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

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  • Man in the MistsMan in the Mists Registered User regular
    edited March 2011
    Rough up the suspect.

    Man in the Mists on
  • NeadenNeaden Registered User regular
    edited March 2011
    Rough up the suspect.

    Interrogate him enhancedly.

    Neaden on
  • pslong9pslong9 Registered User regular
    edited March 2011
    Neaden wrote: »
    Rough up the suspect.

    Interrogate him enhancedly.

    I'll bring the battery and cables.

    pslong9 on
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  • TagTag Registered User regular
    edited March 2011
    Page 132: Queen Evaine commands the Lord Constable to take you to the citadel dungeons which are located several levels below the State Hall. Here, shackled to the dank stone wall of a rat-infested cell, is the man who was caught in a Garthen tavern plotting your murder. Limp and unconscious, he hangs by his wrists in chains, his emaciated body showing all too clearly the signs of recent tortures. A pot-bellied gaoler scoops a bucket of foul water from a trough by the cell door and revives the prisoner by pouring it unceremoniously over his head. Coughing and spluttering, the wretch stirs to consciousness. He raises his face and you sense that he recognizes immediately who you are; his eyes blaze with an undisguised hatred.

    'He's a tough un,' growls the gaoler. 'I've used all o' me skills on 'im but 'e won't say who 'is paymaster be.'

    The fat gaoler reaches for a pair of long-handled pincers which are protruding from a brazier of hot coals.

    'Perhaps you'll be wanting to interrogate 'im yourself, sire?' he says, offering you the pincers. Wisps of smoke curl from their sharpened tips which are red and glowing.

    'Aye, gaoler, there are questions I'd like this man to answer. But I'll not be needing those,' you reply, declining the use of the cruel pincers. 'I prefer to rely on my own methods of interrogation.'

    If you possess Kai-alchemy, turn to 79.

    If you possess Kai-surge, turn to 254.

    If you possess neither of these Grand Master Disciplines, or choose not to use them, turn instead to 95.

    ___________________________________________

    Page 79: Using the Brotherhood Spell Mind Charm, you command the prisoner to reveal the identity of the person who sent him here to Garthen to murder you. At first you are unable to penetrate the man's mind--his memory is protected by a magical shield. Then you draw on your psychic Kai skills to boost the Mind Charm spell and suddenly you feel the man's magical shield begin to crack and disintegrate.

    The man shrieks with fear as his body is racked by convulsions. A mass of images swirls and solidify in your mind's eye--they are images of a past meeting in a far-off place which you recognize to be Duadon, the capital city of Eldenora. You see a shadowy figure, sheathed in ornate chainmail, handing a bulging pouch of gold to the prisoner in a dimly lit alleyway. The figure speaks your name before melting away into the shadows.

    'Who is this person?' you say, commanding the trembling prisoner to answer. He parts his bruised lips and tries to utter a name but no sound emerges. You sense that he is fighting to overcome the remnants of the shielding spell placed upon his mind. Moving closer, you try to make out the name he is struggling hard to whisper.

    Turn to 326.

    ___________________________________________

    Page 326: Cautiously you place your ear close to the trembling man's mouth and try to identify the name he is struggling hard to utter.

    'L . . . L . . . Lutha,' he breathes. Then he gives a chilling snigger and you feel the hairs on the nape of your neck begin to rise. Your sixth senses are screaming a warning: you are in danger. With his tongue, the prisoner dislodges a hollow tooth and bites down hard upon it. It releases a vile greenish gas which he exhales directly into your face.

    If you possess the Discipline of Grand Nexus, turn to 148.

    If you do not possess this Discipline, turn to 261.

    Good call!

    ___________________________________________

    Page 148: You recoil from the insidious green cloud and fall back towards the cell door. Your mastery of Nexus protects you from this highly poisonous gas, but the gaoler and Lord Nathor are not so fortunate: both are vulnerable to its deadly effect. Choking and retching, they collapse to the floor, their fingers scrabbling at their swelling throats as they fight desperately for breath. You grab hold of their tunics, one in each hand, and drag their bodies out of the cell into the cleaner air of the corridor beyond. Here you use your Magnakai Discipline of Curing to ease the effects of the poison gas; your skill and the swiftness of your actions save them from a painful, suffocating death.

    'Wh . . . what happened?' wheezes Nathor, as he slowly recovers from the deadly gas.

    You peer into the cell at the man now hanging limply in chains, then you turn to Nathor and say: 'Suicide. A suicide and an attempted murder. The prisoner has just killed himself with a poison pellet and it seems his last wish was to take all three of us with him.'

    Turn to 309.

    ___________________________________________

    Page 309: When you sense that the poison gas has dissipated and the air is no longer perilous to breathe, you enter the cell and take one last look at the prisoner's body. The man's face and upper body have been horribly disfigured by the effects of the gas, yet the extensive blistering has only partially destroyed a small tattoo on the side of his neck. It is a six-pointed star which you recognize to be the national symbol of Eldenora.

    'He must have died within seconds of biting into the poisoned pellet,' says Nathor. 'It chills me to think that whoever sent him here commanded such respect from this man that he chose to die in this way rather than face the consequences of failing his mission.'

    'Aye, and if there are others like him who are out to stop me,' you reply, uneasily, 'then my journey home to Sommerlund may prove more difficult than I expected.'

    Turn to 342.

    ___________________________________________

    Page 342: You leave the cell and return to the State Hall where Lord Constable Nathor reports what has happened to the Queen. Concerned for your safety, she suggests that you spend the night at the Royal Citadel as her guest. You accept her gracious invitation and enjoy a fine feast and the hospitality of her court. Then, shortly after dawn of the following day, you bid her Majesty and your companion--Lord Ardan--a fond farewell before beginning the next stage of your long journey home.

    Mindful of the dangers, the Queen gives her Lord Constable a Royal Seal and places him, along with a troop of ten Court Cavalrymen, at your disposal. Lord Nathor and his men are to act as your guides and bodyguards on the road to Vanamor, the capital city of neighbouring Palmyrion. This republic is closely allied to Talestria and lies along its eastern border. Palmyrion also has close ties with your homeland and you look forward to the chance of renewing your friendship with its leader, Elector Manatine.

    Mounted on fine Talestrian steeds, your party leaves the walled city of Garthen by its East Gate and sets off towards the outlying village of Sharr. Here you cross the mighty River Phoen by way of a great stone bridge. On the far side of this bridge you notice a signpost which points to the east. It reads 'Vanamor 280 miles'.

    Turn to 210.

    ___________________________________________

    Page 210: The road which crosses the plains to the east of the River Phoen is deeply rutted. Fortunately, though, it is dry, there having been little rain in these parts for weeks. Progress is good and by midday you and your troop have covered more than thirty miles. You pass many wagons on this road, mostly driven by farmers who are taking their crops to the markets and wharves of Garthen. These wagon drivers seem an unusually loyal and friendly breed; invariably they wave and cheer the moment they recognize the uniforms of Queen Evaine's Court Cavalry.

    After a brief rest at a village on the road, you continue your ride across the open plains and descend into a wide valley where a shallow stream winds its way through a mass of reed-beds and willow copses. Beyond this valley, the land becomes increasingly hilly. The sun is almost touching the horizon when you come to a small wayside shrine dedicated to the Goddess Ishir. Here a track leads off to the north and, a mile distant, you can make out the walls and tall bell-tower of a chateau high in the hills.

    'That's the monastery of the Vaderish Brethren,' says Nathor. 'They're a holy order devoted to the worship of the Goddess Ishir. We will find safe shelter with them this night.'

    The sun has set and dusk is quickly turning to darkness by the time the troop reaches the gates of the Vaderish Monastery. The brothers of this holy order are led by an elderly monk called Rasbarin whom Nathor has met once before. The old cleric welcomes him warmly, as if he was his son, then he invites you to stay here overnight.

    The monks' evening meal is simple fare but well-prepared and wholesome nonetheless (restore any ENDURANCE points you may have lost during your adventure so far). Afterwards, Rasbarin invites you and Nathor to his chambers to sample some of the monks' speciality--a fine liqueur called Aquas. You are raising a glass of this golden liquid to your lips when suddenly the peace is shattered by a loud, cawing shriek which echoes through the surrounding hills.

    If you possess the Discipline of Telegnosis, turn to 61.

    If you do not possess this Grand Master Discipline, turn to 198.

    ___________________________________________

    Page 198: 'In the name of the Gods!' splutters Nathor, spilling liqueur down the front of his tunic. 'What was that?'

    You hurry to the window and see a large, bat-like shape silhouetted against the moon. A man-sized rider clings precariously to the creature's back as it swoops and soars among the hills and gullies. A knot of fear tightens in the pit of your stomach.

    'A Kraan,' you say, recognizing at once the outline of this unwelcome creature.

    'You had best come away from the window, my Lord,' replies an anxious Nathor, 'lest it detect your presence here.'

    You take heed of the Lord Constable's advice and retreat from the window. Furthermore, you use your Magnakai skill of Psi-screen to shield your mind in case the Kraan rider is able to employ psychic abilities to locate your presence.

    'It is not the first time,' says Rasbarin. 'Every night for the past ten days we've heard it circling the hills. Sometimes there is more than one of its kind.' He offers you a bunk in the cellar of the monastery where you may be safe from detection, and you accept gladly.

    Turn to 154.

    ___________________________________________

    Page 154: For hours the sound of the Kraan's incessant cry echoes among the surrounding hills, making it difficult for you to sleep at all this night. As you lie awake listening to its ghastly caw, a sense of foreboding invades your mind and, despite your strong will, you feel powerless to overcome it. Restless and agitated, you get up and pace around the cellar until, at last, the cawing ceases and a chorus of bird song ushers in the dawn (lose 3 ENDURANCE points because of lack of rest).

    small10.gif

    You join the troop for breakfast with Rasbarin and his brothers. During this meal, the elderly monk offers you a Flask of Aquas to fortify you on the road ahead, and a Talisman of Ishir to ward off hostile creatures (these are both Backpack Items). After breakfast, Nathor thanks Rasbarin for his hospitality and makes a donation of 50 Lune to his monastery. (If, before leaving, you too would like to make a donation, erase from your Action Chart the number of Gold Crowns you decide to give to the holy Vaderish Brethren.)

    To continue, turn to 16.


