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

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Posts

  • Man in the MistsMan in the Mists Registered User regular
    edited September 2010
    Ba a Peeping Tom!

    Man in the Mists on
  • RebootReboot Registered User regular
    edited September 2010
    Stables.

    Reboot on
  • TagTag Registered User regular
    edited September 2010
    (I cheated and looked ahead, this choice is sadly just filler.)

    Page 263: You peer through the grimy glass and see a grizzled old Drakkar sitting in front of a blazing fire. A briar pipe hangs precariously from the corner of his bearded mouth and he puffs fitfully at its contents as he reads from a tattered, leather-bound book which lies open in his lap.

    You sense that he is a veteran of many battles who, now that he is too old to fight, has been given the undemanding task of guarding this river crossing. Mindful that time is fast running out, you leave the window and hurry on towards the stables.

    Turn to 115.
    ___________________________


    Page 115: Once inside the stable you discover two horses. One is old and lame, but the other is young and powerfully built. Using your powers of Animal Control, you subdue them and lead the younger horse, a grey mare, from its stall. As you leave the stable you see Prarg pointing frantically towards the crest of the hill. A troop of Drakkarim cavalry are descending towards the bridge.

    Quickly you mount the mare and help Prarg to climb up upon her back. Then the enemy see you and immediately they sound a horn. Moments later an old Drakkar appears at the door to the cabin. He is holding a Bor musket, and when you fail to obey his command to halt, he levels his primitive gun at you and pulls the trigger.

    Pick a number from the Random Number Table.

    If the number you have picked is 0-2, turn to 288.

    If it is 3-6, turn to 145.

    If it is 7-9, turn to 342.


    Hey hey we rolled a 7!
    ___________________________


    Page 342: There is a loud bang and a great grey cloud billows from the muzzle of the musket. It startles the horse, but you swiftly control the animal and urge it forwards, out on to the road. In the confusion you make your escape northwards, hidden from the eyes of your pursuing enemy by the acrid cloud of gunpowder smoke.

    Your ears are ringing but otherwise you and Prarg escape unharmed. The mare is strong and sure-footed, and despite the snow, you quickly cover more than eight miles before you encounter something on the road ahead that brings you immediately to a standstill.

    Turn to 106.

    ___________________________


    Page 106: In the distance you see a makeshift roadblock. Several trees have been hacked down and they are strewn haphazardly across the road. Behind this obstruction stand several armoured Drakkarim, waiting eagerly for you to appear.

    At once, you leave the road and take cover in the forest. The trees hereabouts are too dense to allow you to enter on horseback, so reluctantly you abandon the mare and enter on foot. Your instinct and Pathsmanship skills lead you in a westerly direction and you cover more than five miles before the trees begin to thin out. Then you emerge from the forest to be greeted by a spectacular sight.

    Turn to 192.
    ___________________________


    Page 192: Before you lies a vast frozen lake, more than a mile wide at the point at which you now stand. An icy wind whips across its glistening surface, stirring freshly fallen snow into eddies which whirl and dance like spinning tops. Silently you stare across the lake at the distant tree line and your mind is filled with doubt. The Temple of Antah lies beyond, of that you are sure, and the quickest way to reach it would be to traverse the lake, but there is no cover and no way of knowing if the ice is thick enough to support you all the way across. Yet, to go around the lake would delay you by hours, giving your pursuers ample time to catch up and attack.

    At length you decide to take your chances and cross the lake. At first the going is smooth and you make easy progress, but as you near the centre, suddenly you sense that something is wrong.

    If you possess Grand Pathsmanship and have reached the Kai rank of Sun Knight, turn to 55.

    If you do not possess this skill, or have yet to reach this level of Kai training, turn to 37.

    It's about time this pulled its weight!
    ___________________________


    Page 55: Your super-keen senses warn you that Prarg is walking towards a patch of thin ice. At once you shout a warning and he halts in his tracks. Then, carefully, he retraces his steps and follows in your footsteps as you make a wide detour around this perilous section. An hour later you reach the far side of the lake and hurry into the forest beyond.

    Turn to 187.


    Or pulled Prarg's weight, whatever :P
    ___________________________


    Page 187: You move deeper into the forest, maintaining a steady pace. Here, in this part of the Tozaz, the snowfall underfoot is light because of the canopy of thick branches overhead, and you make good progress. You have been walking for an hour when a shivery rustle brings you abruptly to a halt. You look up and a miniature snowslide falls from a branch overhead, covering your face and shoulders with a deluge of powdery snow. Prarg laughs as he watches you spluttering, and as you wipe your eyes, you glimpse a grey-winged bird fluttering away to the west.

    'By the Gods, I'm hungry,' exclaims Prarg, leaning weakly against a tree trunk. 'What I'd give for a side of beef and a plate of boiled beets.'

    The Captain has not eaten since before you reached Shugkona and you can see that after the rigours of his capture and escape, he is sorely in need of food. Unless he eats soon he will be unable to go much further.

    If you possess a Meal, turn to 68.

    If you do not, turn to 282.

    We have plenty of food.
    ___________________________


    Page 68: You take some bread and dried meat from your Backpack and offer it to your companion. Gratefully he accepts the food and settles himself at the base of a tree where hungrily he consumes every scrap. (Remember to deduct this Meal from your Action Chart.)

    Meanwhile you scan the surrounding forest, ever watchful for enemies. For the last hour you have had a growing suspicion that something has been watching you. Your senses detect the presence of a hostile entity, closing from the east. Now the suspicion has become a firm belief, and the moment Prarg finishes his meal, you suggest that you be on your way as swiftly as possible.

    Turn to 14.
    ___________________________


    Page 14: During your trek through the forest, Prarg tells you a little about the history of this land. You learn that the whole of Nyras was once known as Northern Lencia until it was lost to the invading Drakkarim during the Darkdawn War. Many crusades and campaigns have been launched over the centuries to try and recapture this territory, but none, until now, have been successful. The Drakkarim built a fortress on the ruins of the Lencian capital, which was called Gamir, which they renamed Nagamir after their victory. But later, when the Drakkarim allied themselves to the Darklords of Helgedad, the capital was renamed Darke in their honour.

    As dusk approaches, you happen by chance upon a forest trail and immediately your tracking skills tell you that it has only recently been constructed. Hoof prints frozen beneath the snow and several sets of footprints tell you that this trail has been used by more than a dozen riders and armoured foot soldiers within the last week.

    If you possess Kai-alchemy, turn to 308.

    If you do not possess this Discipline, turn to 45.

    Oh magic fingers... when will you stop trivializing choices?
    ___________________________


    Page 308: Using the Brotherhood spell Sense Evil you scour the surrounding woodland and a powerful sensation alerts you to danger. It is not an immediate threat, yet you can feel the invisible waves of power which are radiating from its source. The power is strong, too strong to originate from Drakkarim or a hostile forest creature. You focus your senses in the direction of this power and at once you recognize its source: it is the Doomstone of Darke.

