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

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Posts

  • NeadenNeaden Registered User regular
    edited February 2011
    We have a bow and wish to use it.

    Neaden on
  • HykuHyku Registered User regular
    edited February 2011
    Neaden wrote: »
    We have a bow and wish to use it.
    In the last 3 books it hardly ever mostly kinda sorta fails in a way...

    Hyku on
  • Man in the MistsMan in the Mists Registered User regular
    edited February 2011
    Maybe the bow will work this time.

    Man in the Mists on
  • TagTag Registered User regular
    edited February 2011
    Page 287: You draw and fire an Arrow at the leading creature. To your horrified disbelief, the shaft passes cleanly through its chest, meeting no resistance whatsoever, and then shatters uselessly against the far wall.

    You drop your Bow and unsheathe a hand weapon only just in time to defend yourself from these deathly creatures as they launch a lightning-swift attack.

    3 Kajarda: COMBAT SKILL 48 ENDURANCE 42

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

    If you win this combat in six round or less, turn to 32

    If you win the fight in seven rounds or more, turn to 213

    The bow failed? Inconceivable!

    Combat Ratio: 47 - 42 (enemy) = 5
    Endurance: 26 D:

    Does not warn us against the Swerd, so I'm going to count it.
    Your Random Number was: 8
    Your enemy took 14*2 Damage!
    Your enemy now has 20 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 26 Endurance Points.

    Your Random Number was: 7
    Your enemy took 12*2 Damage!
    Your enemy is defeated!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 26 Endurance Points.

    That could have gone worse!

    ___________________________________________________

    Page 32: The bodies of the ghastly creatures undergo a swift and gruesome transformation upon the instant you deal them the coup de grâce. Their torsos implode with dramatic effect, and they barely have time to cry out in agony as their twisted remains hit the floor and crumble to dust.

    small10.gif

    You sheathe your weapon and step away from the foul-smelling mounds of dust. Then you hurry out of this black-floored chamber by a short passage which leads into an adjoining hall. This vaulted, oblong shaped hall is illuminated by flickerings of electrical fire which arc between two freestanding pillars at the far end of the chamber. Beyond the pillars you can make out the shadowy entrance to another chamber; it is the only other exit from this hall.

    You realize at once that to pass between the pillars could prove to be fatal: the power arcing between them is as great as the lightning storm which is raging in the skies above Xaagon. Yet there may be a way of avoiding contact with this raw power. You notice that the two freestanding pillars do not go all the way to the ceiling--there is a gap, a little over two feet wide above them.

    If you possess Kai-alchemy, and wish to use it, turn to 136.

    If you wish to attempt to climb one of the pillars and squeeze through the gap in order to reach the adjoining hall, turn to 297.

    If you decide to throw caution to the wind and run between the pillars, turn to 211.

    Tag on
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  • HykuHyku Registered User regular
    edited February 2011
    Can Kai-alchemy be our new bow? Lets find out :)

    Hyku on
  • Man in the MistsMan in the Mists Registered User regular
    edited February 2011
    Go go gadget Alchemy!

    Man in the Mists on
  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited February 2011
    Yeah, I'd say running at the big magical bug-zapper isn't going to get us anywhere but a 'Game Over' and a picture of the Deathlord on a lawnchair with a six-pack laughing his ass off while wearing a trucker hat as we explode like some unfortunate fly.

    Let's pull out the Alchemy and see where that gets us.

    JaysonFour on
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    I can has cheezburger, yes?
  • pslong9pslong9 Registered User regular
    edited February 2011
    Alchemy sounds good to me.

    pslong9 on
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  • TagTag Registered User regular
    edited February 2011
    Page 136: You stand at the base of the left-hand pillar and utter the words of the Brotherhood Spell Levitation. Immediately, you feel yourself rise from the floor and, using your hands to guide you and maintain a grip on the pillar, you inch your way effortlessly towards the narrow gap between it and the ceiling above.

    The ascent is effortless but it is not entirely painless. The energy radiating from the electrical arcing blisters the exposed flesh on the right side of your face: lose 3 ENDURANCE points.

    If you have reached the Kai rank of Sun Thane, turn to 273.

    If you have yet to attain this level of Kai Mastery, turn to 49.

    __________________________________________________

    Page 273: Having used Brotherhood magic to assist your climb you now call on it again to aid your descent. The spell Slow Fall enables you to glide smoothly to the coal-black floor. A few whispered words cancel its effect and you hurry away towards the shadowy exit.

    Turn to 300.


    __________________________________________________

    Page 300: A sense of unease makes you slow your hurried pace as you approach the shadowy opening. The low humming noise, which has been a constant presence ever since you first entered the Crystal Spire, is almost unbearable now. Were it not for your natural Kai defences, your hearing would have suffered permanent damage the moment you passed beyond the two pillars.

    Beyond the opening lies a grand yet sinister chamber. Peering into its gloomy recesses, you observe that this chamber was constructed with great skill and care in some distant age. But it is not the rich decorations which hold your attention; it is the whirling circular vortex which hangs on the far wall like some nightmarish, living mural. Your pulse quickens when you look into its spinning core for you recognize immediately that it is a Shadow Gate--an astral doorway to another plane of existence.

    ill17.gif

    Your Kai senses quickly become attuned to the powerful psychic residues which linger in this chamber. You notice that several empty coffins lie scattered about the floor and, when you focus upon them, chilling dream-like images form in your mind's eye. You see the accursed Deathstaff emerging from the Shadow Gate. It spins end-over-end and impacts against the heavy stone lid of a coffin, breaking it in two. Its evil power feeds un-life into the mouldering remains of the Ixian Elder lying within and, driven by this ungodly energy, the remains rise up from their stony tomb. The resurrected Ixian bears the Deathstaff to the highest chamber of the Crystal Spire where, imprisoned in a cage of light fashioned by the Elder Magi, stands Deathlord Ixiataaga. The Ixian pushes the Deathstaff through the wall of this shimmering prison and, with a crackling flash, the cage of light vanishes. Freed from the magical prison which has kept him secure for thousands of years, Deathlord Ixiataaga takes the Deathstaff and howls with manic glee as he rejoices in his fateful escape.

    The disturbing images fade from your mind, driven away by your Kai Sixth Sense which is warning you of imminent danger. A wispy black vapour is leaking from the circular stone edging which abuts the whirling Shadow Gate. You focus upon these smoky black trails and sense at once that they are alive and that they radiate an aura of evil.

    If you possess Kai-screen, and have attained the Kai rank of Sun Thane, turn to 223.

    If you possess Kai-screen but have yet to attain the Kai rank of Sun Thane, turn to 131.

    If you do not possess the Discipline of Kai-screen, turn instead to 24.

    __________________________________________________

    Page 223: You sense that the wisps of black smoke are a manifestation of several evil beings, each possessed of a strong psychic presence. Fearing attack, you quickly draw upon your Kai Mastery to construct a Mindfort to protect yourself from psychic assault. It is a wise precaution. Moments after the Mindfort is in place, the wisps streak across the chamber and encircle your body. They accelerate to a dizzying speed before launching a massive wave of psychic energy at your mind. Fortunately for you, this tidal wave crashes against the walls of your Mindfort and dissipates harmlessly into a thousand motes of light.

    Turn to 283.

    __________________________________________________

    Page 283: Frustrated by their inability to destroy you psychically, the wispy beings retreat to the far side of the chamber where they solidify into six bodily forms. They have taken on the appearance of large, spindly-limbed, black insectoids, each with a ghoulish head from which composite eyes stare at you with evil intent. Chittering excitedly, the six creatures come stalking forwards, hungry for the kill.

    If you wish to attempt to evade these hideous insectoids, turn to 98.