    ___________________________________________

    Page 16: Overhead the sun gleams like a jewel in the clear blue sky, and the early morning air bites with a refreshing sharpness which helps to revive your spirits. A layer of thick frost covers the stony trail from the monastery, and it scrunches loudly under the horses' hooves as you make your careful descent. Soon you rejoin the east road and follow it, through a series of shallow gorges, to a thick pine forest where the ground is covered with mossy rocks. Here the road ascends to a crest where a pall of black smoke stains the cloudless sky. As you approach the crest, you suddenly sense danger ahead and shout a warning to Nathor. He commands the troop to halt while you go ahead to assess the situation.

    Beyond the crest you see a broad valley with steeply wooded sides. At its centre there is a village and a large stone building which, when you magnify your vision, you determine to be a church. The roof of this building is ablaze and several bodies lie dotted around its cultivated grounds and gardens. You signal to Nathor to join you and, when he arrives upon the crest, he is able to identify the burning church.

    'That's Pinepeaks Abbey,' he says, his voice stilted with anxiety. 'They are in trouble--we must help them.'

    He calls his men to come forward and, before you can caution him, he leads them at the gallop down the steep trail which descends towards the valley floor. Cursing his impetuosity, you spur your steed onward and follow in his wake. You have covered less than half a mile when suddenly your Magnakai sense of Divination screams a warning--the troop is riding directly into an ambush.

    Desperately you shout for Nathor to halt but your command goes unheeded. Then, from out of the surrounding pines, there comes a volley of arrows and spears. One spear penetrates deep into your horse's flank, killing him instantly.

    Pick a number from the Random Number Table.

    If the number you have picked is 0 or 1, turn to 278.

    If it is 2-6, turn to 183.

    If it is 7-9, turn to 107.

    We got a 3.

    ___________________________________________

    Page 183: Your slain horse crashes to the ground and you are thrown through the air. You land among the boulders and bracken which border the hill road, but your swift Kai reflexes prevent you from sustaining serious injury: lose 2 ENDURANCE points.

    Bruised but unshaken, you spring to your feet in time to see a yelling horde of leather-clad men, each brandishing a sword or a spear, come rushing from hiding places among the surrounding trees. As they close in upon you, you draw your weapon and prepare to fight for your life.

    Eldenoran Ambushers: COMBAT SKILL 38 ENDURANCE 42

    If you win the combat, turn to 285.


    Combat Ratio: 48 +6 - 38 (enemy) = 16
    Endurance: 53
    Your Random Number was: 4
    Your enemy took 12 Damage!
    Your enemy now has 30 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 51 Endurance Points.

    Your Random Number was: 8
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 51 Endurance Points.

    ___________________________________________

    Page 285: As the last of your attackers collapses at your feet, you turn and run headlong down the steep hill track. Arrows and spears whistle past on all sides as you endeavour to outrun the remaining ambushers. By dint of luck and speed, Nathor and his troop of Court Cavalry have survived the Eldenoran ambush with little injury and no loss of life. You see them in the distance, gathered in a group on the valley floor, and you wave to them to show that you are still alive. Immediately Nathor gallops away from the troop and comes speeding up the track to your rescue. As he gets nearer he slows his horse to allow you to leap astride its rump. Once aboard, he pulls his steed about and descends once more towards the valley floor, cheered on by his anxious men.

    'Follow me!' commands the Lord Constable as he gallops past his troop without slowing. You glance over your shoulder and see them spur their steeds forward, their faces set in expressions of grim determination. Upon entering the village, you note a number of frightened women and children who are huddled beside stone walls or lying beneath hay carts. Some are cradling the bodies of their dead menfolk who lie scattered in the fields nearby. Then you catch sight of a group of Eldenorans in the grounds of the abbey. All are laden with loot, yet even so there are some who are squabbling amongst themselves in an effort to grab an even bigger share of the booty.

    Nathor brings his steed to a halt and you both quickly dismount. As your feet touch the ground, you notice a drunken Eldenoran come lurching out of the doorway of a nearby cottage. He has a flagon of ale in one hand and a young woman, with a crying baby in the other. He sees you and, in a moment of drunken panic, he drops the flagon and unsheathes a dagger from his belt. It is clear from his actions that he intends to stab the screaming child.

    If you possess Magi-magic, and have reached the Kai rank of Grand Thane, turn to 82.


    If you possess the Grand Master Discipline of Kai-surge, turn to 225.

    If you possess a Bow, and wish to use it, turn to 243.

    If you possess neither a Bow, nor any of the above skills (or should you decide not to use them), turn instead to 55.

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  • Man in the MistsMan in the Mists Registered User regular
    edited March 2011
    Bow, you're in the corner for your failures last book. Magi-Magic.

    Also, donate 10 crowns to the monastery. It's not like we need the money.

    Man in the Mists on
  • pslong9pslong9 Registered User regular
    edited March 2011
    Bow, you're in the corner for your failures last book. Magi-Magic.

    Also, donate 10 crowns to the monastery. It's not like we need the money.

    This sounds good to me.

    pslong9 on
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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2011
    Yup, Magi-Magic and donate 10 coins

    Darian on
  • NeadenNeaden Registered User regular
    edited March 2011
    pslong9 wrote: »
    Bow, you're in the corner for your failures last book. Magi-Magic.

    Also, donate 10 crowns to the monastery. It's not like we need the money.

    This sounds good to me.
    You both sicken me. As always I say We have a bow and we wish to use it.

    Neaden on
  • TagTag Registered User regular
    edited March 2011
    Page 82: Using the Old Kingdom Battle-spell Hold Enemy, you command the Eldenoran to cease all movement. Instantly, the drunken thug freezes like a stone statue, enabling the young woman and her child to break free from his grasp. She runs towards you, cradling the sobbing child in her arms.

    'Thank you, thank you . . .' she cries as she falls to your feet. Gently you lift her, assuring her with kind words that her ordeal is over. She smiles, reassured, but her expression quickly changes when she spots something moving behind you.

    'There he is, that cur Holkar!' she spits. 'He's the murdering leader of these bandits. All this chaos is his doing.'

    You turn to look at the object of her hatred, and see a swarthy brigand dodging between the gravestones that line the abbey grounds. He has a sack full of loot slung over his shoulder and he is hurrying towards his horse which stands close to the abbey's perimeter wall. Determined not to let him escape, you rush into the grounds of the abbey and give chase.

    Turn to 206.

    ___________________________________________

    Page 206: The brigand leader mounts his horse, but before he can make good his escape, you take a running leap over the abbey wall and drag him out of the saddle. Together you crash to the frost-hardened ground and desperately he kicks and struggles to break free from your steely grip. Out of his boot he snatches a stiletto blade and thrusts it viciously at your throat. You dodge your head aside, avoiding its razor-sharp tip, but in doing so you let the brigand slip out of your hands. He rolls away and begins to rise to his feet, but then he freezes, his eyes wide with fearful recognition, as he stares at your face.

    'L . . . Lone Wolf!' he gasps, mortified, as if he is confronting a ghost.

    'Drop the dagger and surrender!' you order, levelling your weapon at his head to reinforce your command. Swiftly the brigand's expression changes from one of shock to one of sneering defiance.

    'You'll never take me alive!' he spits, and to your shocked surprise he thrusts his dagger deep into his chest.

    If you possess the Grand Master Discipline of Deliverance, and have attained the Kai rank of Sun Knight or higher, turn to 337.

    If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 35.

    ___________________________________________

    Page 337: You rush to the brigand's side and wrench the dagger from his chest. The wound is deep and you sense that it has penetrated his heart; he has only seconds to live. Calling upon your advanced healing skills, you cause the torn tissues of his heart wall to knit together sufficiently enough to stem the bleeding.

    'How do you know my name?' you demand. 'Who sent you here? What is your purpose?'

    The brigand tries to smile through his pain and a trickle of crimson blood runs from the corner of his mouth.

    'You . . . you are the reason I'm here,' he whispers. 'I came here looking to finish you. I am finished now . . . Lutha will not be pleased.'

    Then a fit of coughing re-opens his punctured heart. With a final gurgling gasp, he expires in your arms. You get to your feet and look around at the devastation he and his men have brought to the sleepy village of Pinepeaks. Leaderless, the remaining brigands abandon their loot and flee to the wooded hills to rejoin their confederates, those who attempted to ambush the troop when first you entered this valley. Nathor's men have secured the village and they are helping the villagers to fight the fires which are burning in several of the cottages.

    Turn to 126.

    ___________________________________________

    Page 126: You help Nathor and the villagers to fight the fires which threaten to consume their humble homes, using your Magnakai skill of Nexus to good effect, and when you have saved all you can, you summon the troop together to assess the situation

    Six brigands and two Court Cavalry troopers were killed during the brief fight to secure the village. The villagers themselves have lost eight of their menfolk, with several others wounded and some missing; these are presumed to be hiding in the woods. They have retained most of their possessions but their abbey has been gutted by the fire which Holkar and his thugs started. Nathor conducts a burial for the slain villagers and his two men, during which he pledges that Queen Evaine will be informed of what happened here this day.

    'Her Majesty will see that justice is done,' he assures the tearful gathering of peasants. 'The bandit-realm of Eldenora will be made to pay for this crime.'

    After the burial, Lord Nathor gives to the village elders a weighty purse of silver Lune and a horse which belonged to one of his slain men. It is a small token for the loss they have suffered, but one that is appreciated by the villagers. The other horse is given to you, to replace the steed that was killed beneath you during the ambush on the road.

    Turn to 190.

    ___________________________________________

    Page 190: It is the mid-afternoon when the troop resumes the long journey east to Vanamor. During the ride, Lord Nathor voices his grave concern that Eldenoran bandits should be operating in the heart of his country: they have rarely dared to venture this far from home before. Although he does not say so, you sense that he knows the reason why they have become so bold of late. They have been sent here to find and kill you.

    The road climbs out of the valley and zigzags its way through the forested hills to a high pass. Beyond this pass there stretches a wide expanse of lush grassland where herds of wild deer roam and graze freely. It is late in the afternoon when you catch sight of a procession approaching on the road ahead. Mostly they are men dressed in ragged brown robes, and one is carrying aloft a grimy banner which bears the image of a lightning bolt set upon a full moon.

    'Shoni pilgrims,' says Nathor, dismissively. 'They're wandering beggar-monks who have taken a vow of poverty. Many in Garthen regard them as just a gang of scroungers who pretend to be a holy order so they can fleece the foolish. I suggest we ignore them and press on.'

    ill11.gif

    If you wish to take Nathor's advice and ignore the Shoni pilgrims, turn to 319.

