more than half their number and the rest have their backs to the sea. Will you help us finish the job, Grand Master?'

    'Gladly,' you reply. 'For Kai and Ishir, we'll dispatch them all to meet their unholy maker!'

    Turn to 340.

    ______________________________________________________

    Page 340: Lanza orders his men to arm themselves with warhammers from a nearby hut.

    'Normally my men use these to break up harbour ice in the dead of winter,' he says, as together you help to distribute the heavy two-handed hammers among the garrison, 'but now they can be put to good use smashing up the bones of our foes!'

    Freshly equipped and fired by the taste of victory, Lanza and his men set about hammering the remnants of the attacking enemy. They drive them all the way back to their ship, literally shattering all who dare stand in their way. Within the hour the outpost is secured--the enemy have been destroyed.

    You survey the aftermath of the battle with mixed emotions. You feel elated at having helped Lanza to win, but the ice-boat, which was to have conveyed you to Ixia, is now a burned wreck lying at the bottom of the harbour. All that can be seen of it is a few feet of its mainmast protruding at an angle above the surface of the sea. As you stare at this blackened masthead, you are joined by Captain Prarg.

    ill19.gif

    'What in Ishir's name can we do, Grand Master?' he says, staring dejectedly at the icy water which is swirling in eddies around the submerged wreck. 'That ice-boat was the only vessel capable of transporting you to Ixia.'

    'Never fear, Prarg,' you reply, confidently. 'I've just had an idea that could be the answer to our problem.'

    Turn to 177.

    Prarg is so dead.

    ______________________________________________________

    Page 177: 'There's the answer,' you say, pointing to the Ixian ship.

    'B . . . b . . . but . . .' stammers Prarg, clearly taken aback by the suggestion.

    'I grant you, it is a strange craft,' you say, 'but it looks well-suited for passage through icy waters. It served the enemy's purpose well enough--I say it's time we put it to better use.'

    Prarg gives a weak smile and follows hesitantly in your wake as you leap aboard the deck of the Ixian ship.

    'First we'd best make sure it is empty,' you say, as you unsheathe your weapon.

    'Very well,' replies Prarg, 'which end do you wish to search, Grand Master, the bow or the stern?'

    If you wish to search the stern of the ship, turn to 240.

    If you choose to search the bow, turn to 73.

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2010
    stern?

    Darian on
  • HykuHyku Registered User regular
    edited December 2010
    Coin flip! Stern

    Hyku on
  • pslong9pslong9 Registered User regular
    edited December 2010
    I would have voted bow, but since it's basically a coin flip and two others have voted stern, I'll go stern as well.

    pslong9 on
    steam_sig.png

    3DS FC: 0817-3759-2788
  • TagTag Registered User regular
    edited December 2010
    Page 240: You advance slowly along the slippery foredeck towards steps which ascend to the raised stern of this alien vessel. Every inch of its coal-black timbers are decorated with strange and intricate carvings, and archaic symbols embellish the metal rails which encircle its gunwales. Drawing on your Grand Master Disciplines, you determine that this vessel was not constructed by the unhuman creatures who crewed it, but that it is an ancient ship, built and crafted by a race of mariners who have long since disappeared into the mists of time. Closer examination of the timbers reveals it to be more than fifteen thousand years old.

    You climb to the wheelhouse, which stands in the centre of the stern deck, and discover there a large, glassy sphere mounted upon an ornate base of glittering black stone. A low hum and a faint greenish glow radiate from this sphere, which in turn is connected by silver tubes and strands of braided metal to the wheel which steers the craft. After careful study of the controls you feel confident that you could sail the vessel.

    Prarg enters the wheelhouse and announces that, having thoroughly searched the bow and below deck areas, he is sure that it is empty--no hidden enemies are lurking aboard.

    'Well, Grand Master,' he continues, staring bemusedly at the strange workings of this craft, 'this is a rum craft and no mistake. Are you sure it can carry you to Ixia?'

    'Yes, I'm sure,' you reply. 'In fact I'm certain that it will be safer to sail the Tozaz in this ship than to attempt the crossing in any ice-boat bearing the Lencian flag.'

