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

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  • TagTag Registered User regular
    edited January 2011
    Whew New Year's was busy! Hope everyone had a good one!

    Page 186: You climb the stairs cautiously and peer over the lip of the hatch in time to witness a scene that shocks you to the core. You see that the undead Drakkarim warriors have slain all of the Lencian crew and have heaped their bodies around the base of the mainmast. One of the undead, who is clad in a filthy grey cloak embroidered with alien symbols, utters a chilling liturgy over the corpses of the slain. The chill air crackles with power and sparks of evil energy whirl around their bodies. When at last the liturgy ends, you see the dead Lencians rise up and take their places alongside the Drakkarim undead.

    Numb with shock, you slowly retreat down the stairs and hide yourself in a corner of the ship's hold while you consider a new plan of action.

    Turn to 298.

    ___________________________________________

    Page 298: For five hours you remain in hiding, listening to the noises which echo through distant parts of the vessel which has swallowed your ship. During this period, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

    Gradually you become aware that this mysterious craft is slowing down as if in preparation to dock. Anxious to escape, you leave your hiding place and climb the stairs to the deck above. Over the past few hours your shock at having witnessed the unholy resurrection of the Lencian crew has gradually turned to anger. You vow to avenge the souls of the crewmen and draw your weapon in readiness to attack the host of Drakkarim undead who are standing in rows upon the deck. But before you can act, you feel a shudder run through the steps as the host vessel comes lurching to a halt. There is a dull boom and then several portals open in the surrounding wall, spilling beams of white light across the deck of your captive ship. Scores of Drakkarim undead emerge from these portals and descend upon the ship like a host of hungry ghouls. You are forced to abandon your plan for vengeance for there are now far too many of the enemy. Yet all is not lost. In the milling confusion, you seize an opportunity to get away from the ship and escape into one of the many light-filled portals.

    Turn to 320.

    ___________________________________________

    Page 320: The portal opens out into a domed chamber where several great orbs of fire-filled crystal, mounted on mechanical plinths, generate the intense light which is flooding the deck of the captive ship. You cross to a tunnel which leads out of the chamber and follow along a series of dingy, ice-caked corridors that wend their way deeper into the bowels of this vast alien vessel. You explore a maze of empty holds where the walls are braced with gleaming crystal girders, and pass through countless low-ceilinged chambers that, despite the biting chill, reek of death and decay. At length you come to a junction where the corridor splits in two directions.

    If you wish to take the left branch of this corridor, turn to 106.

    If you decide to take the right branch, turn to 292.

    Blind choice so coin flip takes us left.

    ___________________________________________

    Page 106: The corridor gradually ascends to a high gallery which overlooks a chamber two storeys deep. A dozen undead slaves clad in silvery robes are busy attending to a vast machine constructed of quartz-like crystal and black metal. Through holes in its side they probe and manipulate long glassy rods which reach into the machine's core. From these holes there radiates a brilliant, ghostly light.

    small6.gif

    If you possess Grand Huntmastery, and have attained the Kai rank of Sun Lord or higher, turn to 313.

    If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 127.

    ___________________________________________

    Page 313: Using your Kai Mastery, you are able to see patterns in the ultraviolet spectrum of light. You recognize that the light which is pouring from the holes in the side of this diabolical machine is very similar to that which normally radiates from the sun, but it is abnormally intense. A tingle of fear runs along your spine the moment you realize that the ghostly rays are a deadly threat to any living creature.

    Turn to 127.

    ___________________________________________

    Page 127: Fearing detection by the undead attendants, you hurry from this high gallery by means of a sloping tunnel which descends to an empty hallway. All along the left wall of this narrow passage are glassy portholes that are caked with ice and grime. Vigorously you scrape the encrusted filth from one of these circular windows and peer through it. Your curiosity is rewarded by a stunning sight.

    Turn to 198.

    ___________________________________________

    Page 198: Outside of this vessel is a vast subterranean lake enclosed within a titanic cavern of ice. Several ice-boats, similar to the one on which you set sail from Fort Azgad, are moored in a long line at the lake's edge. Scores of undead warriors attend to these ships, and many more can be seen marching along the frosty walkways which go all around the lake's shoreline.