    If you decide to stop and talk to them, turn to 28

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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2011
    Engage the side quest: stop and talk

    Darian on
  • Man in the MistsMan in the Mists Registered User regular
    edited March 2011
    Rule #1 of RPGs: Talk to everyone.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited March 2011
    Talk! But if they invite us into a dwarf cave, run! Those buggers will get you...

    Hyku on
  • TagTag Registered User regular
    edited March 2011
    Page 28: Your decision to stop and speak with the pilgrims clearly irritates the Lord Constable, but he bows to your authority and waits patiently for you to finish talking with them.

    You learn that this ragged group are on their way to Garthen. Their leader, a bearded wretch called Pospora, also tells you of a strange camp that he and his pilgrims discovered last night, near a place on the road which he calls 'red rock'. However, this information does not come cheaply--you are pressed by the pilgrims into making a donation to their dubious cause. (Deduct 5 Gold Crowns from you Action Chart. If you possess fewer than 5 Crowns, erase instead one Backpack Item of your choice.)

    Having satisfied your curiosity, you return to the troop and continue the ride east.

    Turn to 319.


    _________________________________________________________

    Page 319: For an hour you ride across the rich grasslands of eastern Talestria until you come to a range of hills that are carpeted with scented spruce and pine. The road snakes its way through this ruggedly beautiful landscape to a place where a smaller track branches off the main trail, heading south. A huge boulder of red granite marks the start of this adjoining track, yet there is no signpost to indicate where it leads. Using your Kai tracking skills, you determine that the track has been used by men and horses during the last twenty-four hours.

    If you wish to investigate the track, turn to 118.

    If you choose to ignore it and continue along the main east road, turn to 11.


    Edit: Based on the previous responses and the fact that this was really short, I decided to continue.

    _________________________________________________________

    Page 118: You follow the narrow track for half a mile before arriving at a clearing. Here you discover the poorly-concealed remains of an encampment which, on closer examination, you are convinced was used by the Eldenoran bandits who attacked the village at Pinepeaks.

    Among the ashes of a campfire you find a small, soot-blackened silver seal which bears the star emblem of Eldenora. (If you wish to keep this Silver Seal, record it on your Action Chart as a Special Item.)

    Once satisfied that there is nothing else here of interest or value, you return with the troop to the red rock and continue east along the main trail.

    Turn to 11.

    _________________________________________________________

    Page 11: It is near dusk when you emerge from the hills and see the glimmering waters of the River Kinam less than five miles distant. This great river marks the border between Talestria and Palmyrion, Queen Evaine's neighbouring ally. The road descends to a border toll bridge beyond which you can see the sprawling town of Scade. The troop is challenged by the bridge warden to halt and pay a fee of 100 Silver Lune. This fee is soon forgotten, though, when the Lord Constable shows the pedantic old man his Royal Seal. With a stiff salute he steps aside and bids you all a safe journey.

    Scade is a bustling market town which has grown rich and fat in the years following the defeat of the Darklords. Its brightly painted buildings and paved thoroughfares exude affluence, and even its lowly street-beggars look clean and well-fed by comparison to those in other parts of Magnamund. Nathor leads the troop to an inn near the centre of the town, a fine establishment called 'The Lucky Bucket'. Its owner, a corpulent fellow with a polished bald pate, welcomes him with open arms. After the ordeal at Pinepeaks and the long day's ride, you are looking forward to a hot bath and a large supper. However, it soon transpires that the inn is almost full and the owner can only provide rooms for five of the troop.

    'Not to worry,' says Nathor, noticing the look of disappointment on your face. 'I know Knight Tranius--the lord of this manor. Many's the time we've hunted boar in the hills. His castle is but two miles from here. Five can billet here tonight while the rest of us lodge with Tranius.'

    You agree to Nathor's proposal and set off with him, accompanied by three of the troopers, along a river track which heads north to Castle Tranius.

    Turn to 140.

    _________________________________________________________

    Page 140: The river track runs parallel to the Kinam for nearly a mile before bearing east and entering a coppice of tall conifers. On the far side of this cultivated wood you come to a bridge across a wide, fast-flowing tributary of the Kinam. The parapet of the bridge is lined with imposing stone statues, each depicting a past lord of Scade Manor.

    small3.gif

    In the distance you can now see Castle Tranius. Its curtain wall and fortified barbican are illuminated by torches which were lit, as is the custom here, an hour before sunset. On arriving at the gatehouse, Lord Nathor and the rest of you are welcomed into the castle keep where your horses are attended to. A trio of Knight Tranius's guards come to escort you to his hall and, as you follow them to the castle's upper chambers, Nathor asks after Guetor the Boarmaster, the leader of Knight Tranius's hunt.

    'He's no longer with us,' answers one of the guards, tersely. 'He's gone away.'

    Before Nathor ran enquire further as to the whereabouts of his old hunting instructor, you are ushered into the castle's main hall and asked to wait a few minutes for Knight Tranius to arrive.

    Turn to 120.


    _________________________________________________________

    The hall is lit by a hundred spluttering candles and the light of a log fire which blazes in the chamber's imposing stone hearth. Three tall arched windows, each glazed with stained glass panels, are set into the south wall, and an impressive collection of books and fine tapestries line the others. Clearly, Knight Tranius is a refined man whose tastes extend beyond hunting the occasional boar.

    After a few minutes, a concealed panel beside the fireplace slides open and a broad-shouldered man clad in a wolfskin coat and a silver helm steps into the hall.

    'Hail, Tranius!' says Nathor. 'It's good to . . .'

    The Lord Constable's words of greeting die in his throat and immediately you sense that something is very wrong. You hear a bolt slide shut outside the door to the hall, sealing it closed, and your Kai senses suddenly scream a warning of impending danger.

    'You're not Tranius,' shouts Nathor at the shadowy figure at the far end of the hall. 'By the gods! Who are you?'

    If you possess the Sommerswerd, turn to 101.

    If you do not possess this Special Item, turn to 72.

    _________________________________________________________

    Page 101: The figure beside the fireplace does not reply. Instead, it stretches out a gloved hand and takes up an iron rod which is lying upon the stone mantle. The moment its fingers close around the haft, a crackling blue flame ignites at its tip.

    small5.gif

    'Draw steel!' commands Nathor, and his men respond by unsheathing their swords in readiness for combat. The Sommerswerd hums with power as you release it from its scabbard and hold it before your face. You sense that the figure is not human: it possesses an aura of evil that marks it as a dark disciple, a magician versed in the forbidden black arts of the Nadziranim.

    Suddenly there is a low, concussive boom and a spiral of blue flame shoots the length of the hall, fired from the tip of the figure's iron stave. It connects with the blade of your divine sword and rebounds, shattering one of the tall windows into a thousand glittering shards.

    'Take him!' shouts Nathor, and his men rush forward, but a second blast from the stave puts an end to their brave advance. All three are cut down by an arc of blue fire that leaves their corpses heaped and smouldering in the middle of the hall.

    Nathor curses the sinister figure and it responds by uttering a chilling, inhuman laugh. Now you sense a new danger approaching--the being's sickly laughter is summoning its minions to the hall.

    'Lord Nathor!' you cry. 'We cannot prevail here. We must escape . . . Follow me!'

    And with these words, you race to the window and leap feet-first through the shattered pane.

    Pick a number from the Random Number Table.

    If the number you have picked is 0-4, turn to 219.

    If it is 5-9, turn to 301.

    Rolled an 9, like a boss. Unless this is one of those choices that screws you royally with high rolls.

    _________________________________________________________

    Page 301: For a few moments you hurtle through the cold night air, oblivious to your surroundings. Then, in a terrifying instant, you glimpse the flagstones of the keep and the roof of the castle stables: they are more than a hundred feet below.

    Your stomach churns with fear as you watch the hard, unyielding flagstones of the keep come rushing towards you at dizzying speed.

    If you possess Kai-alchemy, and have reached the Kai rank of Sun Thane or higher, turn to 273.

    If you possess Kai-alchemy but have yet to reach this level of Kai rank, turn to 52.

    If you do not possess this Grand Master Discipline, turn instead to 137.

    _________________________________________________________

    Page 273: Using the Brotherhood Spell Slow Fall you are able to control the rate of your descent. Unfortunately, Lord Constable Nathor does not possess this ability and, as you are beginning to slow down, he comes tumbling past you, his eyes and mouth wide with terror.

    You stretch out and make a grab for his cloak as he hurtles past. You manage to get a grip and hold on fast, but as you are nearing the ground, the cloak comes unfastened and he falls the last twenty feet to the flagstoned keep. Upon landing, you discover that Nathor is still alive, but his left ankle is badly broken and his face is cut and bruised. Despite his obvious pain he manages a smile, revealing gaps where he is missing two of his teeth.

    Bravely Nathor stifles his urge to scream as you take hold of his shattered ankle. You summon your healing powers and transmit them through your fingers to his injured foot (reduce your ENDURANCE points score by 3). You feel the warmth of your power start to reduce the swollen tissues and mend the broken bone, but before you can complete the cure, a yelling horde of bogus castle guardsmen come rushing from the gatehouse with their swords drawn. You draw your weapon and crouch in readiness to meet their manic attack.

    Castle Guardsmen (impostors): COMBAT SKILL 48 ENDURANCE 48

    If you win this fight, turn to 93.

    Combat Ratio: 48 +6 - 48 (enemy) = 6
    Endurance: 54
    Your Random Number was: 7
    Your enemy took 12 Damage!
    Your enemy now has 36 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 54 Endurance Points.

    Your Random Number was: 5
    Your enemy took 10 Damage!
    Your enemy now has 26 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 52 Endurance Points.

    Your Random Number was: 9
    Your enemy took 16 Damage!
    Your enemy now has 10 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 52 Endurance Points.

    Your Random Number was: 3
    Your enemy took 8 Damage!
    Your enemy now has 2 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 49 Endurance Points.

    Your Random Number was: 0
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 49 Endurance Points.

    _________________________________________________________

    Page 93: You leap over the heaped bodies of the bogus castle guardsmen and sheathe your bloodied weapon. Then you take hold of Nathor and carry him into the stables where you heave him across the neck of a saddled horse. Quickly you mount this steed and urge it to the gallop, bursting forth from the stable doors at a breakneck speed. Outside, the castle keep is alive with screams and curses as you steer your horse towards the gatehouse, where, to your mounting horror, you see that the portcullis is beginning to fall.

    Pick a number from the Random Number Table. If you possess Telegnosis, and have reached the Kai rank of Sun Lord or higher, add 2 to the number you have picked. If you possess the Discipline of Grand Huntmastery, add 2. If you possess Animal Mastery, add 1.