    'What's wrong, Sire?' says Prarg.

    'It's the Doomstone,' you reply quietly. 'We're close . . . I can feel it.'

    Turn to 45.
    ___________________________


    Page 45: Guided by your intuition, you set off with Prarg along the forest trail heading west, and soon your tracking skills warn you that you are nearing an enemy encampment. You signal your discovery to Prarg, and he follows as stealthily you enter the undergrowth and slip past a line of Drakkarim sentries. From the cover of the dense forest bracken you observe their camp. You count more than two dozen soldiers, plus horses, wagons and shelters. Prarg points to the emblem which adorns all of their uniforms and equipment: a black eagle clutching two fiery swords.

    small11.gif

    'These are the Tukodak--Warlord Magnaarn's personal guards,' he says in a hushed whisper. 'We would be wise to avoid them.'

    You nod in agreement then together you slip away from the camp and head north through the trees. You are drawn in this direction by something your senses have detected. It is a strong aura of energy, an evil energy which you feel sure must be radiating from the Doomstone of Darke. Within a few minutes you stumble upon a clearing where stands the majestic ruins of an ancient temple. At once you know that this is the Temple of Antah, and you sense that the Doomstone is here, lying somewhere deep within the ruins.

    Turn to 100.

    ___________________________


    Page 100: From the cover of the forest's edge you observe the temple, taking in every detail, your eyes scouring every inch of its leprous grey exterior for a way of gaining entry without being detected. Much of the temple is derelict yet it is still an imposing edifice, especially the squat stone tower which stands intact at its centre. Its walls are covered with intricate designs that must have taken centuries to complete, yet while you admire the craftsmanship you find the embellishments wholly repulsive for they depict and glorify acts of great evil.

    small8.gif

    The ruins are deserted, except for a wide ramp of stone which leads to a pair of huge bronze doors set into the base of the tower. These doors are open, but they are guarded by two of Warlord Magnaarn's Tukodak.

    If you have Assimilance, turn to 223.

    If you do not possess this Grand Master Discipline, turn to 59.

    Oh hai there new power?
    ___________________________


    Page 223: If you have reached the rank of Kai Grand Guardian, or higher, turn to 127.

    If you have yet to reach this level of Kai Grand Mastership, turn to 204.

    Uhhh... this is oddly specific...
    ___________________________


    Page 127: Whilst observing the guards, a bold idea springs to mind. You tell Prarg to take a firm grip of your cloak and stay close as you cross the clearing and approach to within twenty yards of the stone ramp. At this point you use your Discipline of Assimilance to summon a fog from out of the frozen ground. A dense white vapour arises which quickly envelops the guards before they can take steps to avoid it. Vainly, the two Tukodaks shout to each other and stab at the mist with their spears, lest an enemy should be poised to attack them. With Prarg clinging to your cloak, you slip past the confused guards with ease and make your way into the tower unseen.

    Turn to 221.
    ___________________________


    Page 221: Beyond the doors you discover a large echoing hall, lit by a circle of torches which flare dimly in the moist gloom. The atmosphere is saturated with a malevolent power, an evil that is welling up from somewhere deep below ground. Immediately to your right you see a ladder which ascends to the upper floor of the tower, and to your left there is a wide staircase which leads down. Your senses scream a warning as you approach this staircase and begin to descend, but this time you choose to ignore your trusty instincts. The aura of evil which pervades this place has its source, and you are certain that it is the Doomstone of Darke, the very object you have sworn to destroy.

    The staircase leads down to a winding torchlit hallway which passes through a series of narrow chambers, all empty and derelict. Eventually, you come to an iron portal and you stop for a few moments to examine the intricate engravings that embellish its age-blackened surface. Quickly you realize that the engravings are not mere decorations, they are part of a sophisticated combination lock which holds this door secure.

    small2.gif

    A host of writhing dragons are intertwined above a dial edged with ancient numerals. Each dragon has a number engraved upon its forehead, similar to those numbers which encircle the dial. Your senses inform you that the dragon numbers form a puzzle, and by solving this puzzle you will discover the 'key' to this door. Then, by turning the dial to this 'key' number, the lock will disengage and the door will open.

    Study this puzzle. When you think you have found the answer, turn to the entry in this book which is the same as your answer.

    If you discover that your answer is wrong, or if you cannot solve the puzzle, turn instead to 70.

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  • Man in the MistsMan in the Mists Registered User regular
    edited September 2010
    15 - 1 = 14
    14 - 2 = 12
    12 - 3 = 9
    9 - 4 = 5

    Man in the Mists on
  • RebootReboot Registered User regular
    edited September 2010
    5 Seems to be the answer.

    Reboot on
  • donkyhotaydonkyhotay Registered User regular
    edited September 2010
    Aww... we always do things the right way, I suggest we go to 70 just for the challenge and to see what happens.

    donkyhotay on
    Do not be afraid to joust a giant just because some people insist on believing in windmills.
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  • HykuHyku Registered User regular
    edited September 2010
    5! What's the point of passing grade 2 if you don't rock out the math?!? On a side note wtf is with these new problems, they seem much simpler than before... Or is that just our Kai mastery making it seem that way?

    Hyku on
  • pslong9pslong9 Registered User regular
    edited September 2010
    5

    I admit that it wouldn't exactly be fair to put advanced high school / college level math puzzles in there, but seriously, this is way too easy. It would be a 10 picarat puzzle on Prof Layton.

    pslong9 on
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  • TagTag Registered User regular
    edited September 2010
    Yeah dunno what the deal is with the easy puzzles :-/

    Page 5: There is a dull click and the great iron door swings slowly to reveal a dark chamber constructed entirely of polished black rock.6 Revealed in the torchlight is a throne of rough-hewn marble, upon which there rests the skeletal remains of a warrior clad in mouldering furs. Bare bone gleams dully through a clinging mass of muscle and sinew, now shrunken to an iron-hard texture, and upon its skull there rests a helm of solid gold. Set into the face of this helm is an emerald as large as your fist
    ill1.gif
    Prarg approaches the throne, tempted by the magnificent emerald, but he halts the moment you warn him that the helm is protected by a magical trap. You sense that a powerful spell of warding encircles the throne; to touch the crown would activate the spell, thereby unleashing a blast of destructive energy. The thought of being blown to atoms serves to dampen Prarg's curiosity and sheepishly he returns to your side. You give the booby-trapped throne a wide berth and leave the chamber by a smooth-walled tunnel in the far wall. But you have taken no more than a dozen steps when a chill of premonition runs like a trickle of icy cold water down your spine. You halt and reach for your weapon.

    Then a loud voice booms out, destroying the silence.

    'Welcome, Lone Wolf. Welcome to your tomb!'

    Instinctively you know that it is the voice of Warlord Magnaarn.

    Turn to 280.