    Prarg looks out of the wheelhouse window at the sunken remains of the ice-boat, and says: 'I hope you're right, Grand Master. I sincerely hope you're right.'

    Turn to 18.

    ______________________________________________

    Page 18: You leave the Ixian ship and go in search of Captain Lanza. You find him with his men by the watchtower--they are building a bonfire out of rags and broken bones. A toothless sergeant empties a gallon of skark oil on to the heap and a burning torch sets the whole thing ablaze.

    You stride over to Lanza and slap him heartily on the back. 'Well fought, Captain. You and your men have brought honour to Lencia this day.'

    Captain Lanza greets your compliment with a sombre face. 'Nay, sire,' he says, sadly. ''Tis the enemy who've won. The ice-boat is sunk and we cannot sail you to Ixia.'

    'We can use the enemy ship, Captain,' you reply. 'It is perfect for the task. All I need of you are some provisions and a crew.'

    Lanza's face brightens. He orders his men to prepare the Ixian ship and within the hour you are ready to set sail.

    'May the gods watch over you, Grand Master,' says Prarg, as you bid him and Lanza farewell.

    'Do not fear,' you reply. 'I shall soon return.'

    Pick a number from the Random Number Table.

    If the number you have picked is 0-4, turn to 332.

    If it is 5-9, turn to 224.

    We got a 7

    ______________________________________________

    Page 224:

    You take the ship's wheel and turn this alien vessel out of the narrow harbour, into the roiling waters of the Tozaz Sea. It is less than an hour past noon and yet the winter night has already closed in. You share the icy darkness with a crew of six Lencian outposters, all of whom have volunteered for this perilous mission. Lanza has ordered them to land you on the coast of Ixia and wait at anchor for seven days for you to return; they must wait no longer.

    With ten miles of sea behind you, you hand over the wheel to one of the crew and settle down on the wheelhouse floor to sleep. But you have barely closed your eyes when the deck begins to buck like a stallion. The ship has sailed directly into a saesha--a sudden and violent sea-storm for which the Tozaz is infamous. Thunder roars and sleet blows with blinding ferocity as the ship dips and rolls in the waves.

    After what seems like an eternity, the ship emerges from the storm--a storm against which few craft other than this could have sailed. The darkness gives way to an eerie dawn which casts its watery light upon a new danger. In the grey half-light you see thousands of icebergs ahead, stretching across the horizon as far as the eye can see. Your heart sinks--navigating a course through this icy maze could well prove impossible.

    If you wish to take control of the ship's wheel as you approach the field of icebergs, turn to 51.

    If you wish to go forward to the prow and act as ship's pilot, turn to 189.

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
  • pslong9pslong9 Registered User regular
    edited December 2010
    Take control, because we have Kai Super X-Ray vision and can steer and pilot at the same time, right?

    pslong9 on
    steam_sig.png

    3DS FC: 0817-3759-2788
  • Man in the MistsMan in the Mists Registered User regular
    edited December 2010
    X-ray vision would probably work better if we're at the prow.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited December 2010
    Prow! Who needs super strength if you avoid hitting the giant ice boulders!

    Hyku on
  • TagTag Registered User regular
    edited December 2010
    Happy holidays guys! Sorry for the delay, I just got home from vacation.

    Page 189: Quickly you instruct the helmsman to listen out for your directions, then you leave the wheelhouse and make your way forward to the bow. The vast bulk of any iceberg lies hidden beneath the surface and, with this chilling thought in mind, you lean over the prow and keep a careful watch on the waterline. This ship is strongly built but a collision with a submerged ridge could easily rip its hull wide open.

    Guided by your telepathic directions, the helmsman steers the vessel towards a passage that is over-shadowed on either side by two monstrous mountains of ice.

    Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked.

    If your total score is now 4 or less, turn to 182.

    If it is 5-8, turn to 11.


    If it is 9 or higher, turn to 284.

    We got a 5 which turned into an 8.

    ___________________________________________

    Page 11: You pilot the ship cautiously along a string of narrow fjords which cut an uncertain route through this treacherous field of icebergs. Using a mix of hand signals and telepathy, you send directions to the helmsman at the rear of the ship. It is a gruelling procedure which soon takes its toll on the nerves of all aboard.