    If your total score is now 2 or less, turn to 21.

    If it is 3 or higher, turn to 230.

    Autopass (like a boss?)

    _________________________________________________________

    You race through the gatehouse arch just moments before the heavy portcullis comes crashing down. Without daring to look back, you urge your horse across the wooden drawbridge and along the open track that lies beyond. The angry shouts of the gate guards echo from the battlements but so too do the unexpected sounds of clanking chains and baying hounds.

    You have covered more than half a mile when you chance a glance over your shoulder. To your dismay you see that you are being pursued by a snarling pack of wolf-like creatures with drooling fangs and eyes that gleam menacingly in the darkness. An icy chill invades your heart. These are no ordinary hunting hounds--these are hellish beasts born of a dark sorcery.

    Soon you reach the tributary bridge that is lined with statues, and you catch sight of the twinkling lights of Scade about a mile beyond. The feral pack are closing fast and you know that your encumbered horse cannot outpace them indefinitely. You must do something to delay them, if you and Nathor are to escape in one piece.

    If you possess the discipline of Magi-magic, and have reached the Kai rank of Grand Thane, turn to 322.

    If you possess Kai-surge, and have reached the Kai rank of Grand Thane, turn to 281.

    If you do not possess these skills, or if you have yet to attain the necessary level of Kai Mastery, turn to 195.

    _________________________________________________________

    Page 322: You bring your horse to a halt at the approach to the bridge and quickly recite the complex intonations of the Old Kingdom Spell Power Glyph. For a brief moment, a faint shimmering light dances on the pitted surfaces of the first two statues, indicating that the spell has been successfully activated. An invisible barrier is now in place across the entrance to the bridge; anything passing through this barrier will trigger a massive discharge of magical energy.

    You canter your horse across the river and wait on the far side as the first few wolf-creatures come racing towards the bridge. The pack leader, a massive brute with ghastly yellow eyes, breaks the invisible barrier and, amidst a crackling flash of sparks, he is flung high into the air like a soaring meteor, his black fur and tail blazing fiercely.

    Pick a number from the Random Number Table.

    If the number you have picked is 0-3, turn to 115.

    If it is 4 or higher, turn to 32.

    Rolled a 5.

    _________________________________________________________

    Page 32: The burning wolf-thing comes crashing down into the midst of its following pack members, scattering them in all directions. A collective howl arises from the darkness, a hellish shrieking that is filled with fear, anger, and pain. The dramatic loss of their leader is more than the remaining beasts can bear, and, with a final howl of frustration, they flee from the bridge and scurry back to the safety of their pens in Castle Tranius.

    Turn to 86.

    _________________________________________________________

    Page 86: You ride to Scade with all the speed your exhausted horse can muster and return at once to the Lucky Bucket Inn where the remaining members of the troop are billeted. The news of your encounter at Castle Tranius comes as a shock, both to the troopers and to the innkeeper who fears for the safety of the real Knight Tranius.

    'I haven't seen him in the town for near-on a week,' he says, anxiously rubbing his many chins. 'We 'ere had no inkling that somethin' bad was happenin' up there at the castle. It's right put the shakes up me, I can tell you.'

    In the warm comfort of the inn, you use your Kai healing skills to mend the Lord Constable's injuries. He is carefully testing his weight on his newly mended ankle when suddenly there is a commotion outside in the street. An angry mob of hard-faced men, many clutching torches, staves, and coils of rope, are marching down the cobbled avenue towards the inn.

    'Hang the Talestrian thieves!' they shout. 'String up the murdering swine!'

    'What's going on? Who are these men?' says Nathor. The innkeeper's face turns white and he begins to tremble with fear.

    'I . . . I don't rightly know,' he stammers. 'I ain't never seen 'em before. They's not from these parts. We've never had no quarrel with Talestria. You've always been our friends.'

    Suddenly a chunk of cobblestone smashes through a window and an angry cry arises from the mob:

    'Come out, you Talestrian dogs. Come out or we'll burn you out!'

    Nathor calls everyone to the rear of the inn where a passage leads directly to the stables.

    'I fear this is some kind of crude ploy to murder you, Grand Master,' he says. 'If you are to stand any chance of reaching your homeland, you must continue your journey at once. I and my men will do what we can to hold this mob at bay, but you must leave now and you must go alone.'

    Another window shatters and a burning brand is hurled into the inn.

    'Very well,' you reply, uneasily. 'I shall leave at once.'

    Turn to 161.


    _________________________________________________________

    Page 161: After bidding a hurried farewell to the Lord Constable and his men, you take a fresh horse and leave the inn by a door at the rear of the stables. Some of the mob have gathered in an adjoining alleyway, but aided by your Kai camouflage skills, you evade these bloodthirsty thugs with ease.

    Keeping to the smaller alleys and passages, you make your way across Scade unseen and then head north towards the open plains. You ride all night, using your infravision to help guide your horse through the lush grasslands and keep watch for potential dangers. As the hours slip past you cannot help but think about Nathor and the men of his troop; they are risking their lives by staying behind as bait for the mob. You admire their courage and it strengthens your resolve to return home to Sommerlund. Should the Lord Constable and his men have to pay for your escape with their lives, then you are determined that their sacrifice shall not be a wasted one.

    During your long night ride, unless you possess the Discipline of Grand Huntmastery you must eat a Meal or lose 3 ENDURANCE points.

    To continue, turn to 75.

    _________________________________________________________

    Page 75: In the twilight before dawn, you catch sight of the River Kinam less than a mile away to the west. You scan the surrounding landscape and note several small tracks (which lead to tiny farmsteads dotted around the vast plain) converging at a hamlet which nestles in a bend of this great river. During the past hour your horse has developed a slight limp, and a cursory look at his affected leg reveals that he has thrown a shoe. You know that unless you replace the missing shoe, and soon, he will be too lame to carry you further. Reluctantly, you decide to enter the hamlet and go in search of a blacksmith.

    A signpost at the entrance to the hamlet announces its name: Kalma. It is a quiet, sleepy sort of place that in many ways reminds you of Dage, the Sommlending village where you were born and where you spent your early years. Near the centre of this humble village you discover a smithy where, even at this early hour, you can hear the sound of a hammer beating iron. You tether your horse to a rail alongside a moth-eaten old donkey, and call out for the blacksmith.

    'In 'ere,' comes the curt reply. On entering you discover a tall, broad-shouldered man clad in a leather apron, busily shaping a horseshoe on an anvil.

    small6.gif

    'My steed has shed a shoe,' you say. 'Can you replace it?'

    'Aye,' he says, without bothering to look up from his work, 'but it'll cost you 20 Lune. In cash, and in advance, if you please.'

    If you have sufficient cash to pay the blacksmith (20 Lune = 5 Gold Crowns), turn to 234.

    If you do not, turn to 259.

    Wow they're making us spend this book.

    _________________________________________________________

    Page 234: You place five Gold Crowns on the blacksmith's anvil (remember to adjust your Action Chart) and he nods his approval.

    'Leave y' horse outside and come back in an hour--I'll 'ave it done by then.'

    Turn to 104.

    _________________________________________________________

    Page 104: The sun is now above the horizon and this hamlet is slowly stirring to life. You decide to wile away the next hour or so by looking around its simple shops and riverside stores. One building in particular catches your eye: it is a hall perched precariously on the end of a wide wooden jetty. You can hear an old man's voice trailing from its open doors, answered by the occasional murmur of a crowd. Inside you discover a wizened old cleric administering to a sick woman whose head is swathed with bandages. The cleric is attempting to cure the woman of her ills by laying-on his hands, but the pressure is simply making the pain in her head feel worse.

    'Charlatan,' mumbles one onlooker. 'Old fake,' whispers another. The aged cleric hears these dissenting voices and he becomes flustered. Although he may be incompetent as a healer, you sense that he is a good man at heart and so you decide to save him from the disgruntled crowd, who look as if they are on the brink of throwing him in the river at any moment.

    'Hold, good brother!' you say, moving swiftly through the crowd to the small stage on which he and the bandaged woman are standing. 'You should not be placing your hands upon this good woman's head. Surely the source of her pain stems from her aching heart!'

    And with this you take hold of the man's hands and place them on the woman's chest. Her first reaction is one of shock and she starts to pull away, but when you transmit your own healing powers through the cleric's hands and into her body, the pain in her head suddenly vanishes. A smile of pure joy lights up her face and hurriedly she strips off her bandages.

    'Ishir be praised!' she cries. 'I'm cured. I'm completely cured!'

    Turn to 188.

    _________________________________________________________

    Page 188: The woman reaches to her purse and counts out 40 silver Lune into the cleric's trembling hands, and all the while she praises him loudly for taking the pain from her head. The cleric, whose name is Matho, sheepishly accepts her generous donation. Then, quite suddenly, he is swamped by the crowd of onlookers who all rush the stage at once. Each one waves a money purse and demands that he cure them as well. The frail old man is in danger of being crushed to death until you rescue him from this agitated crowd.

    Once safely outside, he offers you all of the woman's donation, for he knows only too well that it was your healing abilities which cured her, and not his own. (If you wish to accept this money, record it on your Action Chart as 40 Lune.)

    'Where are you bound for, stranger?' he asks.

    'The east,' you reply.

    'That's where I've journeyed from. Perhaps I can offer you a word of caution, eh? There's plague in the Stornlands this year. You would be well to avoid the region if you can. If you can't, well, this potion will protect you. I can at least guarantee that.'

    The old cleric pulls a small flask from his pocket and offers it to you. (If you wish to accept this potion, record it on your Action Chart as Matho's Potion.)

    Then the old cleric accompanies you back to the blacksmithy where he, too, is having his mount re-shoed. You collect your horse, and he collects his ragged old mule, then you bid each other good luck and farewell before going your separate ways.

    Turn to 315.

    _________________________________________________________

    Page 315: You leave Kalma and ride due east along a dusty track. Mile after mile of featureless grassland passes by on either side until, late in the afternoon, you enter a range of gentle, wooded hills. You have not gone very far before you discover a stream of sparkling water that is teeming with trout. Feeling tired and hungry, you decide to rest here and try your luck at catching some fresh fish for your supper.

    Within half an hour, you have collected six fine speckled specimens of Palmyrion trout, more than enough to sate your ravenous appetite. You are about to construct a small campfire on which to cook them when suddenly you hear the sound of a wagon and horses approaching along the hill track from the east. Rather than run the risk of being confronted by bandits, you take cover behind a bush and wait for the wagon to appear.