    Uh oh.
    ___________________________

    Page 280: The chilling echo of Magnaarn's voice is drowned by new sounds: the rattle of chains and the rumble of falling stone. You shout a warning to Prarg and he dives aside only just in time to avoid being crushed by a heavy portcullis. The great stone portal slams down, partitioning the passageway and separating you from the Captain. The dust has barely settled when a section of the passage wall slides open behind Prarg, and a trio of Magnaarn's Tukodak bodyguards leap out and seizes him. Your companion is unarmed and he is quickly and brutally overpowered. Anger floods your mind and you vow to get even with these cruel Drakkarim, but they are not impressed by your threat. They are aware of your exceptional skills yet they feel safe behind the portcullis. With a knife held to Prarg's throat they taunt you and dare you to retaliate.

    If you have a Bow and wish to use it, turn to 170.
    If you do not, or if you choose not to use it, turn to 34.
    I normally would auto choose bow for us in this case, but it actually could be a meaningful choice in t his context. However, I read ahead and determined that this is a filler choice, so in the interests of keeping the story moving I’m going with the Bow afterall.
    ___________________________

    Page 170: You quickly draw an Arrow and take aim through a hole in the portcullis, but the Tukodaks cower behind Prarg, using him as a human shield. Again the, cruel voice booms out: 'Put down your bow, Lone Wolf, or I'll have my guards kill your companion.'

    At once your anger subsides. You sense that this is no idle threat and, reluctantly, you obey the command.

    Turn to 200.
    ___________________________

    Page 200: From out of the shadows of the secret passage steps Warlord Magnaarn. He is a huge man--not much over six feet tall but massively built. His body is sheathed in finely crafted armour that fits his frame like a glove, and his features are coarse and foreboding, accentuated by a fresh battle scar which runs diagonally from the top his red-haired scalp to a point near the lobe of his left ear.

    Arrogantly he approaches the portcullis and stares unblinkingly into your eyes. For a moment you consider attacking him, but your senses detect that he is surrounded by a field of energy so strong that already you feel it leeching your psychic powers. He reaches to a pocket inside his cloak and takes out a large black gemstone, which he holds level with his sneering face. Scarlet veins glow within the depths of this stone, swirling and undulating as if they are alive. Waves of dizziness force you to your knees as the evil power of the Doomstone of Darke washes over you, bleeding you of the strength and will to resist.
    ill11.gif

    'I've been waiting for you, Lone Wolf,' says Magnaarn, with a condescending tone. 'I've known your plan ever since my spies told me of your arrival at Vadera. After all, there could be but one reason why the great Grand Master of the Kai would come to Lencia at this time. Yet, as you can see, Grand Master, you are already too late to stop me.'

    Magnaarn turns to his Tukodak guards and orders them to take Prarg away. You try to protest but you cannot find strength enough to voice the words. The warlord smiles at your weakness.

    'Know you this, Grand Master. Now that I possess the stone of power, nothing can stand in my way. You were the only threat to my victory, but now you're a threat no longer.'

    With this he steps away from the portcullis and turns to follow his guards as they drag Prarg into the secret passage.

    'Farewell,' he says, sardonically, before disappearing into the portal, 'and remember my first words to you: welcome to your tomb.'

    With these chilling words echoing in your mind, you watch as he disappears into the passage and the wall closes behind him.

    Turn to 43.
    ___________________________

    Page 43: A few moments after the wall closes there is a sound like distant thunder. Then a shudder runs through the floor and clumps of dirt begin to fall from cracks in the ceiling. Your strength is returning, but before you can attempt to escape, there is an almighty explosion and a deluge of rock and damp earth cascades into the passageway. The ceiling and floor are being pulled in opposing directions, and with a grating cry of tortured stone, the heavy portcullis shatters in two. Quickly you crawl beneath a broken section which lies at an angle to the wall, and take cover as countless tons of rock and earth rain down from above.

    When at last the destruction ceases you find yourself trapped in the narrow triangular space between the heavy portcullis and the wall. Your quick thinking has saved you from physical injury, but, as far as you can tell, you are now buried in a collapsed level of the temple, hundreds of feet below the surface. Confident in the knowledge that, at worse, your stamina and Kai skills alone can keep you alive for several days, you begin the slow and laborious task of digging your way out of this subterranean tomb.

    Turn to 156.

    ___________________________

    Page 156: For fifteen days you tunnel through a solid wall of earth and broken rock, using your weapons and bare hands, sustained all the while by little more than your indefatigable spirit and will to survive. You are near to giving up when, mid-way through the sixteenth day of your internment, you suddenly break through into a passageway that is free of debris. Weak but alive, you drag yourself into this empty tunnel and collapse on the damp, fungi-covered floor.
    small10.gif
    Reduce your current ENDURANCE points score to 15.13 Also, erase any Meals you may have been carrying in your Backpack, and erase any potions of Laumspur and/or Alether.

    To continue, turn to 239.

    Well… crap.
    ___________________________

    Page 239: Many hours pass before you regain consciousness, and although your terrible ordeal has left you physically weakened, your mind is still as sharp and resolute as ever. You are determined to find a route to the surface and continue your quest, for even though Magnaarn now has Captain Prarg and the Doomstone of Darke, there may yet be a way you can defeat him. Before he entombed you in the passage he admitted that you alone posed a threat to his quest for victory over Lencia. Now that he thinks you dead and buried, you feel sure you can turn this to your advantage.

    You stagger to your feet and peer along the gloomy passageway in either direction, east and west. You are anxious to pursue a route that will lead you quickly to the surface, and when you detect cold, damp air wafting from the west, you hurry this way. But you are soon disappointed. The passageway ends abruptly at the edge of a vast chasm, formed by the same destructive powers which buried you alive. At the bottom of this great fissure is a river of black water, and high above, you glimpse a few rays of winter daylight filtering through a tiny rent in the darkness. It looks so far distant that you abandon any thought of reaching it from here and return along the passageway.

    A few hundred yards beyond where you emerged, you discover an octagonal chamber that is bathed by an eerie green light. This light is emitted by fungi which blanket the walls and ceiling and illuminate a strange circular door that has an octagonal lock. You have been in the chamber for no more than a few seconds when your senses detect something is wrong. Invisible fumes are rising from the fungi, which, in your weakened state, are making you feel dizzy and nauseous.

    If you possess Grand Nexus, turn to 109.
    If you do not possess this skill, turn to 292.
    ___________________________

    Page 292: You feel yourself awakening; all you wish for is to sleep. But your senses warn you that to fall asleep here could prove fatal. You know you must do something, and quickly, if you are to avoid unconsciousness.

    If you possess some Oede or some Sabito, turn to 212.
    If you possess neither of these substances, turn to 233.
    We don’t. This is not a good 2 weeks for our hero…
    ___________________________

    Page 233: Fearful of what may happen if your stay in this chamber any longer, you retrace your steps and make your way swiftly to the place where you first emerged from the collapsed passage. You pause here to catch your breath, then you continue along the tunnel until, once more, you find yourself standing at the edge of the chasm. You scan this vast and dismal fissure, hoping to find a means of escape from this grim subterranean prison.