    Quickly you realize that these ships are part of a great invasion fleet. Constructed by the slaves of Deathlord Ixiataaga, they can only have been built for one purpose--to carry his armies of undead warriors to the lands of the living. Rimoah and Ardan were correct--the Deathlord does intend to wage a bloody war upon Magnamund--yet even their gloomiest predictions failed to estimate just how advanced his plans are.

    Shocked by the revelation of your discovery, you reaffirm your vow to thwart the Deathlord's monstrous scheme. You move away from the porthole and hurry along the hallway in search of a way out of this alien submarine.

    Turn to 69.

    ___________________________________________

    Page 69: At the end of the hallway you arrive at a flight of metal stairs which ascend to a heavy, bronze-banded door. This sealed door appears to be a recent addition to the vessel; it is secured by a curious combination lock which you recognize to be Drakkarim in design.

    The lock comprises three raised blocks, each of which is divided into four equal squares. In each square, except one, there is a number. You have encountered this type of lock before and are aware that by tapping the empty square a correct number of times, you will cause the lock to disengage and the door to open.

    small13.gif

    Consider the grid of numbers. When you think you have determined the missing number, turn to the entry that is the same number as your answer.

    If your answer is incorrect, or if you cannot solve this lock puzzle, turn to 139.

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  • Man in the MistsMan in the Mists Registered User regular
    edited January 2011
    Probably wrong, but 13.

    Man in the Mists on
  • pslong9pslong9 Registered User regular
    edited January 2011
    Probably wrong, but 13.

    Yeah, 13 is certainly a possibility, though the pattern doesn't hold with the top left corner numbers.

    I think it's 10. 2-4 = 7-9 in box 1, 3-5 = 9-11 in box 2, 7-6 = 11 - x in box 3, x = 10.

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  • NeadenNeaden Registered User regular
    edited January 2011
    pslong9 wrote: »
    Probably wrong, but 13.

    Yeah, 13 is certainly a possibility, though the pattern doesn't hold with the top left corner numbers.

    I think it's 10. 2-4 = 7-9 in box 1, 3-5 = 9-11 in box 2, 7-6 = 11 - x in box 3, x = 10.

    Agreeing with pslongs logic.

    Neaden on
  • TagTag Registered User regular
    edited January 2011
    Going with the majority "10" vote.

    Page 10: With a dull clunk, the lock disengages and the heavy portal creaks ajar.6 Immediately you are greeted by a blast of frozen air as you push open the door and step out on to a viewing platform which is fixed to the outer metallic skin of this huge alien submarine. Away to your right you can see a line of ice-boats at anchor at the lake's edge, and to your left you notice a column of skeletal warriors. These are being led by a black-robed Cabalah, marching in mechanical fashion along a jetty towards the mouth of a tunnel which leads out of the vast ice cavern. Your keen Kai senses tell you that you have arrived in Ixia, and that the distant tunnel leads to the surface.

    You commit the position of the ice-boats to memory; if your mission is successful, you will be needing some means by which you can escape from Ixia. Then you carefully observe the area immediately surrounding the submarine, and notice that there are only two ways by which you can reach the distant tunnel--by the adjacent jetty, or by entering the icy waters of the lake and swimming to the shore.

    If you wish to attempt to reach the tunnel via the jetty, turn to 30.

    If you choose to attempt to reach the tunnel entrance by swimming from the submarine to the shore, turn instead to 161.


    Good job pslong!

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  • HykuHyku Registered User regular
    edited January 2011
    Swim! ummm, just cause.. mostly...

    Hyku on
  • pslong9pslong9 Registered User regular
    edited January 2011
    Swim! Less likely to be detected, and besides, with our super-awesome-Kai powers, we can just shrug off the (likely less than) 40 degree water.

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  • NeadenNeaden Registered User regular
    edited January 2011
    Hyku wrote: »
    Swim! ummm, just cause.. mostly...
    Your argument has convinced me good sir.

    Neaden on
  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited January 2011
    Jetty.

    I'd wager swimming will either kill, damage, or reduce combat effectiveness. Go along the jetty.

    JaysonFour on
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  • TagTag Registered User regular
    edited January 2011
    Page 161: You descend from the submarine's viewing platform and slip unseen into the frigid lake, thankful that the Platinum Amulet you are wearing is powerful enough to protect your body from the ill-effects of such devastatingly cold water. Rather than risk being seen by a patrolling group of undead warriors, you gulp a lungful of air, dive below the surface, and strike out for the distant shoreline.