    If you have a Bow, and wish to use it, turn to 244.

    If you choose not to evade them, or make use of a Bow, turn instead to 115.


    Will the bow fail us again? Will we bravely run away? Tune in next time for another exciting adventure of.... Lone Wolf!

    Tag on
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  • HykuHyku Registered User regular
    edited February 2011
    Time to teach evil undead insectoids why choosing forms with composite eyes is silly! Bow!

    Hyku on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited February 2011
    Twang!

    Darian on
  • TagTag Registered User regular
    edited February 2011
    Hope everyone had a good Valentine's Day! Now, to battle!

    Page 244: Hurriedly you draw an Arrow and take aim at the nearest insectoid. You attempt to place your missile into its eye, but as it whistles towards the creature, it twists its head and your shaft misses its mark by barely an inch. You curse your luck as the Arrow glances off its shell to shatter uselessly against the far wall.

    There is no time for a second shot. Dropping your Bow, you quickly unsheathe a hand weapon and brace yourself to meet their determined attack.

    Turn to 261.

    Bow, what's happened to you D:

    _____________________________________

    Page 261: When the insectoids come to within a body's length of where you stand, suddenly their shiny black shells sprout masses of razor-sharp spines. The leading creature, the one who survived your Bow fire, emits a high-pitched screech; it is the signal to attack.

    As one, the creatures leap into the air and fall upon you from above. Desperately you twist and dodge to avoid being crushed beneath their heavy, spiky bodies.

    If you possess the Sommerswerd, turn to 160.


    If you do not possess this Special Item, turn to 43.

    Come on Swerd, you can't let us down too!

    _____________________________________

    Page 261: The instant you unsheathe the Sommerswerd, its golden light floods the chamber, countering the heavy aura of evil which permeates its every corner. The goodly presence of your divine sword causes the insectoids to shy away fearfully. You sense that they are repelled by its power which is leeching their strength.

    Gradually, their insect-like forms dissolve back into wispy trails of black smoke which swirl once around the chamber before evaporating into the porous stone framing the Shadow Gate. You are relieved to see the back of these hideous creatures, but your comfort is all too short-lived; no sooner have they vanished than a new horror appears in the chamber, rising up out of the stone floor.

    If you have ever been to the Isle of Ghosts in a previous Lone Wolf adventure, turn to 311.


    If you have not, turn to 80.

    _____________________________________

    Page 311: Squatting upon a plinth of stone arising from out of the floor is a huge, snarling, jackal-like creature which you recognize immediately. It is the Demonlord Tagazin, the supernatural beast which you encountered many years earlier during your quest to the dungeons of Torgar.

    The unexpected sight of this creature, whom you fought, defeated, but did not destroy all those years ago, sends a shiver of dread coursing down your spine. Your Kai instincts tell you that Tagazin is slave to Ixiataaga--he is the Deathlord's loyal companion.

    Tagazin, too, recognizes you to be a former adversary. He recalls his ignominious defeat at your hand and, enraged by this bitter memory, he leaves the plinth and comes stalking towards you. Venom drips from his bared fangs and murder glows darkly from the depths of his nightmarish eyes.

    Turn to 254.


    _____________________________________

    Page 254: 'Hold, fell demon!' you shout, hoping to arrest his determined advance, but Tagazin merely sneers with disdain at your command. He stalks closer and you see knife-sharp talons extending from his hairless paws. From the gruesome expression on his face, clearly he is relishing the thought of rending you limb from limb. As you reach for your weapon, you consider using your psychic skills to preempt his imminent attack.

    If you possess Kai-surge, and have attained the rank of Sun Lord or higher, turn to 123.

    If you possess Kai-surge but have yet to attain this level of Kai Mastery, turn to 216.

    If you do not possess Kai-surge, or decide against using this Discipline, turn instead to 294.

    _____________________________________

    Page 294: You stare into the glowing eyes of the approaching Demonlord and steel yourself to meet his certain attack.

    If you possess the Sommerswerd, turn to 341.


    If you do not possess this Special Item, turn to 75.

    _____________________________________

    Page 341: You unsheathe your golden blade and its goodly light washes over the Demonlord's unlovely form. He growls fearfully, as if weakened by its radiant power, yet he does not lose his determination to attack.

    With a hellish howl, he launches himself through the air at you, his clawed paws outstretched in eager readiness to tear at your flesh.

    Demonlord Tagazin: COMBAT SKILL 55 ENDURANCE 60

    This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

    If you reduce Tagazin's ENDURANCE points score to 25 or less at any time during this fight, do not continue. Turn instead to 168.

    Combat Ratio: 47 - 55 (enemy) = -8 D:
    Endurance: 35
    Note: For the combat log I will be reducing the enemy endurance to 35, so that he is at or below 25 actual endurance when "defeated"
    Your Random Number was: 0
    Your enemy took 8 Damage!
    Your enemy now has 27 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 35 Endurance Points

    Your Random Number was: 6
    Your enemy took 4 Damage!
    Your enemy now has 23 Endurance Points.
    Lone Wolf took 5 Damage!
    Lone Wolf now has 30 Endurance Points.

    Your Random Number was: 5
    Your enemy took 3 Damage!
    Your enemy now has 20 Endurance Points.
    Lone Wolf took 5 Damage!
    Lone Wolf now has 25 Endurance Points.

    Your Random Number was: 0
    Your enemy took 8 Damage!
    Your enemy now has 12 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 25 Endurance Points.

    Your Random Number was: 0 (Fuck yeah!)
    Your enemy took 8 Damage!
    Your enemy now has 4 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 25 Endurance Points.

    Your Random Number was: 1
    Your enemy took 0 Damage!
    Your enemy now has 4 Endurance Points.
    Lone Wolf took 8 Damage!
    Lone Wolf now has 17 Endurance Points.

    Your Random Number was: 7
    Your enemy took 5 Damage!
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 4 Damage!
    Lone Wolf now has 13 Endurance Points.

    Got lucky there, hope we have a chance to heal.

    _____________________________________

    Page 168: Your desperate combat is interrupted by a whirling gale-force wind. It arises in the centre of the chamber and accelerates like a cyclone around the walls, separating you from your enemy and hurling you both to the floor.

    Suddenly, the air crackles and seethes with static power. A dark shape is taking form at the centre of the raging cyclone, a shape which radiates an intense aura of evil. It solidifies into a tall, black-robed torso surmounted by a goat-like skull. Where there should be eye-sockets you see fiery cores of scarlet energy. Fear grips you with its icy hand when you smell the stench of death and corruption that hangs heavy around this dread being. You are in no doubt that you are now in the presence of the Deathlord of Ixia.

    Tagazin whimpers like a frightened pup and slinks towards his master, his head bowed in fearful subservience. The Deathlord removes the Deathstaff from inside his funereal robe and holds it on high. Tagazin freezes in his tracks and his whole body trembles violently--he is clearly petrified of his master's wrath. Ixiataaga sweeps the air with the evil staff and, in a terrifying instant, both you and Tagazin are lifted by the raging wind and hurled into the dark abyss that is the Shadow Gate.

    Turn to 303.

    Well fuck.

    _____________________________________

    Page 303: The freezing winds of the abyss tear mercilessly at your body as you tumble headlong through this cold and lightless void. You scream with anguish but hear nothing, not even the sound of your own voice, for sound does not exist in the airless limbo of a Shadow Gate. You are in no-space, falling helplessly between two planes of existence.