    If you possess Kai-alchemy, turn to 340.
    If you do not possess this Discipline, turn to 138.
    Ah ha! Finally something we can do!
    ___________________________

    Page 340: After several minutes you notice a ledge which juts out from the chasm wall. It is located fifty feet or so directly above the place where you are currently standing. Close to this ledge you see a dark shadow. It marks the entrance to another tunnel, one that hopefully may lead all the way to the surface.

    With renewed optimism, you recite the words of the Brotherhood spell Levitation and at once you feel gravity losing its grasp. Assisted by this magic, you climb the rough chasm wall with ease and quickly reach the ledge above. Here you cancel the spell before hurrying into the new tunnel in search of a clear route to the surface.

    Turn to 64.
    ___________________________

    Page 64: Your hopes of finding a clear route out of here are soon dashed when you arrive at a ruined staircase. It leads to a landing where you are confronted by the corpse of a Drakkarim guard, slumped beside a mound of rubble which is blocking the stairs to the level above. A quick examination of the dead body reveals that both arms are broken. Injured and trapped here by the falling rocks, it appears that this guard eventually died of thirst.

    If you wish to search the body further, turn to 247.
    If you wish to attempt to clear away the rubble that is blocking the stairs, turn to 347.
    Just gonna assume we’re searching.
    ___________________________

    Page 247: You empty the dead Drakkar's pockets and pouches, and discover the following items:
    • Dagger
    • Sword
    • Bottle (empty)
    • Bow
    • 2 Arrows
    • Ball of String
    • 40 Kika (equivalent to 4 Gold Crowns)
    You are about to abandon the body when suddenly you notice something gleaming in the top of its left boot. It is a rod of silver, plain and unmarked, and little more than four inches in length. If you wish to keep this Silver Rod, mark it on your Action Chart as a Special Item which you carry in your pocket.

    Satisfied that you have overlooked nothing of worth, you turn your attention to clearing the rockfall which is blocking your escape from this landing.

    To continue, turn to 347.
    ___________________________

    Page 347: With stoic determination you begin the laborious task of clearing away the rock and rubble which fills this stairwell. You are fearful that it may take you several days to reach the next level, and so it comes as a welcome surprise when, after just a few minutes work, you see a gap appearing at the top of the mound. A gust of cold, wintery air wafts through this breach, rekindling your hopes of reaching the surface. Revived by the cold clean air, you attack the rubble with renewed vigour. But then your hopes are shaken when you hear a sinister sound; behind you, something is climbing the stairs to the landing.

    If you possess Kai-alchemy and have reached the rank of Sun Knight, turn to 256.
    If you do not possess this Discipline, or have yet to reach this level of Kai training, turn to 285.
    ___________________________

    Page 256: You pause to incant the words of the Brotherhood spell Strength and within seconds you feel the fatigue disappear from your aching muscles. A vibrant sense of power and well-being infuses your whole body, enabling you to attack the rockfall with increased effect. Soon you have removed enough debris to enable you to squeeze through the gap to a clear section of the stairwell beyond. Once here, you block the opening behind you, and then race up the steps to the level above.

    Turn to 175.
    ___________________________

    Page 175: Quickly you climb the stairs, spurred on by the wintery chill which grows steadily colder as you ascend. You count one hundred and fifty steps before you arrive at a chamber which is heaped with rubble. Its only door is blocked by debris and huge slabs of marble, making an immediate exit impossible. But it is not the door which commands your attention; it is a narrow circular shaft which is set into the middle of the ceiling. It is the source of the cold, wintery draft.

    Expectantly, you step closer and investigate this shaft. For the most part it is dark, but you can see glimmers of grey daylight high above, and you can hear the whistling of the wind. But you can also hear another sound, one that is quite unexpected. It is a buzzing, insectile noise. You focus upon the darkness and suddenly you see that the noises come from nests of winged insects which are fixed to the inside of the shaft.

    If you possess Grand Pathsmanship, and have reached the rank of Sun Knight, turn to 240.
    If you do not possess this Discipline, or have yet to reach this level of Kai rank, turn to 281.
    ___________________________

    Page 240: You stand directly below the shaft and focus your Kai power on the basket-sized nests that are fixed along its walls. The incessant buzzing grows steadily louder, then several lines of large wasp-like insects emerge from the nests and escape towards the sky at the top of the shaft, driven away by your mental command.

    When you feel sure that the nests are empty, you reach up and take a grip of the rough brick which lines the shaft. It offers good purchase for your fingers and toes, enabling you to climb past the nests and reach the top of the shaft in a matter of minutes.

    Turn to 300.

    What the… isn’t that more animal control than pathmanship?
    ___________________________

    Page 300: From the top of the shaft you look out across the sprawling ruins of Antah. You have emerged upon the flat roof of a mouldering stone crypt situated a few hundred yards from the tower by which you first entered the subterranean temple. A chill wind howls in the surrounding trees and overhead the darkening winter sky warns that night is fast approaching.

    The ruins are completely deserted. The undisturbed blanket of snow which lies thick upon the ground, hiding all tracks, sorely reminds you that fifteen precious days have elapsed since your internment. You think of Captain Prarg and wonder if he is still alive, and an empty feeling gnaws at your stomach when you pause to consider the fate which may have befallen him and his Lencian countrymen now that Magnaarn is in possession of the Doomstone. You are fearful, but you are not entirely without hope. Magnaarn believes you to be dead; it is a belief that you could use to your advantage. After all, by his own admission, did he not say that you were the only threat to his victory?

    Carefully you descend from the roof of the crypt and make your way through the forest to where, two weeks earlier, Magnaarn's Tukodak guards were encamped. In this clearing there are no visible remains of their campsite, but diligently you sift through the ankle-deep snow, looking for clues to where they may have gone.

    If you possess Grand Pathsmanship, turn to 173.
    If you do not possess this Discipline, turn to 320.
    ___________________________

    Page 173: Aided by your Kai skills, you uncover some tracks frozen beneath the snow. They were made by horses and wagons and are a little over a week old. There are far more than you expected to find here, and you can tell at once that they were not all made by Magnaarn's entourage. Before he left this site and headed west, he was joined by several hundred reinforcements.

    During your search you also discover some scraps of food which you eat immediately: restore 3 ENDURANCE points. Having satisfied your curiosity, and your rumbling stomach, you decide to leave the campsite and follow the tracks westward.

    If you possess Animal Mastery, and have reached the rank of Kai Grand Guardian (or higher), turn to 227.
    If you do not possess this Discipline, or have yet to reach this level of Kai training, turn to 131.
    ___________________________

    Page 131: With mixed feelings you begin your trek through the forest. You are still hopeful of defeating Magnaarn, but you are less than enthusiastic about the prospect of having to foot-slog more than 250 miles in order to reach Darke, the city where you are most likely to find your sworn enemy.