    If you possess Kai-alchemy, and have reached the Kai rank of Sun Thane, turn to 133.

    If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 309.

    __________________________________________

    Page 133: During your underwater swim, your higher Kai rank and mastery enables you to use the Brotherhood Spell Breathe Water. This magical spell allows you to absorb oxygen from the icy sea water directly into your bloodstream through the pores of your skin, negating the need to surface repeatedly for air.

    In just a few minutes you reach the distant shoreline and break through the surface alongside a shallow stone causeway. Atop this causeway is a track, a spur of which branches off towards the tunnel entrance. With only your head visible above the lake, you cling to the causeway stones and wait patiently for a nearby patrol to march past.

    Turn to 169.

    __________________________________________

    Page 169: As soon as the patrol is a safe distance away, you haul yourself out of the water and run to the cover of some boulders which lie embedded in the icy shore of this subterranean lake. Here you discover to your dismay that, during your underwater swim, you lost two items from your Backpack.

    Erase those items which you have recorded in spaces 4 and 6 on your Backpack Items list.

    To continue, turn to 304.

    Ah hmm. Well we were only allowed to start with 4 and we don't seem to have picked up anything, so I guess we luck out and just lose a meal.

    __________________________________________

    Page 304: From your hiding place among the boulders you watch the activities of the loathsome undead. The causeway and jetty are teeming with cadaverous soldiers who, under the direction of several spindly, black-clad creatures, are busily transferring materials to and from the ice-boats and the open mouth of the submarine. The tunnel entrance lies only two hundred yards away, yet reaching it without being detected by the enemy looks to be a near-impossible task. You are trying to formulate a plan of action when suddenly you notice a means by which you can achieve your goal.

    The track, which branches away from the causeway and leads to the tunnel entrance, passes close beside your hiding place. Every so often a wagon loaded with equipment trundles along this track towards the jetty, and an empty one trundles back. When the next empty wagon appears, you get ready to abandon your hiding place and leap aboard its open tailgate.

    Patiently you observe your chosen wagon. It is being hauled by a shaggy, grey-furred beast of burden which is harnessed by heavy leather straps. As it trundles past the boulders you break cover, leap aboard the tail, and hide yourself from sight beneath a greasy, foul-smelling tarpaulin. Through a crack in its ancient wooden planks you watch with trepidation as the wagon moves slowly towards the tunnel entrance. It enters the tunnel, unchallenged by the skeletal warriors who stand guard here, and ascends a gentle gradient to another ice-walled cavern. Several passages connect at this point from all directions, like the spokes of a giant wheel converging at the hub.

    Turn to 156.

    __________________________________________

    Page 156: An undead Drakkarim soldier steps forward, takes hold of the shaggy beast's harness, and leads the wagon towards a stockpile of metallic containers. Clearly he intends to load these on to the wagon for transportation back to the submarine. Fearing discovery, you leap from the rear of the moving wagon and hide yourself among a stack of empty wooden crates. From here you observe two possible ways by which you could leave this busy cavern: by an unguarded staircase in the north wall, or through an open archway in the east wall.

    If you wish to leave this cavern by the staircase, turn to 141.

    If you choose to leave through the open archway, turn to 7.

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  • Man in the MistsMan in the Mists Registered User regular
    edited January 2011
    If the staircase is unguarded, let's use that.

    Man in the Mists on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2011
    Stairs are sneakier. And squeakier.

    Darian on
  • HykuHyku Registered User regular
    edited January 2011
    Darian wrote: »
    Stairs are sneakier. And squeakier.
    Since this seems to be the Brave Sir Robyn version of the Supreme Kai warrior... I'll take the stairs, gives us better chance at a dazzling escape after we bravely run away from whatever comes next. :wink:

    Hyku on
  • TagTag Registered User regular
    edited January 2011
    Page 141: At the first opportunity you sprint away from the wooden crates and descend the staircase to a closed door. It is a sturdy portal, carved from solid rock and banded with strips of bronze. You test it with the toe of your boot and, to your surprise, it swings open with barely a sound.

    Beyond the door lies a rough-hewn chamber lined with racks of ancient crystal spears and swords. Despite the millennia which have passed since they were crafted by Old Kingdom armourers, these weapons still hold a keen edge and gleam like new.

    small4.gif

    Casting your eye around this weapon store there appears to be no other exit save the one by which you entered.