    You are on the brink of unconsciousness when, with shocking abruptness, you splash face-first into a warm and stinking mire. Coughing and retching, you stagger to your feet and claw the oily muck from your stinging eyes. When you prise open your gluey eyelids, the sight which greets your disbelieving gaze is wholly unlike that of frigid Ixia. You find yourself knee-deep in steaming mud, surrounded by a hot and humid jungle of dense vegetation. Your Kai senses detect an all-consuming aura of evil which saturates this swampy land, warning you that this foul, stinking mire is part of the Plane of Darkness--the domain of the Dark God Naar. You scan the fetid landscape and sense that you are not alone--Tagazin is here, beyond the range of your vision but, nevertheless, not too far distant.

    A sense of helplessness assails your spirit, feeding a growing fear that you have failed your mission. Your only hope is to find another Shadow Gate through which you can escape from this nightmare plane and return to your home world. Weary and despondent, you trudge through the slime towards a ridge of firm ground which is carpeted with lime-green moss. You sense Tagazin's presence somewhere in this direction and you cling to the faint hope that he may be able to lead you to the Shadow Gate you seek.

    Turn to 95.

    _____________________________________

    Page 95: The firmness of the mossy ridge makes the going easier as, reluctantly, you trek deeper into the mire. Infrequently you are assailed by small, slimy-skinned horrors which live beneath the mud of this rotting land. They rise up from their evil-smelling lairs and attempt to bite your legs and feet as you pass. All their attempts prove costly and futile; your speedy reactions and your Kai weapon skill makes sure of this.

    After an hour or so, you glimpse something through the tangle of trees ahead which makes you stop and stare. At first sight it looks like a huge slab of stone lying on the surface of the swamp, but when you magnify your vision, you see that it is the flat roof of a stone building which is being swallowed very slowly by the mire. You sense that you are gaining on Tagazin and, with weapon drawn, you approach the sinking stone roof.

    If you possess Grand Pathsmanship, turn to 229.

    If you do not possess mastery of this Discipline, turn to 278.

    _____________________________________

    Page 229: When you reach the stone roof, you notice an opening at its centre, partially overgrown with barbed creepers. A closer look reveals a flight of steps, thick with slime, which descend into the darkness of the building which now lies trapped below the surface of the swamp. You are peering into this hellish gloom when suddenly your Kai senses alert you to an approaching threat.

    ill14.gif

    You spin around to see a horde of monstrous shapes come streaming along the mossy ridge which you have just travelled. Bloated corpse-things jostle with humanoid horrors and skeletal warriors whose bones are gnawed with decay. It is a ghastly sight--a regiment of Chaos-creatures, drawn here by the scent of human prey. You shiver with dread, for clearly you are the prey they seek.

    If you wish to evade these approaching Chaos-creatures by descending the steps inside the sunken stone building, turn to 259.

    If you choose to stand and fight the advancing horde, turn to 145.

    Tag on
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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited February 2011
    This might be a good time to run and hide.

    Darian on
  • pslong9pslong9 Registered User regular
    edited February 2011
    Darian wrote: »
    This might be a good time to run and hide.

    pslong9 on
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  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited February 2011
    pslong9 wrote: »
    Darian wrote: »
    This might be a good time to run and hide.

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • HykuHyku Registered User regular
    edited February 2011
    Darian wrote: »
    This might be a good time to run and hide.

    Hyku on
  • TagTag Registered User regular
    edited February 2011
    Page 259: With the hideous gibbering shrieks of the Chaos-creatures echoing in your ears, you hurry down the slime-smeared steps into the claustrophobic depths of this sunken building. At first the alien cries of your pursuers sound hungry and frantic, like those of a ravenous pack of starving wolves, but suddenly you realize that they are not cries of hunger at all--they are howls of glee. The Chaos-creatures are enjoying the sight of you rushing headlong to your doom!

    You skid to a halt but it is already too late. With chilling abruptness, the slimy stairs open up and you fall feet-first into a deep, dark pit.

    Turn to 59.

    ________________________________

    Page 59: With a jolt that leaves you gasping for breath, you hit the gluey surface of a stinking subterranean bog and sink in up to your neck. In the eerie half-light you can see the chaos horde above you, clustered around the edge of the square opening through which you fell. They are like excited spectators at a pit fight waiting for combat to begin.

    Suddenly you sense movement in the slime--something is brushing past your left thigh. You struggle to move but, in doing so, you cause your body to sink deeper into the mire.

    If you possess Telegnosis, and have reached the rank of Sun Lord or higher, turn to 15.

    If you possess Kai-alchemy, and wish to use it, turn to 176.


    If you possess Animal Mastery, and wish to use it, turn to 337.

    If you cannot, or choose not to use any of the above Disciplines, turn instead to 27.

    First time our new skill comes into play, but do we trust it over Alchemy?

    Tag on
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  • HykuHyku Registered User regular
    edited February 2011
    Kai-Alchemy!! New bow for the winning!

    Hyku on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited February 2011
    Let's see just how complete our Animal Mastery is.

    Darian on
  • TagTag Registered User regular
    edited February 2011
    Disagreement? In my Lone Wolf thread? It's more likely than you think!

    (Vote!)

    Tag on
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  • kedinikkedinik Captain of Industry Registered User regular
    edited February 2011
    Come on Kai-Alchemy, daddy needs a new pair of continuing-to-live.

    kedinik on
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  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited February 2011
    Darian wrote: »
    Let's see just how complete our Animal Mastery is.

    Animal Mastery all the way!

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • kedinikkedinik Captain of Industry Registered User regular
    edited February 2011
    Well that's no good, :P

    kedinik on
    I made a game! Hotline Maui. Requires mouse and keyboard.
  • pslong9pslong9 Registered User regular
    edited February 2011
    Dyvion wrote: »
    Darian wrote: »
    Let's see just how complete our Animal Mastery is.

    Animal Mastery all the way!

    pslong9 on
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  • TagTag Registered User regular
    edited February 2011
    Alrighty, we reached 3 votes for Animal Mastery.

    Page 337: You call upon your mastery to repel the unseen creature which is circling around your legs. To your dismay, however, the creature does not respond as you would wish. Pain knifes through your lower right leg as the powerful jaws of this unseen beast clamp around your calf in an attempt to drag you below the surface of the bog. Desperately you stab with your weapon at the creature's head in an attempt to cut yourself free from its agonizing grip.

    Suggaz: COMBAT SKILL 44 ENDURANCE 44

    If you win this fight, turn to 67.

    Augh, what is wrong with our god-fu these days...

    Combat Ratio: 47 +6 (psi-surge) - 44 (enemy) = 9 (thank goodness)
    Endurance: 19
    Your Random Number was: 9
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 19 Endurance Points.

    Uh... ok... not gonna argue with the combat calculator!

    ______________________________

    Page 67: Trusting solely to your natural climbing ability, you use what little purchase you can find in the wall of the pit to assist your difficult climb back to the top. The snickering horde of chaos-creatures watch your ascent with eager anticipation. When you are within a few feet of the top, you unsheathe your weapon and get ready to fight your way out of the shaft one-handed.9

    ill4.gif

    Chaos-horde: COMBAT SKILL 50 ENDURANCE 48

    Unless you have attained the Kai rank of Sun Lord, you must reduce your COMBAT SKILL by 4 for the duration of this combat, due to your disadvantageous position.

    If you win the combat, turn to 82.

    Oh ffs!

    Combat Ratio: 47 +6 (psi-surge) - 50 (enemy) = 3
    Endurance: 19 (not even a page of non-combat ; _ ; )
    Your Random Number was: 9
    Your enemy took 14 Damage!
    Your enemy now has 36 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 19 Endurance Points.

    Your Random Number was: 5
    Your enemy took 9 Damage!
    Your enemy now has 27 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 17 Endurance Points.

    Your Random Number was: 3
    Your enemy took 7 Damage!
    Your enemy now has 20 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 14 Endurance Points.