    Pick a number from the Random Number Table.

    If the number you have picked is 0-4, turn to 216.

    If it is 5-9, turn to 46.
    We got an 8.
    ___________________________

    Page 46: Stoically, you begin the difficult trek westwards through this dense timberland, following the tracks left behind by Magnaarn's troops. At dusk you reach the forest's edge and stare out across an open expanse of bare, snow-covered plain. There is no cover to be had here, but at least the approaching darkness will help keep you hidden from hostile eyes.

    As you emerge from the trees, by chance you notice something half-buried in the undergrowth. A closer look reveals it to be a large Drakkarim backpack. You flip open the buckles to search it and discover it contains the following items:
    • Bow
    • 2 Arrows
    • Enough food for 2 Meals
    • Potion of Alether (increases COMBAT SKILL by 2 points for duration of one combat only)
    • Bottle of Wine
    • Bowstring
    If you wish to keep any of these items, remember to adjust your Action Chart accordingly.

    To continue your trek, turn to 103.
    ___________________________

    Page 103: Layers of heavy snow clouds blanket the moon, and dusk quickly fades to a darkness which is total. Yet, using your Magnakai night vision, you experience no difficulties as you follow Magnaarn's tracks across the open plain.

    Shortly before midnight you come to the banks of the River Shug, close to a small cluster of log huts which are grouped around a derelict ferry post. Your enemy's week-old tracks lead you to the centre of this deserted settlement.

    Turn to 310.
    ___________________________

    Page 310: The tracks end at a wooden jetty which juts precariously into the deep, fast-flowing waters of the River Shug. Carefully you examine the ground around this landing area, and aided by your exceptional tracking skills, you make two important discoveries. You deduce that Magnaarn and his troops boarded a barge here and headed downstream towards Darke. Also, you discover that this area was used as a mustering place for a second, far larger unit of troops. Doomwolf droppings and a Giak tooth hint at the identity of these troops, but your suspicions are confirmed when you find a bronze belt buckle which is engraved with the symbol of a fortress and a full moon. It is the symbol of the old Darklord city-fortress of Kagorst. It confirms your fears that Magnaarn has at last persuaded Kagorst to join his cause.
    ill18.gif
    You are tired after your long trek. Rather than attempt to go any further, you decide instead to rest here in one of the empty cabins overnight and continue your journey at dawn.

    Turn to 188.
    ___________________________

    Page 188: You awake at first light and make a search of all the cabins, but they have either been despoiled by Giaks or stripped bare and you discover nothing of practical use. However, you do uncover enough scraps of food, preserved by the cold, to make quite a decent breakfast: restore 3 ENDURANCE points.

    After your meal, you gather together your equipment and set off along the river bank, heading west. The surrounding landscape is a harsh black and white desolation, devoid of all colour. The bleakness is deepened by the constant moaning wind and the occasional cawing of distant carrion crows. Five miles downstream you happen upon a hut at the edge of the river. You are expecting it to be empty, like the others at the ferry stage, so it comes as a welcome surprise to find it contains a rowboat and a pair of oars, both in good condition. Heartened by your discovery, you launch the boat into the water and begin your voyage towards Darke.

    Pick a number from the Random Number Table.

    If the number you have picked is 0-4, turn to 73.
    If it is 5-9, turn to 293.
    We got a 6.
    ___________________________

    Page 293: The journey downstream is swift and easy. The icy river cuts a direct path across the frozen plain before it wends its way through an expanse of low, rolling hills, blackened and scarred by war. Ruined hovels smoulder on the horizon and scores of snow-covered corpses, human and otherwise, lie where they died in a running battle that has swept like wildfire across this land.

    Shortly after midday, you see something in the distance that sets your nerves on edge. It is a group of figures, huddled together on the river bank. You magnify your vision and identify them to be Drakkarim, possibly deserters from Magnaarn's army, who are attempting to catch fish from the river.

    If you wish to hide in the bottom of the boat and allow the current to carry you past them, turn to 108.
    If you choose to row with the current, so that you will pass by these enemy soldiers as quickly as possible, turn to 69.

    Wooo a choice! That was a long string. Don’t forget to pick items you want. Also for record keeping we are now at 21 Endurance.

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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited September 2010
    Animal control is for sentient animals; grand pathmanship provides the ability to keep insects and bugs away from you.

    Definitely pick up the Silver Rod, a meal and the Potion of Alethar; grab another meal if we have room for it.

    Row past them quickly - otherwise they'll grab the boat for their own use, seeing it abandoned.

    On the Endurance front - is there some reason the usual heal one point each page you don't have combat isn't kicking in?
    Kelor wrote: »
    Curing: Steady restoration of lost ENDURANCE points (+1 per non-combat page) as a result of combat wounds. Neutralization of poisons, venoms and toxins. Repair of serious battle wounds.

    Darian on
  • RebootReboot Registered User regular
    edited September 2010
    Row past them.

    Pick up the Silver Rod and whatever gold we can carry from the dead guard.

    Pick up x1 Potion of Alether, x2 meals (or 1, if we're tight on space) from the buried bag.

    Reboot on
  • TagTag Registered User regular
    edited September 2010
    Darian wrote: »
    On the Endurance front - is there some reason the usual heal one point each page you don't have combat isn't kicking in?
    Kelor wrote: »
    Curing: Steady restoration of lost ENDURANCE points (+1 per non-combat page) as a result of combat wounds. Neutralization of poisons, venoms and toxins. Repair of serious battle wounds.

    No I'm keeping track of that for the next combat round, the only reason we dropped so low was from the "reduce endurance to this number" bs. Assuming it comes into play before we fully regen, I'll report our healed endurance on top of our "base" endurance.

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  • Man in the MistsMan in the Mists Registered User regular
    edited September 2010
    For the loot, Alether, Arrows, String and fill the rest of the pack with Meals.

    We should try to keep the element of surprise, so hopefully we won't need Grand Nexus while we sneak under the boat.

    Man in the Mists on
  • RebootReboot Registered User regular
    edited September 2010
    For the loot, Alether, Arrows, String and fill the rest of the pack with Meals.

    We should try to keep the element of surprise, so hopefully we won't need Grand Nexus while we sneak under the boat.


    I think that option was to hide at the bottom parts of the boat, not to frog-man stay under it.

    Reboot on
  • donkyhotaydonkyhotay Registered User regular
    edited September 2010
    I agree, they'll probably see the boat and try to steal it from us. row past quickly

    donkyhotay on
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  • pslong9pslong9 Registered User regular
    edited September 2010
    So we can magnify our vision and see what type of people they are, but we can't magnify our vision and see whether or not they have a boat of their own?

    Pick up the Silver Rod, Alether, Arrows, String, and Meals.

    Row past quickly, because we're super strong and can easily out-row them, right?