    If you possess Telegnosis, turn to 286.

    If you do not possess mastery of this Discipline, turn to 226.

    ___________________________________________

    Page 226: You take up one of the crystal swords and examine it. It is a fine blade, but one that was not crafted for a human hand. You replace it in the rack before leaving this chamber and climbing the stairs to the ice-cavern. Here you wait in the shadows for a chance to escape by the only other exit--the open archway in the east wall.

    Turn to 7.

    ___________________________________________

    Page 7: Drawing on your Magnakai skills of camouflage and psychic defence to shield your body and mind, you leave your hiding place and hurry through the open archway. Several hundred yards beyond, you come to a wide stone staircase which ascends to a landing, positioned high above the underground lake and ice cavern. As you climb the steps, the sub-zero temperature plummets even further, making you shiver involuntarily, despite the combined protection of your Platinum Amulet and your Magnakai skills.

    At length you reach the landing to be greeted by the sight of two undead Ixian warriors standing guard at the mouth of a cave. Instinctively, you sidestep into the shadows to avoid being seen, but the Ixians show no reactions; it is as if they have both been cast in stone.

    Beyond the open cave mouth you see a bleak and desolate wasteland of rock and ice. A blizzard is raging, whipped up by a fierce electrical storm that blazes above a distant mountain range. The jagged peaks are illuminated by the flashes of the storm's ghostly, blue-white fire.

    small3.gif

    Your Kai senses tell you that the evil sorcery which animates and controls the guards is temporarily dormant: these two skeletons currently pose no threat to your safety. However, the same cannot be said of the troop of undead Drakkarim warriors who, at this moment, are marching up the stairs behind you. Reluctantly, you leave the cave mouth and set off into the raging blizzard in search of the city of Xaagon.

    Turn to 44.

    ___________________________________________

    Page 44: For an hour you trek through a swirling white oblivion of a blizzard, trusting solely to your keen survival instincts to keep you safe from rock falls and hidden crevasses. Yet, despite your skills, it proves to be a difficult and treacherous journey: lose 3 ENDURANCE points.

    Gradually, the storm lifts its heavy yoke. Although snow continues to fall, the wind loses its angry intensity and, for the first time since you left the cave mouth, you are able to see more than a mile distant. As you crest an icy ridge, you stop to get your bearings. You look to the south and see the brooding, grey-black waters of the Tozaz Sea lapping at the ice-locked Ixian coastline. To the north and west you are surrounded by unfriendly mountains, and to the east, directly ahead, lies a pass which cuts between two viciously sharp peaks. Beyond the pass you catch your first tantalising glimpse of Xaagon--the city of the Deathlord.

    You establish that you are less than three miles from the crystal walls and monstrous towers of Xaagon. You resolve to try and reach the city before the storm resumes but, as you enter the pass, the blizzard returns with malicious vigour. Finding it impossible to continue, you stop and use your Kai skills in order to seek sanctuary from the raging storm.

    In this narrow pass you detect only two possibilities for shelter: a cave on the north side, and a circle of fallen rocks a few hundred yards away to the south.

    If you wish to take shelter in the cave, turn to 253.

    If you choose to seek shelter among the rocks, turn to 197.


    Sort of a blind choice, but I think people may have a preference.

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  • Man in the MistsMan in the Mists Registered User regular
    edited January 2011
    Into the cave

    Man in the Mists on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2011
    There might be a grue in the dark, though; stick to the rocks

    Also, I can't help but wonder what we missed for not having Telegnosis, whatever that is.

    edit: Divination!

    Darian on
  • Jam WarriorJam Warrior Registered User regular
    edited January 2011
    Side conversation! I just started playing through these online as they work great with my iPhone. The auto battle resolving thing they have in their interective stats page is great. The first book was amaziningly short so I dug out the first of these threads to see if I did anything crazily different to how the hive mind played.

    I was shocked to see that thread author cheating or error had snuck into like the very first decision! That whole encounter with the wizard should never have happened! Scandal, secrets and lies!

    Jam Warrior on
    MhCw7nZ.gif
  • HykuHyku Registered User regular
    edited January 2011
    Cave! Any chance we have at running into those damn unkillable dwarves for revenge must be taken!

    PS. cheating/mistake or no, I just appreciate someone is willing to do the leg work so I can make completely random decisions for no good reason!