    Your Random Number was: 2
    Your enemy took 6 Damage!
    Your enemy now has 14 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 11 Endurance Points.

    Your Random Number was: 9
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 11 Endurance Points.


    ______________________________

    Page 82: Before the sundered remains of your enemies can merge and reform, you kick them into the pit where they are consumed by the creature which lurks at the bottom of its slime-filled base. Then, without looking back, you make a swift escape up to the roof and hurry away along the mossy ridge.

    Minutes later, you come to a thicket of mist-enshrouded trees. As you pass through this eerie wood, you detect the presence of Tagazin once more. Fresh tracks indicate his direction and determinedly you set off, finding it an easy task to follow his clawed footprints in the loamy soil. They lead you through a tangle of saw-toothed briar and up a gently sloping rise. As you crest the top of the rise, you look upon an awe-inspiring sight.

    Turn to 150.

    ______________________________

    Page 150: A few hundred yards beyond the rise, you see Tagazin moving along a track which leads to the top of a small hillock. Here, contained within an arch of ancient stone, you see a whirling vortex: it is unmistakably an open Shadow Gate.

    small9.gif

    Surrounding Tagazin are a host of winged, dragon-like creatures, with horny skins that glimmer like gold in the wan light. By the slow, laborious way in which the jackal-like Demonlord is moving his limbs, you sense that he has been injured and greatly weakened by his passage through the void.

    If you have ever been to the Plane of Darkness before, in a previous Lone Wolf adventure, turn to 205.

    If you have not, turn to 227.

    ______________________________

    Page 205: At once you recognize the winged creatures. You encountered them the last time you were here upon the Plane of Darkness. They are Lavas--fell servants of the Dark God Naar.

    The dozen or so Lavas surrounding the ailing Tagazin appear to be urging him on towards the Shadow Gate. Your hopes of returning to your home world rose when first you saw the Shadow Gate, but now the familiar sensation of fear returns to chill your blood. The thought occurs to you that if Tagazin should enter the Shadow Gate before you, the Lavas may be able to close it behind him and deny you the chance of escaping from this evil domain. It is a risk you cannot afford to take.

    Drawing your weapon, you race along the track in pursuit of the Demonlord, grimly determined to prevent him from reaching the Shadow Gate alive.

    If you possess Assimilance, turn to 347.

    If you do not possess this Discipline, turn to 38.

    If this fails us too I will be very sad. Can a reincarnation of a god have a crisis of faith in itself? ;P

    ______________________________

    Page 347: You utilize your advanced camouflage skills to keep yourself hidden from sight as you approach the sickly Demonlord and his golden-winged escorts. However, when you come to within a few hundred feet of them, your presence is revealed by the aura of goodly light your body radiates on this plane of existence. A wave of alarm spreads through the escorts when first your aura is detected, and many of them take to the sky. Directed by a vengeful Tagazin, they circle around you and come diving down to attack you with beak and claw.

    ill20.gif

    Lavas: COMBAT SKILL 49 ENDURANCE 52

    If you win this combat, turn to 105.

    FFFFFFFUUUUUUUUUUUU


    Combat Ratio: 47 +6 (psi-surge) - 49 (enemy) = 4
    Endurance: 14
    Your Random Number was: 8
    Your enemy took 12 Damage!
    Your enemy now has 40 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 14 Endurance Points.

    Your Random Number was: 3
    Your enemy took 7 Damage!
    Your enemy now has 33 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 11 Endurance Points.

    Your Random Number was: 9
    Your enemy took 14 Damage!
    Your enemy now has 19 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 11 Endurance Points.

    Your Random Number was: 5
    Your enemy took 9 Damage!
    Your enemy now has 10 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 9 Endurance Points.

    Your Random Number was: 0
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 9 Endurance Points.

    ______________________________

    Page 105: As you slay the last of these golden-winged horrors, their torn bodies dissolve into a hot, steamy vapour which is carried away on a foul breeze. The few Lavas that remained with Tagazin, having seen what has befallen their comrades, now abandon the Demonlord to his fate. Tagazin curses their apparent cowardice as they take to the air and speed away.

    For a moment you stare at the Demonlord and he returns your gaze; his bitter hatred of you burns brightly in his supernatural eyes. Then he turns and drives himself on towards the Shadow Gate. You give chase, determined to stop him, but you slow your pace when suddenly you see a wide rent appearing in the sky high above. Through a tear in the clouds you see a new host of Lavas come swooping down.

    If you possess Grand Huntmastery, turn to 272.

    If you do not possess this Discipline, turn to 241.

    ______________________________

    Page 272: Using your advanced mastery, you magnify your vision in order to see better the new enemy that is descending towards you from out of the sky. As the images grow larger, you see that the leading Lavas is holding an item which radiates an intense aura of evil power. At a distance it appears to be a large metal bowl with a sharp spear of crystal fixed to its underside. Unsure of its purpose, you hazard a guess that it is some kind of weapon that the Lavas leader intends to use against you.

    Driven by fear, you increase you own pace, determined more than ever now to reach the Shadow Gate before either Tagazin, or his new wave of helpers, can stop you.

    If you possess Kai-alchemy and have attained the Kai rank of Sun Knight or higher, turn to 230.


    If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 3.

    What, having an ability didn't screw us? Come on Alchemy, keep that going!

    ______________________________

    Page 230: You recite the words of the Brotherhood Spell Strength, and within seconds, your body surges with newfound energy. You increase your pace until you are running at three times your previous speed. Within a matter of seconds you close upon Tagazin, your weapon drawn in preparation to strike at him as you pass by, but the Demonlord sees that he can no longer outdistance you and he stops to block your path. He is weaker than before, but he has lost none of his devilish cunning.

    As you come to within striking distance, suddenly he leaps at your chest and brings you crashing to the loamy ground.

    Demonlord Tagazin (injured): COMBAT SKILL 45 ENDURANCE 45

    Conduct this combat for one round only.

    If Tagazin is killed outright during this single round of combat, turn to 33.

    If he is not, turn to 301.

    Better than nothing I guess.

    Combat Ratio: 47 +6 (psi-surge) - 45 (enemy) = 8
    Endurance: 11
    Your Random Number was: 0
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 11 Endurance Points.

    Wait seriously? It seems unfair that we can do 45 points of damage in a single round :P

    ______________________________

    Page 33: The moment you smite Tagazin with your single, devastating blow, his body shatters into a million frozen pieces which cascade to the ground like an opaque crystal waterfall. You step back from his smashed and scattered remains, and glance skywards in time to see the second wave of Lavas come screaming out of the clouds. The sight makes you start and you take to your heels. You sprint the remaining few yards towards the Shadow Gate and, before the leading Lavas can block your escape, you dive headlong into its spinning core.

    Turn to 200.

    ______________________________

    Page 200: The howling winds of the void rip at your face and clothing as you plummet into the core of the lightless abyss. You lose all sense of time until, in the remote distance, you see tiny motes of light come streaking towards your face. Then, as suddenly as it began, the sensation of falling through deep space is replaced by an abrupt cessation of movement.

    Stunned and disorientated, you shake your head and rise uneasily to your feet. As your blurred vision clears, you see that you have returned to the chamber of the Crystal Spire from where you were first sent tumbling into the Shadow Gate. It is empty now. Fearing the worst, you use your Kai skills to determine the time and the date. To your immediate relief you discover that only a few hours have elapsed during your absence from Magnamund; it is still possible for you to achieve your quest.

    You resolve to find the Deathlord, even if it means searching every chamber of the Crystal Spire. You turn to leave this hall, but a noise behind you makes you freeze in your tracks. The sudden stench of decay and corruption tells you that you may not have to look too far to find your adversary after all.

    Turn to 90.