    Turn to 249.

    _________________________________________________________

    Page 249: Through the foliage you see six well-armed horsemen riding two abreast. They are followed by a carriage, behind which there are another two horsemen guarding the rear. The coach is quite small, suitable for no more than two passengers at most, and its lacquered black wood looks dull. It is covered with the dust of a long journey. It has curtained windows and a crest adorns its doors.

    As they draw closer, you see one of the leading horsemen raise his hand to bring the column to a halt. Your heart sinks when you realize that he has seen your horse. Rather than take the risk of losing your mount, you call out to the horseman, commanding him to continue on his way.

    'Show y'self,' he shouts in reply, and draws his sabre. 'Unless you be a brigand, you have no need to fear us.'

    You remain hidden for a few moments longer, using your Kai skills to determine their purpose. When you can detect no aura of evil about them, you rise from behind the bush so that you can be seen. A pale hand parts the carriage curtains and you glimpse the face of a handsome young woman with jet-black hair. Judging by the finery of her dress and the elegance of her demeanour, you assess her to be of noble birth.

    'You, Sir!' she calls, with a refined Palmyrion accent. 'I . . . I know you. Please, won't you approach my coach so that I can be sure?'

    If you wish to do as she requests, turn to 201.

    If you decide to ignore her request and stay where you are, turn to 123.

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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2011
    Pick up the Silver Seal as our side-quest reward.

    Also, accept Matho's Potion which will certainly be useful against any plague, since he is such an amazing healer.

    And approach the coach.

    Darian on
  • Man in the MistsMan in the Mists Registered User regular
    edited March 2011
    Rule #1 of RPGs: Talk to everyone.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited March 2011
    Take the silver seal and the potion Wouldn't want to die suddenly 3 books later because we didn't take the potion...

    Talk to her! If she knows us, she can't be evil for surely we would have slain her already. Unless she is one of the many enemies we have bravely run away from recently...

    Hyku on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2011
    Or one of the assassins hunting us.

    Darian on
  • pslong9pslong9 Registered User regular
    edited March 2011
    Take the silver seal and the potion, don't take the money, and talk to the lovely lass.

    pslong9 on
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  • TagTag Registered User regular
    edited March 2011
    Page 201: Intrigued by the young woman's high-bred charms, you step away from the bushes and approach her carriage door.

    'Why, yes,' she says, excitedly. 'You are the Northland warrior they call Lone Wolf, are you not? I was in attendance at the Elector's court the day he awarded you the Star of Palmyrion for your victory over the Cener Druids of Ruel. I am honoured to meet with you in person, brave sir.'

    Turn to 135.


    _______________________________________

    Page 135: The carriage door swings open and the beautiful young woman steps gracefully out onto the stony trail.

    'May I be so bold as to introduce myself,' she says, pausing to adjust a broad-brimmed hat which is trimmed with black corvayl fur, as silky smooth as her flowing hair. 'I am the Baroness Coryene of the Lucia Province.'

    She offers her delicate hand and you kiss it in deference to her noble rank. Out of the corner of your eye you notice the leading horseman dismount and come to stand protectively by her side.

    ill7.gif

    'Oh, and this is my personal guard--Dorst.'

    You give the gruff-looking fellow a slight bow and he nods his head in response, albeit begrudgingly.

    'We are returning from a visit to my cousin's estate. We were hoping to reach Kalma by sunset, but we were delayed by bandits,' she says, almost apologetically.

    'We made 'em pay dearly for wastin' our time, though,' adds Dorst, with quiet menace.

    'It appears that we shall now have to encamp here in the hills this night,' says the Baroness. 'Perhaps you would care to join us, my Lord? I would feel so much safer if you did.'

    Despite Dorst's cutting glances, you agree to the Baroness's proposal. Then you produce the six trout that you caught earlier and offer them to her as a gift.

    'Why, thank you,' she says, with a wide smile. 'They look . . . delicious.'

    Turn to 59.

    _______________________________________

    Page 59: You help the Baroness's entourage to set up camp beside the stream while Dorst, who considers himself something of a master cook, prepares the trout you caught earlier. To your surprise, the meal turns out to be excellent (restore 3 ENDURANCE points).

    During supper, you ask the Baroness what news she has heard of events in the east. She tells you that there is war between the principalities of the Stornlands, although this is such a common condition that it can hardly be considered news anymore. Of distant Sommerlund she has heard nothing. After supper, she excuses herself and retires to her carriage. Dorst posts two men to guard her coach, then he invites you to play cards with himself and the remaining five men.

    small11.gif

    If you wish to accept his offer, turn to 152.


    If you choose to decline his offer, turn to 330.

    For the sake of speed, I'm assuming we're going to accept :P

    _______________________________________

    Page 152: Dorst spreads out an oilskin blanket and you all gather round, seating yourself cross-legged on the ground. He then deals five cards to each man and opens the betting with a stake of five Lune. The game is Taluka--common in the inns of Palmyrion and especially popular among professional gamblers. With your Kai abilities it is easy for you to know every card that is being played, and so, rather than risk being called a cheat, you simply go through the motions of playing the game, maintaining exactly the same amount of money you begin with.

    After half an hour or so, you suddenly realize that Dorst is cheating.

    If you wish to expose his cheating, turn to 91.

    If you decide to quit the game, turn instead to 25.

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  • Man in the MistsMan in the Mists Registered User regular
    edited March 2011
    Pity we don't have Telegnosis, but we should expose the cheat anyways.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited March 2011
    Expose the Monster! Since becoming the ultimate Kai killing machine we need to amass every opportunity to run away we can.

    As an aside we still have our divination powers, they just are never used at the lesser levels we mastered it at anymore.

    Hyku on
  • TagTag Registered User regular
    edited March 2011
    Page 91: You grab Dorst by the wrist and shake a dozen cards from his sleeve. A deathly silence descends on the group as all eyes look first at the cards, then at you. Simultaneously, the men start to laugh like hyenas until tears are soon streaming down their faces. One by one, they jiggle their hands over the blanket and hidden cards cascade from all their sleeves.

    Turn to 15.

    ______________________________________________________

    Page 15: 'Did you not know, Northlander,' chuckles Dorst, 'that cheatin' is fair in Taluka? Least, that's the way we play it, eh, boys?'

    Feeling a little embarrassed by their behaviour, you fold your hand of cards, pick up your money, and make an excuse that you are tired after your long day's ride. Dorst and his men bid you goodnight, and as he and his men continue with their dubious game, you go and check to see that your horse is comfortable for the night. You are busy gathering some grasses for his feed when suddenly a shriek echoes through the hills--it is the unmistakable cry of a Kraan.

    If you possess Kai-screen, turn to 221.

    If you do not possess this Grand Master Discipline, turn to 99.

    ______________________________________________________

    Page 221: Instinctively you crouch down and take cover amongst the nearby foliage. You also call upon your Kai camouflage and psychic skills to help mask your presence from the creature which is circling high above the trees. For several minutes you stare at the loathsome creature, not daring to move a muscle, then you see it fly away and you breathe a sigh of relief.

    A chill night wind whistles through the trees and you shiver. But it is not the cold that is chilling your blood--it is the sudden fear that you may never see your homeland again.

    Turn to 275.

    ______________________________________________________

    Page 275: Dorst doubles the guard in case the Kraan should decide to return during the night. Then he and the others unpack their sleeping furs and settle down to a night's rest beside the warmth of the campfire embers. For an hour you lie awake, staring uneasily at the sky, until fatigue finally overtakes you and you slip into a deep sleep.

    Turn to 299.

    ______________________________________________________

    Page 299: You are woken at dawn by one of Dorst's men who immediately hands you a steaming mug of Huas, a delicious Palmyrion beverage. You notice the others are in various states of waking and, as you sip your reviving drink, you watch Dorst shaving at the stream. After a while the Baroness emerges from her carriage. She appears as fresh as a spring flower, and together you breakfast before the camp is struck and you go your separate ways.

    'If ever you visit Lucia Province,' she says, leaning from the open window of her carriage, 'be sure to visit my estate in Gadorvo.'

    'I would be honoured, my lady,' you reply, and wave to her until, at last, her carriage and riders disappear into the hills.

    The weather is warmer than of late and you make good progress despite the poor condition of the road. An hour past midday, as you are crossing a treeless valley, you happen upon a young man praying at a wayside shrine. He is dressed in a guildsman's tunic and cloak, and he appears to be unarmed.

    If you wish to stop and question this young man, turn to 170.

    If you decide to ignore him and continue on your way, turn to 19.

    Assumed Continue.

    ______________________________________________________

    Page 170: The young man gets up off his knees and greets you with a friendly smile. He is unusually talkative for a guildsman and you soon learn that his name is Frello, and that he is a journeyman from the Silversmiths' Guild of Vanamor. He has stopped here to offer up a prayer to Ishir to protect him from 'bad strangers on the trail'. It appears that he was robbed yesterday by some Eldenorans on the road out of Vanamor. He offers to share half a loaf of bread with you, but you decline his generosity, thanking him nonetheless. You sense that it is all the food he has. Mindful of wasting time, you bid him good luck and then continue your journey east.

    Turn to 19.

    ______________________________________________________

    Page 19: Beyond the valley lies an expanse of coarse and thorny vegetation which is alive with wild game. You stop to catch yourself an evening meal and then make camp beneath an old twisted oak (restore 3 ENDURANCE points). The night passes uneventfully and at first light you resume your ride east. Shortly before midday, you arrive at the ruins of an ancient church where a signpost, pointing to the east, says:
    Vanamor--42 miles

    You allow yourself a smile; with luck you could be inside the city walls by nightfall.

    Later in the day you see a dust cloud approaching along the road. You magnify your vision and see a dozen armed horsemen clad in ragged uniforms of green and black. A sense of unease pervades your mind; these are the colours most often worn by Eldenoran soldiers. Trusting to your Kai instincts, you steer your horse off the trail and take cover among the trees of a nearby copse.

    Pick a number from the Random Number Table.

    If the number you have picked is 0-6, turn to 81.

    If it is 7-9, turn to 229.

    Rolled a 4. ; ;

    ______________________________________________________

    Page 81: As the riders approach, your initial suspicions are confirmed: these are unquestionably Eldenoran brigands. Their saddle-cloths bear their emblem and their steeds are laden with sacks and pouches that bulge with ill-gotten gains. You decide to remain hidden until they have passed by, but as they draw level with the copse, your horse suddenly shrieks and rises up on its hind legs. With shocked dismay you see that a harmless grass snake has coiled itself around your horse's foreleg.