    Hyku on
  • TagTag Registered User regular
    edited January 2011
    Time to face the creepers then!

    Page 253: You lower your head and tug your cloak closer about your shoulders as you climb stoically towards the distant cave. You are within a few dozen yards of its inviting entrance when suddenly a crackling arc of lightning streaks down and hits you between the shoulder blades. The impact burns a hole clean through your Backpack and hurls you face-first into the snow and ice.

    If you possess the Discipline of Grand Huntmastery, and have reached the Kai rank of Sun Thane, turn to 312.

    If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 184.

    __________________________________

    Page 312: The lightning strike leaves you dazed and shaken yet you have survived it without lasting injury. Your improved Kai Mastery enabled your body to withstand the massive jolt of electricity and discharge it away harmlessly into the ground.

    You stagger to your feet and unsling your smouldering Backpack. After smothering with snow the parts which have been scorched by lightning, you unbuckle the flap to discover that two items have been completely destroyed. (Erase two items of your own choosing from your Backpack list.)

    Thankful to have survived the strike unharmed, you shoulder your Backpack and hurry the remaining few yards towards the welcoming shelter of the cave.

    Turn to 146.

    Well that's a good omen...

    __________________________________

    Page 146: The instant you set foot inside the cave entrance, you hear a noise which makes you freeze in your tracks. A ghastly half-gibbering, half-growling sound issues from the dark recesses of the cave--a warning from the creature which dwells here that you are not a welcome visitor. You scan the inky darkness and see the glint of two yellow eyes as they emerge from a fold in the rock wall. Slowly the eyes advance. You use your ability to see in the infrared spectrum of light, in order to discern the outline of this shadowy creature, but it is to no avail. You can detect no heat patterns. The reason for this is simple--the creature now advancing towards you gives off no heat because, like everything else in this wretched land, it is already dead.

    If you wish to escape from the cave while you can, turn to 206.

    If you choose to draw your weapon and defend yourself, turn to 28.


    Fight or flight?

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  • Man in the MistsMan in the Mists Registered User regular
    edited January 2011
    Fight, using the Dagger of Vasha (if it matters). At least, we should have it.

    What are the current backpack contents?

    Man in the Mists on
  • HykuHyku Registered User regular
    edited January 2011
    Fight! We must avenge our meals!

    Hyku on
  • pslong9pslong9 Registered User regular
    edited January 2011
    Fight!

    pslong9 on
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  • TagTag Registered User regular
    edited January 2011
    Page 146: As the evil yellow eyes of the creature slowly draw closer, you are suddenly engulfed by a fetid corpse-like stench which makes you retch and recoil.

    If you possess the Sommerswerd and wish to use it in your defence, turn to 219.

    If you do not possess this Special Item, or choose not to use it, turn to 89.

    ____________________________________________________

    Page 219: As your hand closes around the hilt of the sun-sword, you suddenly recall Guildmaster Banedon's words of warning: Use the Sommerswerd with discretion. In the darkness of Ixia its power will be like a blazing beacon . . . it could readily alert the Deathlord to your presence.

    For a moment you hesitate in drawing the sun-sword from its Korlinium Scabbard. But the cave creature is now almost upon you--it is closing swiftly for the kill. You must act immediately if you are to defend yourself from its attack.

    If you choose to unsheathe the Sommerswerd and use it in your defence, turn to 110.

    If you decide to leave the Sommerswerd in its scabbard and use another Weapon instead, turn to 275.


    Ominous.....

    @MitM: Unfortunately the dagger was not an allowable item in this book. We have the Jeweled mace though.
    Our current backpack is: Quiver, Rope, Potion
    Our Special Items are: I defaulted to taking them all due to the request at the start of the book. I've been semi-ignoring the armor though <.< However, a quick Google site search shows that we had the mace in the Marshes book so it is with us to use.

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  • Man in the MistsMan in the Mists Registered User regular
    edited January 2011
    How odd. I took a look and it was in the list up to Legacy of Vashna. After that it's no longer in the list. Ah well, you said mace so we'll make it kiss our mace.

    Man in the Mists on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2011
    Lose the potion and the rope; no Sommerswerd today

    Darian on
  • HykuHyku Registered User regular
    edited January 2011
    Sommersword! If we die horribly from that you have my apologies, otherwise... Your welcome :P

    Hyku on
  • pslong9pslong9 Registered User regular
    edited January 2011
    No Sommersword.