    Every few minutes your vision is obscured by gusts of powdery snow which swirl across the deck, blown down from the tops of the surrounding ice cliffs. During one of these fierce blasts you are momentarily blinded. You clasp your hands to your stinging eyes and suddenly the incessant howl of the wind is accompanied by the tortured screech of the hull as it shudders along a bank of submerged ice. The impact sends the ship careering violently to port and almost hurls you overboard. You crash heavily against the rail and rebound to the deck where you lie for a few moments, stunned and gasping for breath: lose 2 ENDURANCE points.

    Mindful of the deadly danger, you scramble to your feet and rush to the prow. The crew have been clearly terrified by the collision; most of them are cowering along the ship's rail, staring up at the encroaching walls of ice, their eyes haunted with fear as earnestly they offer prayers to the Goddess Ishir. Then, almost without any warning, the snow-laden wind abates and the ship emerges from the iceberg field into the open waters of the Tozaz Sea. The crew give a hearty cheer, relieved that their icy ordeal has at last come to an end. One man pulls the cork from a bottle of black rum which he has been keeping for a special occasion. He takes a mighty swig, then passes it to you. Just as you are about to take a swallow, unexpectedly you hear the helmsman's voice echoing along the deck: 'Ship ahoy!'

    Fear returns to tie a knot in your stomach as you turn and focus your eagle eyes upon the distant vessel.

    Turn to 195.

    ___________________________________________

    Page 195: Less than a mile to the north, like some nightmare apparition surfacing from the deep, you see a broad-prowed vessel of prodigious size breaking low in the stormy water. You magnify your vision and see that its main deck is completely enclosed by a canopy of overlapping green-grey timbers, affording it the appearance of some gigantic fish. Two glassy portholes and a jagged line which stretches around its prow complete this chilling illusion.

    For its shape and size it moves towards your ship at an unnatural speed. You call the crew to arms, fearing it to be an enemy vessel closing to attack, and you sense a shudder run through them when, for the first time, they clearly discern its alien design. You focus your Kai senses upon the oncoming craft and suddenly you realize its purpose. It is an Ixian vessel, come to rendezvous with your ship, believing it still to be manned by the undead horde which attacked Fort Azgad.

    ill12.gif

    'Stand firm!' you shout, attempting to rally the nervous Lencians as the craft speeds ever nearer. When less than a hundred yards distant, its great prow begins to creak open. It is as if you are looking into the ghastly maw of a hungry sea predator. The fearful sight alarms the Lencian crew and they flee towards the bow of the ship in panic: 'Save us!' they cry. 'Ishir save us! It's going to eat us alive!'

    Turn to 236.


    ___________________________________________

    Page 236: The great alien vessel looms towards your ship, its jaw-like prow hinged open as if in readiness to bite you in half. Then, with stunning swiftness, your entire craft is consumed by this onrushing vessel, swallowed up in its great jaws. There is a moment of deadly silence. Then, in the morbid, greenish gloom, you hear a bubbling rush of icy water echoing through the vast depths of this gullet. With fearful anticipation you unsheathe your weapon, move towards the ship's rail, then look down. The surrounding sea water is fast draining away, leaving your ship dry-docked upon a long, V-shaped plinth which glistens like polished bone. The bubbling subsides, to be replaced by another noise--the sound of a great portal grinding open. Bright light streams across the deck, blazing down from an archway which is opening close to the starboard bow. Silhouetted in this light are a hundred moving forms, each man-sized and armed with a sword or a spear. A ghastly howl of anger arises from their ranks when they see unexpectedly that the ship is crewed by living men. As the first of their number leap from the arch and crash upon the deck, you recognize their form. Once these creatures were Drakkarim warriors; now they are undead slaves in the service of the Ixian Deathlord. You shout to the Lencians to prepare for battle as the first wave of undead Drakkarim comes surging forwards.

    If you wish to stand and fight the first wave of Drakkarim undead, turn to 260.

    If you choose to evade their attack, turn to 163.