    The cry of your frightened horse betrays your hiding place. The Eldenorans wheel away from the road and come charging towards the copse, their swords drawn in eager anticipation of yet another easy kill.

    If you wish to unsheathe a weapon and get ready to defend yourself, turn to 293.

    If you choose to retreat deeper into the copse in an attempt to evade these brigands, turn to 241.

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  • pslong9pslong9 Registered User regular
    edited March 2011
    Unsheathe a weapon and smack around some Eldenorans

    pslong9 on
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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2011
    Stand and fight.

    Darian on
  • Man in the MistsMan in the Mists Registered User regular
    edited March 2011
    So they think they found easy prey? Prove them wrong.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited March 2011
    Poke them a few times with the super sword! At least that way when we run away and it tries to murder everyone we just met... Maybe one or two of them can escape...

    Hyku on
  • TagTag Registered User regular
    edited March 2011
    Page 293: Upon the bellowed command of their leader, the onrushing horsemen split into two groups. One group continues its charge towards you while the other slows to a halt to await the outcome. You sense that they are used to picking off lone travellers in this fashion; no sense expending the energy of twelve men when the job can be accomplished by six. But this time they have underestimated their enemy and it is a mistake you intend them to pay dearly for.

    If you possess a Bow, and wish to use it, turn to 336.


    If you do not, turn to 63.

    Despite it's failings last book, just gonna assume.

    _____________________________________________________

    Page 336: With stunning speed and accuracy, you let loose an Arrow at the leading Eldenoran rider. The tip punctures his forehead and sends him tumbling backwards, his limbs flailing wildly, to disappear into the tall plains grass. Shocked by your bow-skill, the brigand leader shouts a recall to his men. They wheel about and form up in a line behind him, cursing you for the death of their confederate. Then, with a vengeful yell, the brigand chief leads his gang of ruffians in a charge he hopes will trample you into the ground.

    You shoulder your Bow and draw a hand weapon as the wave of brigands come thundering down upon you. The leader flashes past, his sword blade whistling inches from your scalp, but he does not get very far. You turn in the saddle and strike like lightning, splitting his helmet and his skull with a single mighty blow. He falls before his men, but they prove to be hardy rogues and they press home their attack regardless.

    Eldenoran brigands: COMBAT SKILL 50 ENDURANCE 45

    You may evade this combat after four rounds, by turning to 182.

    If you win this fight, turn to 109.

    Combat Ratio: 48 +6 - 50 (enemy) = 4
    Endurance: 57
    Your Random Number was: 5
    Your enemy took 9 Damage!
    Your enemy now has 36 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 55 Endurance Points.

    Your Random Number was: 4
    Your enemy took 8 Damage!
    Your enemy now has 28 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 53 Endurance Points.

    Your Random Number was: 2
    Your enemy took 6 Damage!
    Your enemy now has 22 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 50 Endurance Points.

    Your Random Number was: 7
    Your enemy took 11 Damage!
    Your enemy now has 11 Endurance Points.
    Lone Wolf took 1 Damage!
    Lone Wolf now has 49 Endurance Points.

    Your Random Number was: 3
    Your enemy took 7 Damage!
    Your enemy now has 4 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 46 Endurance Points.

    Your Random Number was: 7
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 1 Damage!
    Lone Wolf now has 45 Endurance Points.

    _____________________________________________________

    Page 109: You sheathe your bloodstained weapon and dismount in order to search the bodies of your slain foes. Your search is thorough and it uncovers the following items:

    * 6 Swords
    * 4 Axes
    * Broadsword
    * 2 Spears
    * 260 Lune (equivalent to 65 Gold Crowns)
    * 4 Backpacks
    * 5 Daggers
    * Enough food for 12 Meals
    * Rope
    * Boar Whip
    * Hammer
    * Lantern
    * Blanket
    * Spyglass
    * Silver Seal (Special Item)

    If you choose to keep any of the above items, remember to record them in the appropriate sections of your Action Chart.

    To continue your journey east, turn to 340.

    _____________________________________________________

    Page 340: You reach the city of Vanamor late in the evening, long after the sun has set beyond the western horizon. The guards at the west gate do not, at first, look kindly upon a travel-stained rider of unknown origin, but when you show them the Star of Palmyrion--the medal that their leader, the Elector Manatine, awarded you for your victory over the evil druids of Ruel--their cold attitude undergoes a dramatic change. The guard sergeant apologizes profusely and escorts you personally through the capital's streets, past a well-ordered collection of dwellings and public buildings, to a grand palatial edifice in the city's northern quarter. It is the Elector's Hall--the seat of the Palmyrion republic.

    Trumpets announce your arrival as you stride through the hall's great arched doors. Senators and officials stop momentarily to stare, then their attentions return to their affairs of state which strike you as unusually urgent. It is almost midnight, yet the Elector's Hall is a buzzing hive of activity. You meet with Elector Manatine in his War Room where he and his generals are poring over maps and battle reports. He welcomes you with a warm handshake but his countenance seems unusually dour and agitated. You are soon to learn why.

    Turn to 121.


    _____________________________________________________

    Page 121: 'It is good to see you again, Grand Master,' he says, forcing a smile. 'I was expecting you. I received word yesterday from Queen Evaine telling me of your urgent journey. Yet it is unfortunate that your visit should come at this time; I would have hoped to have given you the kind of welcome you truly deserve.' The Elector then introduces you to his generals who acknowledge you with soldierly salutes.

    'As you can see, we are at war, Grand Master,' he says, sweeping a hand over the maps which lie strewn across his state table. 'The new ruler of Eldenora, a low-born blackguard by the name of Lutha who dares to adorn himself with the title "Prince of Duadon", is attempting to seize our northern territories. We are locked in battle with his army of cut-throats near Holona and, though it pains me to have to admit this, we're hard-pressed to contain his advance. This war has come without warning and we were ill-prepared. We have few reserves, insufficient to support the Holona garrison and to counter the many small units of Eldenoran horsemen who are ravaging our plains. This is a dark and testing time for us, Grand Master, but e'en so, I shall aid you all I can.'

    small2.gif

    You learn that the Elector has already elicited, on your behalf, the help of High-Mayor Cordas of Casiorn. Cordas is reputedly the richest man in all of Magnamund. Manatine tells you that Cordas has ordered the construction of a sky-vessel to transport you swiftly to Sommerlund.

    'This craft is presently being built in Casiorn, and the High-Mayor has sent word that you should go there as quickly as you can. His teams of skilled artisans are working on the craft day and night, and he is confident that it will be completed in fifteen days' time.'

    In times of peace, you would expect the 850-mile ride to Casiorn to take little more than two weeks to complete. But peace, always a fragile state in the Stornlands, has been shattered by Prince Lutha's unprovoked attack on Holona, a town through which you had hoped to travel. Anxiously, you ask the Elector how the war against Eldenora will affect your chances of reaching Casiorn swiftly.

    'Sadly, I cannot predict the future, Grand Master,' he replies. 'The war bodes ill for both our causes. However, I shall do what I am able to speed your journey onwards.'

    The Elector motions to one of his guardsmen who turns and leaves the War Room. He soon returns with another soldier who wears the uniform of a captain.

    If you have ever visited the Palmyrion military post at Stonewatch, in a previous Lone Wolf adventure, turn to 204.

    If you have not, turn to 84.

    _____________________________________________________

    Page 204: At once you recognize the captain: it is Cearmaine, the brave hero of the Darklands War, who guided you to Stonewatch and the Forest of Ruel during your quest to thwart the Cener Druids, two years previously.

    'Hail, Grand Master!' he says, his battle-scarred face beaming with delight. 'I am pleased to have been chosen by the Elector to escort you north to Holona.'

    'Well met, captain,' you reply, shaking his steel hand. 'I could not have wished for a better travelling companion.'

    Turn to 130.


    _____________________________________________________

    Page 130: Elector Manatine permits you the use of his private chambers, which adjoin the War Room, where you are able to get a few hours' sleep before dawn. Then, shortly after sunrise, you bid the Elector and his generals farewell and leave the city, with Captain Cearmaine, in a military coach bound for Holona. An escort of cavalry outriders accompany this armoured carriage in case you should meet unexpectedly with a unit of roving Eldenorans during your journey east. Thankfully, the journey proves swift and uneventful and, as the day is turning to dusk, you find yourself approaching the military outpost of Stonewatch.

    You stay at this fort overnight and then continue on to Holona in the morning. For most of the journey you experience a sense of unease, a premonition that something is wrong, but it is not until you catch sight of the city, shortly before noon, that your fears are realized.

    Turn to 157.

    _____________________________________________________

    Page 157: Holona is in turmoil. The approach roads and outlying fields are littered with scores of broken wagons, dead horses, and the ruined impediments of war. Palmyrion soldiers sit dejectedly on the frost-hardened earth, their glazed eyes and bandaged limbs bearing grim testimony to the bitter fighting that is taking place just a few miles to the north. Battle-weary officers ride among these exhausted men, cursing and coaxing them in a half-hearted attempt to rally them to arms. Few heed their call.

    ill9.gif

    Inside the city walls the situation is tense. Every available dwelling is packed to overflowing with wounded soldiers, and the civilian populace, displaced from their homes by the army's needs, wander the streets and alleyways in a state of shocked confusion, greatly adding to the chaos.

    Captain Cearmaine orders his driver to the Canatarium, the largest of Holona's municipal halls, where General Foucharl, the Palmyrion commander, has established his headquarters. On entering this crowded building, a young lieutenant rushes up to Cearmaine and informs him that his son has been wounded in the battle now raging at the Reloni Bridge.

    'I must go to him, Grand Master,' he says, his voice choked with emotion. 'I'm told that he has not long to live.'

    If you wish to go with Captain Cearmaine to see his wounded son, turn to 289.

    If you choose not to accompany him, turn to 307.

    Just gonna assume we aren't heartless bastards :P We are a super medic after all.

    _____________________________________________________

    Page 289: You follow Cearmaine and the young lieutenant out of the Canatarium and along a crowded avenue towards a tented encampment in the city's main park. Here, under a canvas awning, the captain finds his mortally wounded son being attended to by an army physician.