    ______________________________

    Page 90: You spin around to see a circular section of the floor disappearing. At the centre of this gaping hole there arises a plinth on which stands the awesome figure of Deathlord Ixiataaga. Jets of flame encircle his robed form, shooting up from the moat which now separates the plinth from the floor of the chamber.

    The cloying stench of decay is overwhelming. As you reel backwards, you see the Deathlord raising the Deathstaff that hums with the terrible power held precariously within its haft. A ghastly laugh issues from his goat-skull face as he levels the evil weapon and directs its tip towards your heart.

    If you possess the Sommerswerd, turn to 113.

    If you possess the Power Spike, turn to 296.

    If you possess neither of these Special Items, turn to 215.

    ______________________________

    Page 113: Abruptly the ghastly laughter ceases, as if the Deathlord has seen something which has shaken his arrogant confidence in his own invincibility. Your senses tell you that it is the Sommerswerd--he has recognized that you possess one of the few weapons capable of destroying him. It is a realization that shocks him to the core.

    You move forwards, eager to exploit your advantage, but the Deathlord reacts swiftly. He utters a guttural sound and, in the next instant, a massive bolt of energy shoots from the tip of the Deathstaff and comes speeding towards your chest.

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

    If your total score is now 2 or less, turn to 178.

    If it is 3-6, turn to 47.

    If it is 7 or more, turn to 280.

    We rolled a 5+3=8


    ______________________________

    Page 280: You dive and roll across the floor to avoid the onrushing bolt of energy. The massive flame-ball passes over your back and explodes at the far end wall of the chamber with devastating effect. It tears open a hole in the steel-hard crystal wall more than ten feet in diameter, and it fills the air with razor-sharp shards. Yet, due to your swift reflexes, you suffer only minor injuries: lose 1 ENDURANCE point.

    As you spring to your feet, you suddenly see an opportunity to seize the initiative and carry the attack to the Deathlord.

    Turn to 12.

    ______________________________

    Page 12: You see that the Deathstaff is no longer vibrating with power. You sense that Ixiataaga has expended all of its unholy energy in one massive burst, in the hope of destroying you quickly and utterly. It will be several minutes before the Deathstaff recoups its dark powers--you must act swiftly if you are to turn this to your advantage.

    You raise the Sommerswerd and an umbrella of golden light bursts from its hilt to illuminate the debris-strewn chamber.

    'For Sommerlund and the Kai!' you shout, and, with a single mighty leap, you traverse the fiery moat and land on the plinth within an arm's length of the Deathlord's foul form. Your brave and bold action takes Ixiataaga aback, but he quickly recovers and, with unnerving speed, he spins around to counter your attack.

    Turn to 214.

    ______________________________

    Page 214: You raise the Sommerswerd and a gout of golden flame engulfs the blade, flaring with such brilliance that Deathlord Ixiataaga is momentarily blinded by its goodly light. He shrieks, and raises the Deathstaff defensively to ward off your first blow. As the blade of the sun-sword bites the haft of Ixiataaga's fell weapon, a hissing mass of crimson and gold sparks explode into the air. These fiery motes are sucked into the vortex of the Shadow Gate, which has now begun to whirl with alarming intensity.

    small1.gif

    The Deathlord reels from the force of the impact, but he recovers swiftly and thrusts the sharp tip of the Deathstaff at your face. You duck the thrust, but you sense that this is just the beginning of what will be a titanic fight to the finish.

    Deathlord Ixiataaga (with Deathstaff--uncharged): COMBAT SKILL 60 ENDURANCE 39

    This supernatural being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

    If you win the combat, turn to 290.

    This could be rough.

    Combat Ratio: 47 - 50 (enemy) = -3
    Endurance: 16
    Your Random Number was: 3
    Your enemy took 3 Damage!
    Your enemy now has 36 Endurance Points.
    Lone Wolf took 5 Damage!
    Lone Wolf now has 11 Endurance Points.

    Your Random Number was: 0
    Your enemy took 10 Damage!
    Your enemy now has 26 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 11 Endurance Points.

    Your Random Number was: 7
    Your enemy took 7 Damage!
    Your enemy now has 19 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 9 Endurance Points.

    Your Random Number was: 8
    Your enemy took 8 Damage!
    Your enemy now has 11 Endurance Points.
    Lone Wolf took 1 Damage!
    Lone Wolf now has 8 Endurance Points.

    Your Random Number was: 0
    Your enemy took 10 Damage!
    Your enemy now has 1 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 8 Endurance Points.

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

    ______________________________

    Page 290: Your final blow draws a hellish shriek from the skull of Deathlord Ixiataaga, so loud that it batters the walls and shakes the plinth on which you stand. The Deathstaff disintegrates in his skeletal hand and he topples backwards towards the fiery moat. Yet as he does so, his body crumbles into a plume of grey-green dust which is sucked away into the whirling maw of the Shadow Gate, together with the shattering remnants of the Deathstaff.

    Your victory over the Deathlord has freed Ixia from an evil which has enslaved its dead for millennia. Now, at last, their tormented souls can find a lasting peace. You have destroyed a great and evil entity, yet by doing so you have also unwittingly removed the power which has kept the ravages of time at bay for thousands of years. Now, time returns to Xaagon.

    Eager to leave this place, you leap across the fiery moat and run towards the archway. But as you are passing through it, there is a terrific explosion which shakes the very foundations of the Crystal Spire. Fear grips your heart when suddenly you realize that all of Xaagon is collapsing.

    Turn to 196.

    ______________________________

    Page 196: You flee the chamber, escaping past many Ixian and Drakkarim guards who stand rigidly immobile, fixed in the poses and attitudes they were in the very moment you vanquished the Deathlord. It was his power which gave them un-life; now that power is no more.

    Fearing for your survival, you sprint across heaving, buckling slabs of broken stone that were once smooth tiled floors, and rush down staircases that crack and twist beneath your feet. You are racing down one such stairwell when suddenly an entire section collapses, leaving a gaping hole more than fifty feet deep. Above you, a row of pillars topple like storm-shaken trees, blocking the stairs completely, and making it impossible for you to retrace your steps.

    If you possess Kai-alchemy, and have attained the Kai rank of Sun Thane, turn to 29.

    If you possess Telegnosis, and have attained the Kai rank of Sun Lord or higher, turn to 326.

    If you do not possess either of these Disciplines, or if you have yet to attain the relevant levels of Kai Mastery, turn instead to 225.

    ______________________________

    Page 29: Using your advanced knowledge of Brotherhood magic, you recite the words of the spell Slow Fall and step into the gaping hole. Easily you glide down through the dust-choked air to land on the floor of the hall, fifty feet below.

    Turn to 62.


    ______________________________

    Page 62: You hurry across the chamber, zigzagging to dodge pillars, chunks of stone, and the many bodies of Ixiataaga's former undead slave-warriors which are raining down from the upper levels of the Crystal Spire. Aided by your Kai Mastery, eventually you reach the lowest level of the spire where the entrance hall and grand arch open out into the city. You are racing through a torrent of crystal dust towards the grand arch, the main exit, when a massive shockwave runs through the entire building. You are within seconds of escaping when, to your horror, you see the walls buckle and the grand arch begin to collapse.

    Pick a number from the Random Number Table. If your current ENDURANCE points score is 10 or less, deduct 1 from the number you have picked. If your ENDURANCE score is 20 or higher, add 1.

    If your total is now 3 or lower, turn to 316.

    If it is 4 or higher, turn to 193.


    We rolled 6-1 = 5

    ______________________________

    Page 193: You emerge from the Crystal Spire with barely seconds to spare. As you descend the main ramp which leads away into the streets of Xaagon, the great archway disintegrates completely, bringing with it a vast section of the foundation wall. This collapse begins a chain reaction of destruction that culminates in the spectacular fall of the upper spire, which crashes down upon the city like some massive crystal tree felled at the roots.