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2010
    Strike them down

    Darian on
  • Man in the MistsMan in the Mists Registered User regular
    edited December 2010
    Slaughter slaughter slaughter:whistle:
    Slaughter the undead mooks:whistle:

    Man in the Mists on
  • HykuHyku Registered User regular
    edited December 2010
    stab em! We brought our sword for reasons other than just impressing the ladies...

    Hyku on
  • TagTag Registered User regular
    edited December 2010
    Just a headsup, updates may be slightly sporadic until Monday due to the end-of-year blitz.

    Page 260: As the first line of screeching Drakkarim hurl themselves forwards, you advance to meet their attack, your weapon dealing them destruction in a wide arc. Resistance meets your weapon's keen edge, though it is not the touch of armour or flesh. Your powerful blows shear through Drakkarim bodies with the sickening feel of clinging jelly. It is as if you are fighting against a horde of bloodless phantoms possessed of a rubbery strength in their rotting, wasted limbs. The first line falls, but a second is poised ready to throw itself upon you with a mindless fury.

    Drakkarim Marines (undead): COMBAT SKILL 42 ENDURANCE 42

    These undead beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

    If you win the combat in five rounds or less, turn to 37.

    If the combat lasts for six rounds or longer, turn to 124.

    Combat Ratio: 47 - 42 (enemy) = 5
    Endurance: 55 (max)
    We do double damage.
    Your Random Number was: 4
    Your enemy took 9*2 Damage!
    Your enemy now has 24 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 53 Endurance Points.

    Your Random Number was: 3
    Your enemy took 8*2 Damage!
    Your enemy now has 8 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 50 Endurance Points.

    Your Random Number was: 1
    Your enemy took 6*2 Damage!
    The enemy has been defeated!
    Lone Wolf took 4 Damage!
    Lone Wolf now has 46 Endurance Points.

    _____________________________________________

    Page 37: The moment you slay the second wave of undead, a third wave presses forward. They clamber awkwardly over the heaped bodies of those you have destroyed, their bony hands brandishing rusty blades and their eyes burning with a cold, devilish fire.

    Seizing your only chance, you retreat from this onrushing horde and evade them by descending a stair which leads down into the ship's hold. Above, you can hear the frenzied shouts of the Lencian crewmen as they are engaged by the undead Drakkarim in fierce hand-to-hand combat. Then the clatter of steel-shod boots on the steps alerts you to the fact that the Drakkarim have not given up the chase. As they begin to descend, you quickly scan the gloomy hold for a place to hide.

    If you possess Assimilance, turn to 208.

    If you do not possess this skill, turn to 26.

    _____________________________________________

    Page 208: Aided by your mastery, you crouch down amongst the foul-smelling debris which litters the floor of the hold. A dozen undead warriors enter by the stairs and begin a systematic search, but your advanced camouflage skills make you virtually invisible, even to their psychic probes.

    Turn to 118.


    _____________________________________________

    Page 118: The grim-faced undead conduct a thorough search of the hold, passing many times within inches of where you are hiding, yet they fail to find you. Your Kai Mastery of Assimilance keeps you safe from detection. As you wait patiently for them to leave the hold, your thoughts turn to the Lencian crewmen. The sound of fighting on the deck above has long ceased and you are fearful that the crew may have been slain by these merciless enemies.

    If you wish to follow the undead when they leave the hold, turn to 186.

    If you choose to stay hidden in the hold, turn to 314.

    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
  • HykuHyku Registered User regular
    edited December 2010
    Follow them Onward! Did we honestly just run and hide leaving our crew to be slaughtered!?!

    Hyku on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2010
    It looks that way!

    Sneaky watch where they go.

    Darian on
  • InfestedGnomeInfestedGnome Registered User regular
    edited December 2010
    Wow that is the stupidest forced retreat ever. Follow them back and fight!

    InfestedGnome on
    IGsig.jpg
    AKA [PA]Ilovepandas :D
  • NeadenNeaden Registered User regular
    edited December 2010
    Wow that is the stupidest forced retreat ever. Follow them back and fight!
    We can't leave our men behind.

    Neaden on
  • Man in the MistsMan in the Mists Registered User regular
    edited December 2010
    Follow them back, and maybe we can rescue some of the people we cowardly abandoned.

    Man in the Mists on
Sign In or Register to comment.