    'Will he pull through?' asks Cearmaine, of the physician whose white surgical apron is stained deep crimson with the blood of all those he has attempted to save this day. The weary man does not answer--he simply shakes his head and leaves to attend yet another poor wretch who is crying out for him to end his suffering.

    ill17.gif

    Cearmaine's son has a deep chest wound which, on closer inspection, you determine was made by a poisoned arrow. The physician has removed the shaft but the poison has long since entered the young man's bloodstream. His life is fast ebbing away and you sense there is very little you can do to save him.

    If you possess Deliverance, and have reached the rank of Sun Knight or higher, turn to 164.

    If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 13.

    Who needs med school?
    _____________________________________________________

    Page 164: You focus your advanced Kai healing powers on the young man's wound and cause the punctured tissues to knit together (reduce your ENDURANCE score by 3 points). Your treatment deadens his pain and revives him, but you know that this remission is but temporary; the poison in his blood is too strong and too well-established to be neutralized by your Kai powers.

    Through clenched teeth, he forces himself to speak. You hear him tell his father that Prince Lutha's army is being aided by a sinister group of Cener Druids and renegade Nadziran magicians. Lutha himself possesses a ring of power, which bestows upon him an invulnerability to weapons. The boy says this ring must be taken from him if he is to be slain.

    Gradually, the effects of your healing powers wear off and the brave young man slips into a sleep from which he will not awaken.

    Turn to 255.

    Oh what? Come 'on!

    _____________________________________________________

    Page 255: Cearmaine is overcome with grief by his son's death. With trembling hands he takes the bloodstained tunic from beneath the young man's head, unfolds it, and drapes it over his lifeless body. To your surprise, you note the insignia on the lapels are similar to those on Cearmaine's uniform; his son held the rank of captain, the same as his father.

    'I must go to his regiment,' he says, his voice wavering. 'It is right and fitting that I take command of them now.'

    After attending to the burial of his son, the grieving captain returns to the Canatarium to find out where his son's regiment is stationed. He learns they are at the Reloni Bridge, at the very heart of the battle. Before he leaves, he thanks you for trying to save his son's life and he suggests two routes by which you can reach the distant city of Casiorn from here.

    The first route is the most direct, but it is also the most hazardous. It requires you to pass through the enemy lines at the Reloni Bridge, cross the southern tip of Eldenora, then continue your journey north by way of the Slovarian Plain.

    The second route will avoid the fighting at the Reloni Bridge, but it would mean having to pass through the city of Duadon--Prince Lutha's stronghold.

    (Consult the map before making your choice.)

    If you choose to take the Reloni Bridge/Slovarian Plain route to Casiorn, turn to 271.

    If you decide to take the Duadon/Rhem route instead, turn to 38.

    Tag on
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    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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    (Retired) Let's Play: Lone Wolf
  • Man in the MistsMan in the Mists Registered User regular
    edited March 2011
    Hmm, I'd say Reloni Bridge/Slovarian Plain.

    Also, refill the money pouch and take the silver seal (if we don't have one already).

    Man in the Mists on
  • HykuHyku Registered User regular
    edited March 2011
    Bridge Why not?

    Hyku on
  • pslong9pslong9 Registered User regular
    edited March 2011
    Hmm, I'd say Reloni Bridge/Slovarian Plain.

    Also, refill the money pouch and take the silver seal (if we don't have one already).

    What this Man in the Mists said, though I'm pretty sure we already have a silver seal.

    pslong9 on
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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2011
    Duadon - we know the secret to defeat Lutha, so let's take him out.

    And snag the seal.

    Darian on
  • TagTag Registered User regular
    edited March 2011
    Ah good more votes. Sorry I couldn't update last night, basically passed out right after work.

    Page 271: 'Very well, Grand Master, if this is the way you choose to proceed with your journey, then you are welcome to ride with me.'

    You accept Cearmaine's offer and, within the hour, you and he are on the road once more, this time riding north on horseback towards the battle that is raging at the Reloni Bridge. When you are three miles from the river you can see the night sky lit up by the fires of war. At two miles, the sounds of singing steel and dying men can be heard on the wind. At a mile distant, you see fields littered with the wounded and dying recently evacuated from the front, and regiments of young Palmyrion reserves nervously awaiting their turn to go forward. And when at last you catch sight of the bridge itself, your stomach churns as you witness the carnage being wrought there.

    The bridge, and the surrounding banks of the river, are carpeted with dead and dying men, twisted into impossible shapes. Massive engines of war bombard the soldiers on both sides, raining fiery death and destruction upon their heads. You have seen many battles in your time, but none to rival the savagery of the conflict that is unfolding here.

    Cearmaine catches hold of a young lieutenant whose face is covered with dried blood. Part of his scalp has been sliced away but he seems unaware of his gaping wound. Cearmaine barks a question and the man answers him by pointing to a regiment of pikemen stationed on a distant hill.

    'There stand the Black Ravens--my son's men. I must away now, Grand Master, so I bid you farewell. The enemy have been repulsed this last hour and are gathering themselves for their next attack. If you are determined to cross the water to their side, you should attempt it now, before they advance again.' Cearmaine turns his horse about and makes ready to ride off. 'By the Gods, Grand Master, you are brave to have chosen this road home!' he says, saluting you. 'I wish you luck--may Kai and Ishir keep you safe. Farewell, my friend. Farewell!'

    As the captain gallops away, you look with mounting dread at the slaughter. To cross the river by the bridge is impossible; the only ways across are either upstream to the north, or downstream to the south. To the north you see a dense wall of trees on the far bank, which, judging by the number of arrow-struck bodies lying nearby, you hazard is full of enemy archers. To the south, the far shore is a mass of heavily fortified trenches filled to overflowing with Eldenoran assault troops.

    If you wish to attempt to cross the river north of the bridge, turn to 70.

    If you decide to try a crossing to the south of the bridge, turn to 181.


    Do we test our skills against archers or footmen?

    Tag on
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    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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  • Man in the MistsMan in the Mists Registered User regular
    edited March 2011
    North. If we can make it into the trees, Grand Pathsmanship and Assimilance should keep the archers unaware.

    Man in the Mists on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2011
    North sounds fine.

    Darian on
  • HykuHyku Registered User regular
    edited March 2011
    North because well they voted before me!

    Hyku on
  • TagTag Registered User regular
    edited April 2011
    Hurrah, the forums seem to have stopped failing.

    Page 70: You ride to a barricade that is within twenty yards of the river's edge. To the astonishment of the soldiers who are sheltering here from a hail of fire bombs and arrows, you leap from your horse and sprint headlong towards the river. The moment you hit the freezing water, you stay submerged as you begin the long swim to the opposite bank.

    Pick a number from the Random Number Table.

    If the number you have picked is 0-5, turn to 163.


    If it is 6-9, turn to 125.

    We rolled a 4 ; ;

    __________________________________________

    Page 163: You are more than two-thirds of the way across the river when you become entangled in the submerged wreckage of a siege engine. You fight to free yourself but, in doing so, you quickly expend the last of the air in your lungs.

    Pick a number from the Random Number Table.

    If you possess any Sabito, or if you possess Kai-alchemy, add 3 to the number you have picked.5 If you possess Grand Nexus, add 1.

    If your total is now 4 or less, turn to 65.

    If it is 5 or more, turn to 116.


    We rolled a 4 again, but our bonus takes us over.

    __________________________________________

    Page 116: You pull free from the shattered timbers and continue your swim, reaching the far bank as quickly as your aching lungs will allow. Using the corpses that litter the shoreline for cover, you crawl slowly from the river and slither on your stomach into the wood which commands this stretch of bank. Your stealth and your Kai camouflage skills keep you hidden from the watchful eyes of the Eldenoran archers who infest these trees, but they do not fool their keen-nosed war-dogs. You have barely reached the tree-line when they begin to bark and howl.

    If you possess Animal Mastery, turn to 47.

    If you do not possess this Grand Master Discipline, turn to 156.

    __________________________________________

    Page 47: Using your Kai skill, you send a silent, soothing message to the excited war-dogs. They respond within seconds, becoming suddenly quiet as your psychic command subdues their trained and natural instincts. Their handlers, the Eldenoran archers, curse them under their breath, thinking that their outburst may have given away their position to the enemy. While they are berating their dogs, you slip through their line and move deeper into the woods.

    Turn to 220.

    __________________________________________

    Page 220: You press on through the trees, your senses alert to the slightest sound. After an hour or so, you stumble across a stream where you stop briefly to gulp a mouthful of icy fresh water. Beyond this stream the trees become far denser, offering you better cover from the wandering groups of Eldenorans who seem to be positioned all over this vast timberland. It is not until later that you realize that they have not been posted here; they are deserters, hiding out in the forest to avoid a certain death at the Reloni Bridge.

    By morning, you have covered several miles of forest and avoided all contact with the Eldenorans. Then, shortly before midday, you come across the outlying huts of a fortified town which sits astride a busy woodland trail. A glance at your map reveals this to be Fabri, an Eldenoran outpost close to the Slovian border. From the top of a pine tree you look down on this settlement which is ringed by a palisade. Five cavalry regiments are camped within its perimeter wall of sharpened logs, and you note several Cener Druids conversing with the regimental commanders. It would seem that Prince Lutha is in league with the evil Plague Lords of Ruel.

    While you are observing Fabri from your vantage point high above, you notice a patrol of horsemen wending their way through the trees towards one of the outlying huts. On arriving, they dismount and enter, leaving their horses tied to a split rail but otherwise unattended. Tempted by the opportunity, you descend the tree and make your way towards the hut.

    If you possess Animal Mastery, turn to 260.


    If you do not possess this Discipline, turn to 189.

    __________________________________________

    Page 260: From the cover of the trees, you first use your Magnakai Nexus Discipline to cause one of the horse's reins to become untied from the rail. Then you summon the steed using your Animal Mastery. The horse responds without hesitation and soon you are back in the saddle once more, heading south in a wide arc around the Eldenoran settlement at Fabri.

    During your ride through the woodland, you discover the following items in the bags and blanket roll which are attached to the saddle:

    * Sword
    * Rope
    * Tinderbox
    * Blanket
    * Bow
    * Quiver containing 5 Arrows
    * 12 Lune (equivalent to 3 Gold Crowns)
    * Spyglass

    If you decide to keep any of these items, remember to adjust your Action Chart accordingly.

    Shortly before sunset, you emerge from the trees at a place where three trails meet. A wooden signpost propped against a boulder indicates three directions, destinations, and distances:
    Chod: 250 miles North
    Holona: 50 miles West
    Tenzha: 20 miles South

    You are anxious to leave hostile Eldenoran territory as soon as possible and, after checking your map, you set off to the south, towards the Slovian border town of Tenzha.