    And that cave creature must surely be upon us by this point...

    pslong9 on
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  • TagTag Registered User regular
    edited January 2011
    Sorry guys, we had a crisis at work (one of our major distributors went bankrupt) and I've been stuck scrambling. It's partially resolved now at least.

    Page 275: You remove your hand from the Sommerswerd and draw another weapon just in time to fend off the creature's initial attack. A flash of lightning briefly illuminates the cave and, for the first time, you see this mysterious beast: the sight is chilling to behold. Its mouth is a mass of twisted fangs and from its huge, bear-like body there writhes a score of slimy tentacles, each tipped with a venomous claw. Its reptilian head is domed and from its centre there protrudes a twisted horn, longer than a broadsword.

    The creature retreats a few paces and howls with anger as it prepares to make its second attack.

    Ixian Mhagani: COMBAT SKILL 40 ENDURANCE 60

    You may evade combat with this undead creature at any time after the fourth round by turning to 56.

    If you win the fight, turn to 16.



    Combat Ratio: 47 +6 (psi-surge) - 40 (enemy) = 13
    Endurance: 55 (max)
    Your Random Number was: 2
    Your enemy took 10 Damage!
    Your enemy now has 50 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 53 Endurance Points.

    Your Random Number was: 6
    Your enemy took 16 Damage!
    Your enemy now has 34 Endurance Points.
    Lone Wolf took 1 Damage!
    Lone Wolf now has 52 Endurance Points.

    Your Random Number was: 0
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 52 Endurance Points.

    ____________________________

    Page 16: Upon the instant you strike your fatal blow the creature emits a piercing shriek and crumples to the floor of the cave. The stench of its rotting body makes you feel nauseous, but at least it is blocking the icy wind which whips through the open cave mouth. After satisfying yourself that it was the only one of its kind in this cave, you settle down in a corner and take a well-deserved rest: restore 3 ENDURANCE points.

    Turn to 289.

    And back to full.

    ____________________________

    Page 289: Several hours pass before the blizzard dies down sufficiently for you to be able to leave the cave and continue your lonely trek towards Xaagon. You reach the end of the pass where, for the first time, you get a clear view of the Deathlord's dread city. Once, millennia ago, this city had been the home of a brilliant civilization; today the stately crystal palaces and temples of Xaagon are occupied by the lord and host of the evil dead.

    small7.gif

    Onward you trek, through knee-deep snow and jagged ice, towards the towering walls of Xaagon. The city is dominated by a spire of crystal which stabs the stormy sky, drawing lightning from the black clouds which swirl around its tip. From this needle-sharp point there radiates a crimson glow which sweeps the surrounding landscape. It is like a hellish lighthouse casting baleful crimson beams across a dead sea of ice.

    Gradually, as you come within the shadows of Xaagon's outer wall, you see two places where you could gain entry to the city beyond. The first is near to the coast, through a breach in the south wall; the second is through the city's shattered west gate. Neither entrance appears to be guarded.

    If you wish to enter Xaagon by the breach in the south wall, turn to 165.

    If you choose to enter by the west gate, turn to 266.


    Hole in the wall or just march in through the gate?

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  • Man in the MistsMan in the Mists Registered User regular
    edited January 2011
    Once more into the breach.

    Man in the Mists on
  • kedinikkedinik Captain of Industry Registered User regular
    edited January 2011
    I agree, through the breach.

    These books are very cool.

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  • TagTag Registered User regular
    edited January 2011
    Page 165: Leaning at a slant to make headway into the blizzard, you trek determinedly through deep snow that is heaped in drifts around the breached city wall. As you pass through the gap, you catch brief glimpses of ruined buildings through the sleeting gale. You also become aware of a noise--a low hum--which is reverberating beneath the howl of the wind. You stop to listen and at once you determine that this strange noise is coming from the Crystal Spire.

    ill10.gif

    Wearily you press on through the awesome ruins of this age-old city, where once a proud and mighty race of the Old Kingdoms reigned supreme, until you are forced to halt and take cover from a passing troop of skeletal warriors. You watch them march stiffly along an ice-choked avenue towards a plaza which is dominated by a frozen fountain. Beyond the fountain's solid plume of water you see a broad ramp which ascends to a grand archway at the base of the Crystal Spire.