    Although my personal choice would be go ashore, beat the crap of them, and take whatever fish they've already caught so we can eat more and restore more of our endurance.

    pslong9 on
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  • TagTag Registered User regular
    edited September 2010
    Looks like we're rowing past!
    Items: Alether, Bowstring, 2 Meals, (Arrows added to Quiver). We also snag the Silver Rod as a special item.

    Our full backpack inventory is now: 1 Rope, 1 Hourglass, 1 Signet Ring, 1 Brass Key, 1 Bowstring, 1 Potion of Alether, 2 meals, leaving 2 free spaces.

    ________________________________

    Page 69: The current, and your powerful oar-strokes, propel you swiftly towards the Drakkarim renegades. You are fifty yards distant when the unexpected sight of your boat galvanizes them into action. They drop their makeshift fishing lines and take up their bows in readiness to fire the moment you are opposite their position. A growl from their pot-bellied leader passes for an order to fire, and suddenly you find yourself speeding through a cloud of deadly arrows.

    If you possess a Bow and wish to return fire, turn to 278.

    If you do not possess a Bow, or choose not to return fire, turn to 158.
    ________________________________

    Page 278: You ship the oars and take aim with your bow at the pot-bellied leader of this band of lowly Drakkarim renegades. For a moment your eyes meet and instantly his nerve shatters when he realizes that he is your chosen target. He drops his bow and turns to run, but it does not save him; your Arrow still finds its mark. As he throws his hands to the sky and tumbles lifelessly into the river, panic breaks out among his motley followers. Any attempt to fire at you is soon forgotten as they scramble desperately up the muddy bank and flee for the safety of the hills.

    Your voyage continues without interruption until, later in the afternoon, you catch sight of a town on the horizon. You check your map* and discover it to be Konozod, a fortified Drakkarim stronghold. As the river carries you closer, you magnify your vision and see that it is built upon the left bank of the Shug. A huge stone bridge spans the river, and beneath this you see that the waterway is blocked by a barrier of chained logs.

    If you wish to allow your boat to drift towards this barrier, turn to 314.

    If you decide to avoid the barrier, you can put ashore and continue on foot by turning to 231.

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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited September 2010
    Stop short, continue on foot.

    Darian on
  • RebootReboot Registered User regular
    edited September 2010
    Put ashore, I guess.

    Reboot on
  • HykuHyku Registered User regular
    edited September 2010
    Hoof it! I'm not sure why you would row into some sort of wall...

    Hyku on
  • Smaug6Smaug6 Registered User regular
    edited September 2010
    Drift Closer! no one every got ahead in this world by not being lazy!

    Smaug6 on
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  • Man in the MistsMan in the Mists Registered User regular
    edited September 2010
    Continue on foot.

    Also, I thought the quiver and arrows went into the Special Items list.

    Man in the Mists on
  • TagTag Registered User regular
    edited September 2010
    Also, I thought the quiver and arrows went into the Special Items list.
    Good catch, they just listed it among all the normal backpack items to start. I updated the OP and the above post, but it didn't prevent us from picking anything up anyway.

    __________________________

    Page 231: You steer the boat towards the river bank and as soon as the prow embeds itself in the mud, you disembark and make your way quickly towards two lines of ramshackle huts which are standing near the water's edge. A narrow alley separates these hovels, and it is from here that you observe the town's defences and try to assess how many Drakkarim are stationed within this stronghold.

    The town itself comprises a sorry collection of battle-damaged buildings, ringed by a perimeter wall of logs which is shored up in many places. Several long and bitter battles have been fought here over the past year, and everywhere you look the vivid scars of war are plain to see. The town is strangely quiet and it appears to be weakly protected. The Drakkarim garrison are few in number, and those that you have seen so far appear to be either young, old, or walking wounded.

    Night is beginning to draw in. The Drakkarim are lighting the torches which line the perimeter wall, and a change of guard is taking place at the main gate. You are considering leaving this town and continuing on your way towards Darke, when suddenly you see something which makes you change your mind.

    Turn to 50.

    __________________________

    Page 50: A ragged line of Lencian prisoners are crossing the stone bridge, escorted by a dozen Drakkarim armed with crossbows and spears. The main gates swing open to admit them, and, as the Lencians file through with their heads bowed in defeat, you see that the central square of this town has been turned into a large prisoner-of-war compound. It is enclosed by a crude fence of wire and sharpened stakes, which is patrolled by sentries and Akataz war-dogs. From what little you can see you estimate at least two hundred Lencians are being held captive here.

    The conditions are shocking. The men are being kept out in the open, without shelter or heat of any kind, and judging by the state of those already here, it looks as if the Drakkarim are purposefully starving them to death.

    Your shock soon turns to anger, and you vow to do something to help these prisoners. But before you can think through a plan of action, your Kai senses warn you of approaching footsteps. Two of the Drakkarim escort have slipped away from the line and they are now walking briskly towards the alleyway. One has a large canvas sack slung over his shoulder, and as they draw closer, you are forced to take cover in a shadowy doorway to avoid being seen.

    Pick a number from the Random Number Table. If you possess Assimilance, add 3 to your score.

    If your total score is now 4 or less, turn to 116.

    If it is 5 or more, turn to 259.

    Hurray our new power. We rolled a 6 anyway though.

    __________________________

    Page 259: The two escorts enter the alleyway and, although you are less than ten feet away from them, they fail to see you hiding in the shadowy doorway. You watch as they open the sack and proceed to pick over and divide its contents. It is filled with the spoils of battle: items of value which they have taken from prisoners or stolen from the dead.

    They laugh greedily until they hear the gruff shouts of their sergeant who is standing at the main gates, shouting out their names. Quickly they hide their booty in a hole beneath an empty horse trough, then they leave the alleyway and hurry back to the town.

    If you wish to uncover the hiding place and search the sack, turn to 323.

    If you choose instead to follow these two Drakkarim, turn to 137.

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  • Smaug6Smaug6 Registered User regular
    edited September 2010
    Loot Loot Loot all day long, loot loot loot while I sing this song...

    Smaug6 on
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  • HykuHyku Registered User regular
    edited September 2010
    Precious lootz!

    Hyku on
  • Man in the MistsMan in the Mists Registered User regular
    edited September 2010
    Smaug6 wrote: »
    Loot Loot Loot all day long, loot loot loot while I sing this song...

    Man in the Mists on
  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited September 2010
    Phat lewts, anyone?

    JaysonFour on
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    I can has cheezburger, yes?
  • TagTag Registered User regular
    edited September 2010
    Page 323: You uncover the sack and sift through its contents. Gleaming in the dim light you see a mass of coins, silver plates and candlesticks, jewellery and all manner of precious and semi-precious stones. There are countless gold teeth, pulled no doubt from the mouths of fallen Lencian knights, and scores of trinkets and other mementoes taken from less noble corpses. One item you sense possesses magical properties. You pull it out and, on closer inspection, you discover it to be a polished Jadin Amulet which is fixed to a gold neckchain.