    During your ride, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

    To continue, turn to 343.

    __________________________________________

    Page 343: It is near midnight when you arrive at a ridge which commands a view of the mighty River Storn. Moonlight pours molten silver over the rushing water, illuminating a ford where a crossing can be made over this unusually deep and fast-flowing river. To the far horizon stretch the plains of Slovia, peaceful and inviting. You long to be on the other side, but you suspect that crossing here, despite the ford, will not be an easy task. Heavily fortified border posts stand at the approaches to the ford, and many keen-eyed sentries are scanning the surrounding countryside on both sides of the river. The Eldenorans are watching for deserters attempting to flee to the safety of Slovia, a neutral territory in the war against Palmyrion; the Slovians keep watch for signs of an Eldenoran attack. It would not be the first time an invasion by their hostile neighbour had come this way.

    Patiently you observe the ford for more than an hour, trying to determine the optimum time to make your move, but then suddenly the choice is taken out of your hands. In the middle distance you see an Eldenoran patrol riding towards the ridge. Unless you abandon the ridge at once, they will be sure to see you and raise an alarm.

    Taking your courage in both hands, you spur your horse to the gallop and rush headlong down the rocky slope that leads directly to the ford.

    Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2. And if you possess Kai-alchemy, add 1.

    If your total score is now 2 or less, turn to 218.

    If it is 3-6, turn to 87.

    If it is 7 or more, turn to 119.

    We rolled a 5+3+2+1=11

    __________________________________________

    Page 119: The speed and audacity of your crossing, coupled with your Kai camouflage skills, enable you to reach the Slovian side without being detected by the guards on either side of the river.

    As soon as your horse's hooves touch Slovian soil, you spur him onwards and disappear swiftly into the welcoming darkness of the plains beyond.

    Turn to 92.

    __________________________________________

    Page 92: After the dangers of Eldenora, the plains of peaceful Slovia seem like a tranquil paradise. The grasslands are rich and fertile, and an abundance of game keeps you well fed during the five days it takes you to ride north to the walled city of Tekaro. Here, at an inn close by the city's cathedral, where, years ago, you discovered one of the Lorestones of Nyxator during your quest for Kai knowledge, you spend a fortunate evening in the company of a band of Salonese mercenaries. Aided by your Kai skills, you fleece them of 30 Gold Crowns while playing cards, and with your gain you purchase a fresh horse for your continuing journey home. (Your new horse and a night's lodging at the inn cost you 25 Gold Crowns; you may add the balance of 5 Gold Crowns to your Action Chart, maximum allowances permitting.)

    Early the following day you leave Tekaro and set out on the highway bound for Tido. You plan to reach Casiorn by means of the North Pass through the Slovarian Range, but during your second day on the road you are forced to revise your plans drastically. During a chance meeting at a wayside inn with a merchant who has journeyed from Casiorn, you learn that an avalanche has blocked the North Pass and travel by that route is now impossible. It will be several months before the pass is cleared and the mountain road rebuilt. You resolve instead to reach Casiorn by way of Varetta, the ancient city of crossed swords, and the following day you resume your ride north.

    During your ride, you stop to assist a farmer whose cart has shed a wheel. In return for your help, he offers the services of his brother who operates a raft ferry across the River Quarl. Gladly the brother transports you and your horse across the river to Salony, where you enter the great forest by way of a timberland trail. After a full day's ride along this lonely track, you find yourself approaching the outskirts of a town called Ellio.

    During your long day's ride through the Forest of Salony, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

    Turn to 138.

    __________________________________________

    Page 138: The first spatterings of rain are dampening your shoulders as you approach the forest town's solitary inn. The smell and soft noises of horses waft from an adjoining stable, and the flickering orange light of an open fire can be seen shimmering through the bull's-eye glass of the inn's leaded windows. You halt outside the main door and stoop to read a weather-faded board that is fixed to the wall:
    The Towering Pine Inn
    Room & Stabling--2 Gold Crowns per night

    If you possess sufficient Gold Crowns to stay here for the night, turn to 103.

    If you do not, turn to 302.

    __________________________________________

    Page 103: You dismount and toss your horse's reins to a sniffing stable-boy before entering the dry and welcome warmth of the inn. The innkeeper is a burly, ginger-bearded man with an incongruous lisp, who attends to his small group of patrons with an air of bored indifference. You hand him 2 Gold Crowns and in return you receive a small and draughty room over the stables.

    You sleep well (restore 3 ENDURANCE points) and wake at dawn. The innkeeper offers you breakfast, but the unsavoury plate of stale cheese and bacon rind that he produces from under the taproom counter does little to excite your appetite. You decline his offer, collect your horse, and set off on the trail which heads east out of Ellio.

    Turn to 176.

    __________________________________________

    Page 176: For two days you follow this trail through the great Forest of Salony. During your ride it strikes you that the weather seems to be reflecting the nature of the people who dwell in this region--cold and inhospitable. They do not take kindly to strangers, especially those riding alone.

    On the morning of the third day, you reach a small village called Hopforst which stands at the edge of the great forest. To the west of the village you can now see the snow-capped mountain peaks of the Ceners, and to the north stretches an open expanse of rough grassland dotted with thickets of larch and pine.

    As dusk is drawing its curtain of shadow over the land, you see in the distance the decaying walls of a derelict city. A broken sign by the roadside says that this place is called Amory, yet the newish track which branches off the road and avoids the city gate tells you that travellers on this road no longer visit here. It has begun to rain again and you are quietly dreading having to spend another night out in the open. Tempted by the promise of shelter, you approach Amory and enter the city by a gate that hangs haphazardly from its hinges.

    Turn to 240.


    __________________________________________

    Page 240: At close quarters, the city of Amory gives off an odour of disease and decay. Its flagstoned streets are cracked and broken open by plants, the roofs of its once-fine houses have long since caved in, and every surface is damp and mildewed. It is also completely deserted; even the rats have left.

    You seek shelter in one of the few buildings with a roof still intact. The furnishings that you discover here are made of the finest Durenese oak and Salonese leather, but none withstand your weight. Everything has rotted and falls to shreds at a touch. You are clearing debris from the floor to make a place to sleep when suddenly you hear hoofbeats in the street outside. You rush to the open door and see, to your shocked surprise, a ghostly rider astride a black horse come galloping down the narrow avenue. Tongues of red flame shoot from the horse's nostrils and it leaves in its wake a trail of green mist.

    ill14.gif

    If you have ever visited the town of Quarlen, or the Isle of Ghosts, in a previous Lone Wolf adventure, turn to 279.

    If you have visited neither of these places, turn to 205.

    __________________________________________

    Page 279: A cold lance of fear stabs your heart the moment you see the face of the ghostly rider. You recognize it immediately to be Roark--the highborn lordling of Amory who chose to follow the ways of Evil.

    Roark was once a powerful disciple of the Demonlord Tagazin and a secret practitioner of the foul arts of the Cener Druids, but he has long since perished in the flesh. Yet his evil spirit lives on, tortured and restless, doomed to ride the deserted streets of his shattered city.

    As the ghastly spectre of Roark comes rushing towards you on his hellish steed, his mouth opens and a hideous shriek fills the air. You feel a pressure rapidly building in your head, an agonizing force that threatens to tear your skull apart.

    If you possess Kai-screen, turn to 39.

    If you do not possess this Discipline, turn to 253.

    __________________________________________

    Page 39: You erect a psychic shield to protect your mind from Roark's assault, and you successfully deflect his attack. But as his ghastly apparition gallops past, it stirs in its wake a whirling maelstrom that is filled with rocks, broken glass, and other city debris. This whirlwind assails you physically and knocks you to the ground.

    Ghost of Roark: COMBAT SKILL 48 ENDURANCE 30

    You conduct this combat in the normal way. While attacking the ghost of Roark using your psychic Kai abilities, you must defend yourself from the injurious effects of the debris-storm. Only by defeating Roark's ghost in combat will you cause the maelstrom to cease.

    If you win the combat, turn to 146

    Combat Ratio: 48 +6 - 48 (enemy) = 6
    Endurance: 55
    Your Random Number was: 4
    Your enemy took 9 Damage!
    Your enemy now has 21 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 53 Endurance Points.

    Your Random Number was: 6
    Your enemy took 11 Damage!
    Your enemy now has 10 Endurance Points.
    Lone Wolf took 1 Damage!
    Lone Wolf now has 52 Endurance Points.

    Your Random Number was: 9
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 52 Endurance Points.

    __________________________________________

    Page 146: Upon the instant you defeat the spirit of Roark, the whirlwind ceases and all the airborne debris drops harmlessly to the ground. Roark's ghostly apparition mouths a silent scream before it, and its hideous mount, melt into the shadows of the night. You sense that the evil which pervaded this sad city has, at last, been banished for good.

    You sleep easily this night, and you awake the following morning to the sound of bird song. It brings a smile to your face to hear that life is already returning to Amory. You gather your equipment and, as you are leaving, you are blessed by an unexpected stroke of luck. By accident you step on a rotten board, and, when you pull your foot free, you discover 10 Gold Crowns hidden in the hollow beneath the floorboards. (You may record these on your Action Chart, maximum allowances permitting.)

    Turn to 83.

    __________________________________________

    Page 83: Once outside the broken gate of Amory, you turn to the north and follow the road which leads to Varetta, the principal city of Lyris. At noon you come to a fork in the road where a signpost indicates two different destinations: Soren (left) and Varetta (right). You take the right-hand road and spend the afternoon riding across a lonely stretch of gently undulating plain. During this ride, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

    Daylight is beginning to wane when you arrive at a village that is dominated by a fortified manor house. Rain clouds are fast closing in from the west and your thoughts turn, once more, to finding shelter for the night.

    If you wish to seek shelter at the manor house, turn to 318.

    If you choose to seek shelter in the village, turn to 42.

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
  • HykuHyku Registered User regular
    edited April 2011
    Manor house Come on its fortified... That has to be a good thing! Plus there is probably loot in there!

    There is no possible way this could end badly, right?

    Hyku on
  • Man in the MistsMan in the Mists Registered User regular
    edited April 2011
    Fucking hell, I can't believe Lone Wolf was dumb enough to go into Amory.

    Go to the village. If there's anything up with the manor, we can slaughter its inhabitants when the time comes.

    Man in the Mists on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2011
    Be as one with the Village people

    Darian on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited April 2011
    Villages have wenches!

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
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