    You run without stopping, through the quaking streets to the shattered west gate, and then onwards through the deepening snow towards the narrow mountain pass. You are more than a mile from the walls of Xaagon when eventually you stop to rest and survey the destruction you have left behind.

    Turn to 250.

    ______________________________

    Page 250: From a vantage point on a rocky, snow-swept ridge, you watch the stupendous spectacle that is the fall of Xaagon. One by one, its walls, buildings, and crystal towers implode and collapse until less than a handful remain. When the destruction is over, the black skies brighten and the fierce electrical storms abate. For the first time in ten thousand years, sunlight pierces the perpetual cloud cover of Ixia and brings warmth to this frozen land.

    Greatly heartened by the success of your mission, you set off westwards and retrace your original route through the mountains to the ice-caverns on the southern coast. When you arrive there, you are greeted by an unmoving tableaux of skeletal warriors, each one frozen in the action they were performing at the time of the Deathlord's destruction. You are eager to return to Fort Azgad as soon as possible, and to this end, you descend to the underground lake where the Ixian ice-boats are moored.

    Turn to 162.

    ______________________________

    Page 162: You reach the subterranean lake and go aboard an ice-boat moored alongside the stone jetty. With the demise of the Deathlord and his necromantic power, you are fearful that these vessels may no longer be serviceable; their sorcerous engines could prove to be as immobile as the warriors who stand like frozen statues all around the shore of the lake. But, fortunately, your fears turn out to be groundless.

    You quickly discover that these ice-boats are propelled by Old Kingdom magic, an arcane art far older and more benign than the Deathlord's vile necromancy. Having satisfied yourself that your chosen vessel is seaworthy, you cast off its hawser and steer it away from the jetty towards the wide cave mouth which opens out into the stormy Tozaz Sea. The elation of victory is still buoying your spirits, yet there is a nagging unease in the back of your mind that not everything is as it should be.

    Turn to 147.

    ______________________________

    Page 147: Guided by your Kai instincts and the night stars, you set a southerly course for Azgad Island. The Tozaz Sea is unusually calm for most of this lonely voyage, and hazards are few . . . until the dawn of your second day at sea.

    Through the grey winter's gloom you see the unwelcome sight of the Tozaz iceberg field stretching across the southern horizon. At first it looks impenetrable, but as you sail closer you identify two breaks in the ice-field that could be the beginnings of passages through to the far side.

    If you wish to steer your craft into the south-easterly passage, turn to 188.

    If you choose to sail into the south-westerly passage, turn to 119.


    Whew! Epicly long update. This is kinda of a blind choice but I need a break :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 February 2011
    Hmmm...southwest

    Man in the Mists on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited February 2011
    Sure, go west, young man.

    Darian on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited February 2011
    Hmmm...southwest

    I was leaning towards southeast, but southwest works.

    Dyvion on
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  • pslong9pslong9 Registered User regular
    edited February 2011
    Nice rolling, btw.

    Southwest works for me.

    pslong9 on
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  • TagTag Registered User regular
    edited February 2011
    pslong9 wrote: »
    Nice rolling, btw.

    Yeah we got very lucky during some of the fights, I actually did a mock 100hp fight after our first battle to make sure the program they use was still working properly. We still have our 20hp heal though so we weren't in any real immediate danger -- inless they keep throwing fights at us when I update tonight ;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
  • TagTag Registered User regular
    edited February 2011
    Page 119: Your chosen passage is wide and deep the whole way, enabling you to navigate a course through the ice-field with ease. Within three hours of entering, you emerge on the far side without a scratch and are able to continue your voyage to Fort Azgad without further delays.

    Turn to 350.

    ______________________________________

    D'oh! Didn't realize we were so close to the end!

    Page 350: Two days out from the Tozaz ice-field, you catch sight of Fort Azgad. After the ordeal of Ixia, the sight of this spartan little outpost is one of the most welcoming you have ever seen. The garrison salutes you as you bring your ship to the quayside where Lord Ardan, Captain Lanza, and Prarg are all waiting to welcome you back.

    Warmly they congratulate you, praising your inspired act of courage and bravery but you sense that all is not well. The feeling of unease which haunted you upon leaving the ice-caverns of Ixia has returned.

    'Where's Banedon?' you ask of Lord Ardan. 'Is something wrong?'

    Ardan's face grows as sombre as his reply. 'King Ulnar sent word to Sarnac's court, summoning the Guildmaster to return urgently to Sommerlund. It is grave news, I'm afraid, Grand Master. In your absence, your country has been attacked. The Dark God, Naar, has sent forth a host of dragon-creatures to destroy the Second Order of the Kai and lay waste to your homeland. It is said his new minions are confident of swift victory for they are sure you will never defeat the Deathlord of Ixia.'

    'I must leave for Sommerlund at once,' you say, looking to the eastern horizon. 'My brethren and my country need me.'

    The others nod in silent agreement. 'We will do all we can,' replies Lord Ardan, 'to speed your passage home.'

    The news of your country's plight comes as a terrible shock. In Ixia, you have won a great and lasting victory against the forces of Evil, but could the cost be too great? You fear, also, for the lives of your young Kai acolytes. The Second Order are worthy Kai warriors but they are young, their mettle yet to be tested in the furnace-heat of battle. You pray to Kai himself that they be strong enough to resist Naar's newest champions, at least until you return.

    The challenge of the long journey home and the quest to save the Second Order of the Kai from the deadly wrath of Naar's newest champions awaits you in the next Grand Master adventure, entitled:

    Dawn of the Dragons

    Great job Wolf Pack! I've included the back story and the advanced power list for the next book below to start debate while I work on setting up the book.

    Backstory.
    You are Grand Master Lone Wolf of Sommerlund, sole survivor of a massacre that wiped out the First Order of the Kai--an élite warrior caste.

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

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

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

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

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

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

    In the years following your victory over the Darklords, peace has reigned victorious and the peoples of the Free Kingdoms rejoice in the knowledge that the evil which once threatened to destroy them has been banished from the face of Magnamund. Readily men have exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still those who maintain their vigilance, for the agents of the Dark God Naar come in many guises and there are those upon Magnamund who wait quietly in the shadows for the chance to do his evil bidding.

    Already your newfound skills have been tested against Naar's agents and you have, on each occasion, acquitted yourself admirably. But your continuing victories against his minions have enraged the Dark God and inflamed his lust for vengeance. One such minion, the powerful Deathlord of Ixia, threatened to enslave the free nations of Magnamund with a weapon forged by Naar himself. Bravely you ventured alone into the Deathlord's icy domain and confronted him in a life-or-death battle in which you were triumphant. However, as you were returning from the Deathlord's frigid realm you learned that Sommerlund had been attacked. In your absence, Naar had sent forth a host of dragon-creatures to destroy the New Order of the Kai and lay waste to your homeland.

    The news came as a terrible shock. In Ixia you had won a great victory over Evil, yet at what cost? You had no doubts that the New Order were worthy Kai warriors, but they were all so young, their mettle as yet untested in the furnace-heat of battle. Secretly you feared that they would be unable to resist Naar's newest champions, and so you resolved to return as quickly as possible to Sommerlund to take command of the Kai Monastery and orchestrate your country's defences.