    If you possess Grand Huntmastery and have attained the Kai rank of Sun Lord or higher, turn to 9.

    If you do not possess this skill, or if you have yet to reach this level of Kai Mastery, turn to 122.

    ___________________________________

    Page 9: As you stare upwards at the monstrous spire, you detect waves of pure evil radiating from its ice-sheathed surfaces. They seem to wax and wane in time with the crimson light pulsing from its tip. Your improved mastery also detects dangerously high concentrations of light in the ultraviolet spectrum. So strong is this light that it physically sickens you, yet you find it hard to look away; you are both fascinated and repulsed by it.

    Suddenly you realize what it is that you are seeing and feeling: it is the evil power of Deathlord Ixiataaga himself. He is present here, somewhere inside this dread spire.

    If you possess Kai-screen, turn to 325.

    If you do not possess this Grand Master Discipline, turn to 245.

    ___________________________________

    Page 325: You raise your psychic defences to protect yourself from the debilitating effect of the evil which is radiating from the Crystal Spire. Yet, even so, you do not escape some discomfort and pain: lose 2 ENDURANCE points.

    To continue, turn to 330.

    ___________________________________

    Page 330: Your fascination with the power of the Crystal Spire has distracted you from a more imminent danger. From a narrow passageway to your left appear three creatures draped in mouldering black robes. They see you and give vent to a chorus of high-pitched shrieks of alarm. You spin on your heel to face them, fearful that their hideous cries will bring all of Xaagon down upon your head.

    If you possess a Bow, and wish to use it, turn to 281.

    If you possess Kai-surge, have reached the rank of Kai Grand Guardian or higher, and wish to make use of this Discipline, turn to 234.

    If you possess neither the weapon nor the Discipline, or choose to use neither, turn instead to 60.

    ___________________________________

    Page 281: You unshoulder your Bow and let fly an Arrow at the nearest robed creature. The shaft arcs through the snowy sky and hits the target but, to your dismay, it passes clean through and splinters harmlessly against a distant wall.

    The target creature utters a sound that resembles a mocking laugh. From a pocket of its tattered robe it draws a silvery rod and levels it at your head while its ghoulish companions circle around in an attempt to get behind you. Reflexively you dive for cover, avoiding certain decapitation as a searing bolt of energy surges from the tip of the rod. It passes within inches of your back before impacting against a pillar of crystal, the resultant explosion peppering you with splinters: lose 2 ENDURANCE points.

    You scramble to your feet and run but your escape is thwarted by the creature's two companions. They block your path and you are forced to take on all three of them in a desperate hand-to-hand fight.

    3 Cabalah: COMBAT SKILL 56 ENDURANCE 54

    These undead creatures are immune to Mindblast, Psi-surge, and Kai-surge.

    You may evade this combat after four rounds by turning to 41.

    If you win the fight, turn to 293.

    Combat Ratio: 47 - 56 (enemy) = -9 D:
    Endurance: 52
    Your Random Number was: 5
    Your enemy took 2 Damage!
    Your enemy now has 52 Endurance Points.
    Lone Wolf took 6 Damage!
    Lone Wolf now has 46 Endurance Points.

    Your Random Number was: 3
    Your enemy took 0 Damage!
    Your enemy now has 52 Endurance Points.
    Lone Wolf took 7 Damage!
    Lone Wolf now has 39 Endurance Points.

    Your Random Number was: 8
    Your enemy took 5 Damage!
    Your enemy now has 47 Endurance Points.
    Lone Wolf took 4 Damage!
    Lone Wolf now has 35 Endurance Points.

    Your Random Number was: 7
    Your enemy took 4 Damage!
    Your enemy now has 43 Endurance Points.
    Lone Wolf took 5 Damage!
    Lone Wolf now has 30 Endurance Points.

    Run or keep fighting? We also have our one-time Heal for 20 ability from Deliverance.

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    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited January 2011
    I would keep fighting. Like you said, we still have our mega-heal, so let's keep busting these guys up.

    JaysonFour on
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    I can has cheezburger, yes?
  • Man in the MistsMan in the Mists Registered User regular
    edited January 2011
    Run. Note that the roll has to be 8 or higher in order to deal more damage than is taken. Plus, they have a lot more endurance.

    Man in the Mists on
  • NeadenNeaden Registered User regular
    edited January 2011
    Run. Note that the roll has to be 8 or higher in order to deal more damage than is taken. Plus, they have a lot more endurance.
    Time to get out of here.