    If you decide to keep this Jadin Amulet, record it on your Action Chart as a Special Item which you wear around your neck. It adds +1 to your score should you be instructed to pick a number from the Random Number Table to check against normal missiles (arrows, bolts, darts, etc.).18

    Having replaced the sack in its hole, you draw your cloak about you and approach the main gates. The guards are busy admitting the latest batch of prisoners and, helped by your camouflage skills, they do not give you a second glance as you stride confidently into the town.

    Once inside, you head towards a dark, deserted alleyway which is sandwiched between a stables and an armoury. From here you observe the compound with a growing anger and pity for those trapped inside. Stirred by their plight, you vow to help these starving men. Patiently you watch and wait for the patrols to pass, then you scurry towards the compound fence to make contact with the Lencians.

    Turn to 150.
    _____________________________

    Page 150: Huddled together in a corner of the compound, away from the other prisoners, is a small group of men-at-arms. The fronts of their tattered blue coats bear the emblem of a crown set above the crest of Vadera identifying them to be of the same regiment--the Imperial Vadera Guard--one of Lencia's finest. Using your Magnakai skills to avoid detection, you make your way to the fence and try to attract their attention. One of their number, a Captain, sees you and is immediately suspicious. You signal to him to come closer and, reluctantly at first, he crawls towards the fence.
    ill8.gif
    'You're not Drakkarim or Lencian. Who are you? What do you want?' he hisses, through cracked lips that are blue with hunger and cold. 'Is this another Drakkar trick devised to torment us?'

    'This is no trick,' you whisper in reply, trying hard to reassure him, 'I'm an ally in the service of your King. I want to help you and your men to escape.'

    He holds you with his steely-grey eyes and slowly shakes his head.

    'It's too late to help us,' he says, sadly. 'We're too weak to resist. Some have tried and they've all died in the jaws of the dogs. No, you save yourself, stranger. Forget us.'

    'But if you stay here you'll starve to death,' you retort. 'Surely it's better to die fighting than waste away. The garrison here is small, barely forty in number. I could cause a diversion and draw their dogs away. Your men may be weakened but still they outnumber the enemy five times over. For Ishir's sake, man, have you lost the will to live?'

    The Lencian Captain glances over his shoulder at his starving comrades and, when he turns to face you once more, you see a faint glimmer of hope in his eyes.

    'All of these men have been more than a week without food or shelter. Many have died, many are near to death. I fear they are too weak to fight an enemy who has food in his belly and a sword in his hand. Perhaps . . . if we had weapons . . .'

    'If you do as I say, you'll have weapons enough to pluck this town from under their very noses,' you reply, earnestly.

    The Lencian narrows his eyes, and for a moment, the trace of a smile softens his gaunt features.

    'Very well, stranger. Tell me your plan.'

    Turn to 61.

    _____________________________

    Page 61: 'I'll prepare a diversion. When the guards and their dogs are drawn away from the perimeter fence, you must act quickly. You and your men must storm the gates. Once you are free, make your way to the armoury with all haste. You'll find your weapons there.'

    'That's all very well,' replies the Captain, sceptically, 'but how do you propose we get into the armoury? It's the most secure building in the town.'

    'Don't worry about that,' you say, with confidence. 'I shall be inside, waiting to let you in.'

    For a few moments the Captain considers your plan in silence. Then, with a nod, he finally agrees.

    'Very well, so be it. I'll pass the word.'

    You watch as he returns to his men, then you leave the fence and retrace your steps to the darkened alleyway.

    Turn to 305.
    _____________________________

    Page 305: When the coast is clear, you enter the stables and set a fire in the straw loft. Then, as you are leaving, you open each of the stalls so that the horses will be able to escape once the fire has taken hold. On returning to the alleyway you run to the rear of the armoury building and locate a window through which you can force an entry. It is shuttered and barred, but aided by your innate Kai skills, you are able to break it open. Unfortunately, the noise of your forced entry alerts the two Drakkarim who are on guard inside the building and, as you are squeezing through the narrow window, they attack you with their black-bladed swords.

    Armoury Guards: COMBAT SKILL 32 ENDURANCE 40

    Unless you possess the Discipline of Grand Pathsmanship, reduce your COMBAT SKILL by 3 for the first round of this combat.

    If you win this combat, turn to 166.

    We have that Discipline so:
    Combat Ratio: 45+6(psi-surge) = 51 - 32 (Guards) = 19
    Our Endurance: 21 base + 26 Healed over Time = 47
    Your Random Number was: 3
    Your enemy took 11 Damage!
    Your enemy now has 29 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 45 Endurance Points.

    Your Random Number was: 1
    Your enemy took 9 Damage!
    Your enemy now has 20 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 42 Endurance Points.

    Your Random Number was: 0
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 42 Endurance Points.
    Terrible roles, thank you high combat rating.
    _____________________________

    Page 166: As you step away from the dead guards, you hear shouts of alarm outside the building: the roof of the stables has just erupted into a sheet of flame. The garrison is thrown into a state of near-panic as they try to fight the fire and contain the horses which are stampeding through the streets.

    You run the length of the armoury and hurriedly lift the massive drawbar which holds the main doors closed. Outside, you see the perimeter guards are abandoning their posts in order to fight the fire now raging through the stables. The Lencians are on their feet. They are grouped by the entrance to the compound and, as the last of the guards leaves, they rush forward and barge open the gates. Led by the Captain, they come streaming across the flagstoned square towards the armoury, sweeping aside any Drakkarim foolish enough to try to turn this vengeful tide. With a cheer they pour into the armoury and equip themselves with weapons from its many racks of spears and swords.

    'Let's take this town!' shouts the Captain, and amid stirring battle-cries of 'Lencia' and 'For the House of Sarnac', the starving Lencians set off to obey his command.

    You try to reach the Captain, whose name you learn is Schera, but before you reach him you are swept out into the street and carried along by this crowd of battle-hungry soldiers.

    Turn to 39.
    _____________________________

    Page 39: The fight for control of Konozod is swift and bloody. Within the hour the town is under Lencian control, its Drakkarim garrison having been put mercilessly to the sword. However, not all of the enemy perish in the battle. To Captain Schera's dismay, several manage to escape across the river and flee to the west on horseback. He is anxious that they may return with reinforcements to retake the town.

    A food store is discovered and, whilst the starving Lencians satiate their hunger, you talk with Captain Schera about the events of the last few weeks which have led to this meeting. Your learn from him that after you were interred in the Temple of Antah, Warlord Magnaarn waged a major offensive against the Lencian army. Having reunited the Doomstone with the Nyras Sceptre, he has, as King Sarnac feared, forced the Nadziranim sorcerers of Kagorst and Akagazad to help him. Their combined skills have wrought great destruction. They attacked and drove through the Lencian lines like demons in an offensive which was swift and deadly. A week ago, Captain Schera and his regiment were cut off and captured in the fighting around Hokidat, after which they were marched here and imprisoned. He considers himself lucky to be alive, for the Drakkarim rarely take prisoners. Then you ask what news he has heard about the war since he came here.