    In the court of King Sarnac of Lencia, in the city of Vadera, you received a pledge from the King himself that he would do all in his power to help speed your long journey home to Sommerlund. Accompanied by Lord Ardan, a friend and magician from the land of Dessi, you were put aboard a Lencian clipper, one of the fastest of all sea-going vessels. This ship was bound for Garthen--the principal city of Talestria--which lies more than a thousand miles to the east of Vadera. This was to be the first stage of your journey back to Sommerlund, a destination more than two thousand miles from Lencia. As you set sail from Vadera harbour you knew that you were embarking upon a race against time, a desperate race in which the future of your country and the New Order of the Kai were at stake.

    Advanced Abilities
    Deliverance
    Grand Thanes with this Discipline are able to call upon the God Kai for divine assistance should a situation warrant it. Kai cannot intervene to save a Grand Thane from physical danger, but he can give signs which may help a Grand Thane chose the best course of action. A Grand Thane can call upon the God Kai for assistance no more than once every month. The frequency of divine audiences will increase as a Grand Master rises in rank.

    Assimilance
    Grand Thanes who possess this skill are able to protect themselves from detection by creatures using infravision (the ability to see the heat radiating from a person or thing), or ultravision (the ability to detect objects or movement in the ultraviolet spectrum of light).

    Kai-surge
    Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, e.g. bottles, windows, all ceramics, urns, jugs, etc., and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.

    Grand Nexus
    Grand Thanes who possess mastery of this Discipline can pass freely through Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of their detection increases as a Kai Grand Master rises in rank.

    Telegnosis
    Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum, and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.

    Magi-magic
    Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom Battle-spells:
    • Power Glyph--By inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
    • Hold Enemy--Using this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targeted creature. The range and duration of effect of this spell increase as a Grand Master rises in rank.

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  • HykuHyku Registered User regular
    edited February 2011
    Grand Nexus I guess?

    Hyku on
  • Man in the MistsMan in the Mists Registered User regular
    edited February 2011
    Yeah, that Grand Nexus power sounds nice.

    Man in the Mists on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited February 2011
    Maybe it's the latent rogue in me, but Telegnosis sounds extremely useful for obtaining special weapons/armor/magical pendants/jewellery. But it doesn't sound very Kai Master-y. Get it? Kai Mastery? Teehee?

    The most useful of the available abilities definitely seems to be Grand Nexus.

    e: Also, thanks Tag for doing this. I fondly remember reading these books when I was in elementary/middle school almost 20 years ago. Holy crap I'm old. I would introduce these books to my son, but he's already devouring things like Harry Potter and other similarly sized books, and I'm about to introduce him to the wonderful library of Orson Scott Card books I have stashed away, so things like this that would encourage him to read are unnecessary. And he has a DS.

    Hrm. Ok, looking on amazon/ebay for sets of these things for [strike]my[/strike] his birthday now.

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  • TagTag Registered User regular
    edited February 2011
    Thanks Dyvion! It's a pleasure to help bring these to people. I absolutely loved Choose Your Own Adventure books growing up, so I encourage you to get your kid into it. There is a big difference between passive reading and interactive reading. And, hell, I hadn't even heard of these specific books until y'all were on book 6 or 7, and I liked them enough to volunteer my time when I could to keep them going.

    Anyway, thank you for the support, I really appreciate it. I wish I could spare more time to keep updates on a 5-a-week basis but my work schedule leaves me drained or traveling more often than I would like. But supporting people having fun with this is a big moral booster ^^.

    ____________________________________

    I've only now just caught up to where we are because I tend to avoid close reading our books until after I finish to avoid any bias. With that said, I would vote for Kai-Surge seeing as how our combat ratio was the most dangerous thing we lived through this book. However, I will continue to recuse myself from actual votes, and I have absolutely not read ahead so don't take this as an indication that Kai-Surge will be any more or less useful than we've seen so far.

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  • HykuHyku Registered User regular
    edited March 2011
    bump for great justice?

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  • pslong9pslong9 Registered User regular
    edited March 2011
    If it makes Tag come back, I'll vote for Grand Nexus too.

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  • TagTag Registered User regular
    edited March 2011
    Sorry for the break guys: I was very sick and the bitten by the Rift bug while at home recovering.

    There will be a full update tomorrow (3/14) night -- get your last minute votes in!

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  • TagTag Registered User regular
    edited March 2011
    Lone Wolf: The MagnaKai Adentures


    Dawn of the Dragons


    The story thus far...
    You are Grand Master Lone Wolf of Sommerlund, sole survivor of a massacre that wiped out the First Order of the Kai--an élite warrior caste.

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

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

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

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

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

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

    In the years following your victory over the Darklords, peace has reigned victorious and the peoples of the Free Kingdoms rejoice in the knowledge that the evil which once threatened to destroy them has been banished from the face of Magnamund. Readily men have exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still those who maintain their vigilance, for the agents of the Dark God Naar come in many guises and there are those upon Magnamund who wait quietly in the shadows for the chance to do his evil bidding.

    Already your newfound skills have been tested against Naar's agents and you have, on each occasion, acquitted yourself admirably. But your continuing victories against his minions have enraged the Dark God and inflamed his lust for vengeance. One such minion, the powerful Deathlord of Ixia, threatened to enslave the free nations of Magnamund with a weapon forged by Naar himself. Bravely you ventured alone into the Deathlord's icy domain and confronted him in a life-or-death battle in which you were triumphant. However, as you were returning from the Deathlord's frigid realm you learned that Sommerlund had been attacked. In your absence, Naar had sent forth a host of dragon-creatures to destroy the New Order of the Kai and lay waste to your homeland.

    The news came as a terrible shock. In Ixia you had won a great victory over Evil, yet at what cost? You had no doubts that the New Order were worthy Kai warriors, but they were all so young, their mettle as yet untested in the furnace-heat of battle. Secretly you feared that they would be unable to resist Naar's newest champions, and so you resolved to return as quickly as possible to Sommerlund to take command of the Kai Monastery and orchestrate your country's defences.

    In the court of King Sarnac of Lencia, in the city of Vadera, you received a pledge from the King himself that he would do all in his power to help speed your long journey home to Sommerlund. Accompanied by Lord Ardan, a friend and magician from the land of Dessi, you were put aboard a Lencian clipper, one of the fastest of all sea-going vessels. This ship was bound for Garthen--the principal city of Talestria--which lies more than a thousand miles to the east of Vadera. This was to be the first stage of your journey back to Sommerlund, a destination more than two thousand miles from Lencia. As you set sail from Vadera harbour you knew that you were embarking upon a race against time, a desperate race in which the future of your country and the New Order of the Kai were at stake.
    Grand Master Disciplines:


    Discipline List
    Grand Weaponmastery

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

    Animal Mastery

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

    Deliverance (Advanced Curing)

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

    Assimilance (Advanced Invisibility)

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

    Grand Huntmastery

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

    Grand Pathsmanship

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

    Kai-surge

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

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

    Kai-screen

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

    Grand Nexus

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

    Telegnosis (Advanced Divination)

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

    Magi-magic

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

    Kai-alchemy

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

    Levels of Grand Kai Mastership

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

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

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

    Kai Grand Guardian

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

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

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

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

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

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

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

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

    Sun Knight

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

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

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

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

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

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

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

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

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

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

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

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

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

    Kai-screen

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

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

    Grand Thane
    Deliverance
    Grand Thanes with this Discipline are able to call upon the God Kai for divine assistance should a situation warrant it. Kai cannot intervene to save a Grand Thane from physical danger, but he can give signs which may help a Grand Thane chose the best course of action. A Grand Thane can call upon the God Kai for assistance no more than once every month. The frequency of divine audiences will increase as a Grand Master rises in rank.

    Assimilance
    Grand Thanes who possess this skill are able to protect themselves from detection by creatures using infravision (the ability to see the heat radiating from a person or thing), or ultravision (the ability to detect objects or movement in the ultraviolet spectrum of light).