    Neaden on
  • TagTag Registered User regular
    edited January 2011
    Page 41: You dive over a low wall and roll across a mound of ancient rubble in order to break free from the fight. As you spring to your feet and sprint away, you draw on your Magnakai skills of camouflage and psychic defence to increase your chances of a successful escape. It is a wise move; the Cabalah give chase but they soon lose your trail as you make your way deeper into the ruins of Xaagon.

    Turn to 270.

    ____________________________________________________

    Page 270: Soon you stumble upon a ruined watchtower where you stop to rest awhile and get your bearings. Through a hole in the tower's dull, glassy wall, you can see the wide stone ramp which services the archway entrance of the great Crystal Spire. Hidden from sight, you observe the traffic of undead warriors passing through this grand archway. The low hum that you detected earlier is much louder here, almost painfully so. Its concussive vibration is so strong that it leaves ripples in the snow.

    You crane your neck to look at the uppermost tip of the spire, and you shiver with dread when you detect the unmistakable presence of the Deathlord. His cloying aura of evil makes you break out in a cold sweat, but you fight back this fear and resolve to gain entry to the Crystal Spire; you are determined to defeat him. Patiently you wait, crouched in the rubble of the ruined watchtower, observing his undead slaves come and go. During this time, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

    To continue, turn to 335.

    ____________________________________________________

    Page 335: An hour passes before the arched entrance becomes devoid of undead slaves. Steeling yourself for the awesome task ahead, you slip away from the ruins of the watchtower and hurry up the ramp towards the open, empty archway.

    Turn to 249.

    ____________________________________________________

    Page 249: Beyond the grand archway you discover a massive high-ceilinged antechamber. The walls of this vast circular hall are lined with human-like figures who, were it not for the frigid whiteness of their skin, would appear to be sleeping while on guard. Opposite the entrance you see another open archway, this one filled by a shimmering curtain of light. You sense that beyond it lies the way to the upper storeys of the spire, to the place where the Deathlord resides.

    If you possess the Discipline of Telegnosis, turn to 333.

    If you do not possess this Discipline, turn to 17.


    ____________________________________________________

    Page 17: For a few tense moments you pause to consider a plan of action. The radiant light from the archway raises the hairs on the nape of your neck--a sure sign that danger lies here. But as you focus on the eerie curtain of light, you sense that beyond it lies the only certain route by which you can gain access to the higher levels of this dread citadel.

    If you wish to pass through the shimmering archway, turn to 52.

    If you decide to search for an alternative way of reaching the upper levels of the Crystal Spire, turn to 158.

    Tag on
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    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 January 2011
    Shimmering Archway! They wouldn't make it shimmer if it was evil, right?

    Hyku on
  • Man in the MistsMan in the Mists Registered User regular
    edited January 2011
    Find another way. Screw following paths like a chump, there's a reason we have nifty traveling abilities.

    Man in the Mists on
  • NeadenNeaden Registered User regular
    edited January 2011
    Hyku wrote: »
    Shimmering Archway! They wouldn't make it shimmer if it was evil, right?
    Fact: Evil doesn't shimmer.

    Neaden on
  • pslong9pslong9 Registered User regular
    edited January 2011
    Shimmering archway!

    pslong9 on
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  • TagTag Registered User regular
    edited February 2011
    Let's shimmer! :P

    Page 52: The moment you step into the light, a wave of acute pain washes through your body as the curtain of shimmering radiance swallows you up. You writhe in agony as gravity releases its hold on your body, and you feel yourself begin to rise: lose 10 ENDURANCE points.

    You are on the threshold of unconsciousness when suddenly the light fades and you find yourself kneeling on a floor of black crystal, staring at the reflection of your pain-wracked face in its highly-polished surface. Wearily you raise your aching head and see, to your horror, a trio of undead creatures scurrying towards you from an open archway. They have barbed tridents clasped in their corpse-green hands, held raised in readiness to pin you to the floor.

    If you possess a Bow, and wish to use it, turn to 287.


    If you possess Kai-surge, and wish to use it, turn to 96.

    If you cannot, or if you choose not to use either of the above, then turn to 64.


    Ouch!

    Ordinarily I would just go with the bow, but these guys are undead, so we have our swerd too.

    Tag on
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    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
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