    Kai-surge
    Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, e.g. bottles, windows, all ceramics, urns, jugs, etc., and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.

    Grand Nexus
    Grand Thanes who possess mastery of this Discipline can pass freely through Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of their detection increases as a Kai Grand Master rises in rank.

    Telegnosis
    Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum, and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.

    Magi-magic
    Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom Battle-spells:
    • Power Glyph--By inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
    • Hold Enemy--Using this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targeted creature. The range and duration of effect of this spell increase as a Grand Master rises in rank.

    The nature of these additional improvements and how they affect your Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf books.


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

    You can take four items from the list below, again adding to these, if necessary, any you may already possess from previous adventures (remember, you are still limited to two Weapons, but you may now carry a maximum of ten Backpack Items).
    • Broadsword (Weapons)
    • Bow (Weapons)
    • Quiver (Special Items) This contains six Arrows: record them on your weapons
    • Dagger (Weapons)
    • Sword (Weapons)
    • 2 Meals (Meals) Each Meal takes up one space in your Backpack.
    • Rope (Backpack Item)
    • Potion of Laumspur (Backpack Item) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

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

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

    I will take them all (unless otherwise instructed) and try to remember to use them, but I only really remember the weapon effects.


    Our Current Status:
    Combat Status:
    Combat Ratio:
    47 base from last book +1 for the new discipline. Total is now 48 (+6 psi-surge)

    Endurance:
    55 base from last book +2 for new discipline. Total is now 57.

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  • TagTag Registered User regular
    edited March 2011
    My appologies once again for the delay, hopefully we will be back on track!

    Page 1: You set sail from Vadera harbour on a bitterly cold, grey, late winter's day. The masts of your host ship, the Lencian clipper Saxin, have been rigged with every available square inch of canvas to catch the prevailing winds that will, with luck, propel you quickly to Talestria--the first stage of your long journey home. The clipper is a sleek and impressive craft and its departure does not go unnoticed, yet of all the many Lencians who have turned out to watch and wave it farewell, only King Sarnac and his closest advisors know the true purpose of its voyage.

    Once the Saxin is beyond the sheltering walls of Vadera harbour, its captain charts an easterly course along the Tentarias--the chain of seas and landlocked lakes which separate the two continents of Magnamund. You and your companion, Lord Ardan, settle into the ship's easy routine and, with few on-board duties to perform, you endeavour to pass the long hours constructively. With the aid of a map which he gives to you, Ardan briefs you on the route you should travel if you are to reach Sommerlund as swiftly as possible. You spend your time discussing the details of the route and pondering the new Evil which now threatens your homeland and the Kai.

    small7.gif

    Every night, as you lie awake on your bunk staring at the tarred beams of your cabin, you wish away the miles that separate you from your beloved homeland. You want, most of all, to be with your young Kai acolytes in this dark hour, but fate has seen fit to place a great distance between you. Fearful of what you may find if you arrive home too late, every night you offer up prayers to the Gods Ishir and Kai to help speed your return to Sommerlund.

    Turn to 175.

    _______________________________

    Page 175: Ten days after leaving Vadera, the Saxin drops anchor in Varnos Harbour in Garthen--the crown capital of Talestria. The sleek and elegant lines of the Lencian craft contrast starkly with the drab, functional hulls of the merchant ships and dhows which crowd this city-port's jetties and wharves. Lencian craft are a rare sight in Garthen, and the Saxin is the rarest of Lencian craft; it is no wonder that its arrival stirs a frenzy of interest and speculation among the citizens of this capital.

    Word of your arrival travels quickly to the Royal Citadel and a troop of Queen Evaine's Court Cavalry are dispatched to the harbour. They are led by a stern-faced man who wears the uniform and gold insignia of the Lord Constable, the highest military rank in the Talestrian army. He brings his column of regal horsemen to a halt at the quayside, then he dismounts and strides forward to welcome you in person as you disembark from the ship.

    If you have ever visited Garthen or Torgar in a previous Lone Wolf adventure, turn to 292.

    If you have not, turn to 48.

    _______________________________

    Page 292: The smooth dark hair and noble countenance of the Lord Constable are oddly familiar, reminding you of someone whose name momentarily you cannot recall.

    'Welcome, my Lord,' he says, with a respectful salute. 'I am Nathor, Lord Constable of the Royal Citadel. My troop would be honoured to escort you to an audience with Queen Evaine.'

    'Pray tell me, Lord Constable,' you reply, 'have we not met before?'

    'No, sire. I venture you must be thinking of my late brother--Adamas. He held the office of Lord Constable afore me. I understand that you and he once fought together in the war 'gainst the Darklords. He spoke most highly of your courage. Sadly, though, he is no longer with us. He died valiantly during the great siege of Torgar.'

    Turn to 238.

    _______________________________

    Page 238: You accept Lord Constable Nathor's offer of an escort to Queen Evaine's citadel and call to Lord Ardan, who has been watching from the deck of the Saxin, to come and join you. As Ardan disembarks, Nathor gives a signal to his men who are busy keeping an inquisitive crowd of citizens at bay. Hurriedly they clear a gap in the pressing wall of curious, wide-eyed Garthenians, and moments later the horse-drawn coach comes trundling through towards the quay.

    Once you and Ardan are safely aboard, Lord Constable Nathor shouts a terse command to the driver and the coach speeds away from the harbour, escorted by the troop of Court Cavalry. A swervingly swift journey through Garthen's steeply narrow streets ends when the coachman reins in his horses in the courtyard of the Royal Citadel. Everywhere you look you see soldiers of the Royal Household in uniforms bedecked with glittering braid. A fanfare of trumpets announces your arrival and, with minimal delay, Nathor escorts you personally to the State Hall where Queen Evaine of Talestria, seated upon a throne and surrounded by a dozen of her court advisors, is waiting patiently for you to appear.

    'Welcome, Grand Master,' she says, graciously. 'We have been expecting you. King Sarnac sent word of your arrival by message-hawk and we have made arrangements to help speed your passage homewards.'

    Respectfully you bow to the queen and voice your thanks for the cooperation she has seen fit to offer you.

    'Not at all, Grand Master, for Talestria is in your debt. Were it not for you, our land would be in the thrall of the Darklords.'

    With this, Queen Evaine dismisses her advisors and motions for you, Ardan, and Lord Constable Nathor to approach to the foot of her throne.

    'I understand the urgency of your journey, Grand Master,' she says, her voice hushed as if she fears being overheard, 'but I must caution you to be on guard. The Dark God Naar's agents are abroad with plans to thwart your homecoming. I have received word from my garrisons in the north that Zlanbeast and Kraan riders have been sighted in the night skies. They venture forth from the ruins of the Darklord cities of Nadgazad and Cragmantle, sent by the express command of Naar himself. They know now that you triumphed in Ixia and they are watching expectantly for your coming.'

    'I thank you for this information, your Majesty, but I am sure that I can avoid these night-riders,' you reply confidently.

    'I have no doubt of this, Grand Master,' she says, 'but they are not the only agents in Naar's employ. Word of your coming has spread like wildfire throughout the shadowy underworld of thieves and assassins. Great rewards of gold and dark magic have been offered for your death.'

    'With respect, your majesty,' you reply, tactfully masking your scepticism, 'how do you know this to be true?'

    'Grand Master, it is true. I have heard it from the very lips of an assassin who was plotting your murder, here, in the heart of my capital. He was captured while attempting to recruit others and he is being held prisoner in the dungeons of this citadel. Perhaps you would welcome the chance to question this man yourself?'

    If you wish to accept Queen Evaine's offer and question your would-be assassin, turn to 132.

    If you choose not to question the prisoner, turn to 111.


    And we're off!

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    Overwatch: TomFoolery#1388
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