    'There's much confusion,' he says, wearily. 'I've heard talk that most of the mercenaries in Sarnac's pay have deserted us. Some have even joined the enemy. The Drakkarim taunted us, saying that our army had been smashed. They said the remnants had been pushed into the Tentarias, but I dismissed this as lies. One thing is sure, though: Magnaarn intends to raise the siege of Darke. It has become his battle call--"On to Darke!" This cry was on the lips of his troops during the battle at Hokidat. I saw him during this battle. He was leading his army personally, and he was wielding his accursed sceptre, dealing death to all who tried to stand in his way. He possesses a great and terrible power, and I fear that we may now be unable to put an end to his evil ambitions.'

    If you wish to ask Schera if he knows anything about Captain Prarg, turn to 97.
    If you do not, turn to 236.

    Going to assume we’ll ask to keep the story moving (filler choice).
    _____________________________

    Page 97: Schera considers your question, then he replies:

    'I'm sorry, I've heard nothing. There have been so many men lost, killed, or captured since Magnaarn attacked. I know of this officer, and though we've never met, I've heard tell that he is a good and brave man. All I can tell you is that I have not seen him here in Konozod.'

    Turn to 236.
    _____________________________

    Page 97: Captain Schera musters his men, and posts lookouts around the town wall as a precaution in case the Drakkarim return during the night with reinforcements. He then oversees the care of the sick and wounded. You are impressed by his devotion to the men under his command and, once his duties are completed, you return with him to the armoury to formulate a plan of action. It is decided that it is too dangerous to remain here and you agree that you should leave at first light. Schera says there are sufficient boats to transport everyone downriver to Darke, but there is a risk that you could run foul of Magnaarn's troops. However, he is determined to rejoin his army. If the Lencians are still resisting Magnaarn, then he reasons that the city of Darke is where the battle is most likely to be taking place.

    Before you settle down to sleep, one of Schera's men brings you some food and ale: restore 3 ENDURANCE points.

    To continue, turn to 23.
    _____________________________

    Page 23: Schera wakes you shortly before dawn and wearily you rise from your makeshift bed. Mindful of the journey ahead, you make a brief search of the armoury and discover a few weapons, and other items which could prove useful:
    • 6 Arrows
    • Quiver
    • Dagger
    • Sword
    • Spear

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

    The captain sends word to his men to find boats for the voyage downstream. The order is duly carried out and, within the hour, twenty small craft have been brought to the icy river on the west side of the stone bridge. Schera appoints ten men to each craft, then you and he step aboard the first boat, cast off, and begin a voyage that will take you towards the coastal city of Darke.

    The current is strong and the river is free of obstructions, enabling your flotilla to make swift progress downstream. Much of the riverbank is lightly wooded and Schera commands everyone to remain vigilant in case there are Drakkarim among the trees, lying in ambush. You pass through the woods without incident, and shortly before noon, you see the ruined town of Odnenga in the distance. Every building has been razed to the ground and a pall of wood smoke hangs above the town, fed by fires still smouldering from a battle that took place here several days ago. The river here is blocked by debris and you are forced to put ashore. Schera's men set to work clearing a passage, while you and the Captain scout the ruins in search of information.
    [img]http://www.projectaon.org/en/xhtml/lw/15tdc/small14.gif[/img A soot-blackened road, running east to west, divides this shattered town into two halves. Schera suggests that you split up and search one half each and you nod in agreement. If you wish to search the north side of this ruined town,[/img]turn to 2.
    If you choose to search the south side, turn to 296.

    Blind choice, coin says: North.
    _____________________________

    Page 2: As you search the smouldering ruins, you discover little has survived the fire which, at its height, must have transformed this town into a blazing inferno. The charred bones and skulls of those who died in the battle are strewn everywhere, and no attempt has been made to bury them. You are examining the remains of a Drakkar sword when suddenly you hear Schera calling you. His voice is full of urgency. You discard the sword and hurry back to the main street to find out what is wrong.

    small9.gif

    Turn to 184.
    _____________________________

    Page 184: On reaching the main street, you see Captain Schera beckoning to you from the doorway of a ruined inn.

    'Over here,' he calls, 'I think I've found something.'

    'What is it?' you say, on entering the fire-ravaged ruins.

    'Come and take a look for yourself,' he replies, and takes you to flight of stone steps which lead down into a cold, dark cellar.

    Turn to 197.
    _____________________________

    Page 197: In a corner of the cellar you see two booted and bloodstained feet protruding from beneath a mass of collapsed flooring. You move closer and discover they belong to a Lencian soldier who is badly wounded and barely conscious. Schera helps you to clear away the charred timbers that are pinning him to the ground and, using your Kai healing skills, you attend to the man's wounds. After a few minutes he recovers consciousness just long enough to tell you his name--Hul Sendal.

    You both carry the man back to the river and place him carefully into your boat. The Captain's men have managed to clear a passage wide enough for the flotilla to pass through in single file, and as you continue your journey down-river, you spend some time nursing the injured soldier back to consciousness. He tells you of the battle that destroyed his regiment, of how Magnaarn used his sceptre to set the town ablaze, and of how he has survived the last six days sustained by nothing more than a few handfuls of snow. His account of the battle is chilling and it leaves you with a gnawing fear that maybe it is already too late to prevent Warlord Magnaarn from regaining control of Darke.

    Turn to 208.
    _____________________________

    Page 208: West of Odnenga, the river meanders very little as it crosses the snow-swept plain of Southern Nyras. It is a deserted landscape, yet Captain Schera cautions his men to remain watchful, doubly so whenever the boats pass an occasional copse of fir or stunted pine. Late in the afternoon, as the light is beginning to fade, you come to a forested part of the river where the banks are steeply undercut. Trees are growing at the very edge of the overhanging banks and their roots are clearly visible, hanging down like clusters of vines into the icy waters of the Shug. You are watching the left bank when suddenly your Pathsmanship senses alert you to the threat of ambush. You warn the Captain and he signals to the following boats to put ashore at once.

    Having sensed the threat, you volunteer to go forward and scout the woods to find out who, or what, is there. Schera agrees, and he calls for three of his men, all trained army scouts, to accompany you. He and the rest of his command will remain here with the boats and wait for you to return.

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

    If your total score is now 4 or less, turn to 81.
    If it is 5 or more, turn to 275.

    We rolled a 6, giving us 9.
    _____________________________

    Page 275: You brief the three Lencians to spread out into an extended line and to watch carefully for your signals before you scale the river bank and make your approach to the trees. They all seem to be competent scouts but you have your reservations. Had it not been for Schera's insistence, you would have preferred to have reconnoitred this copse alone.

    Silently you creep forward through the snow, using the sparse undergrowth to your advantage wherever possible. You are less than a hundred yards into the copse when you spy a small cabin hidden among the trees. It comprises four white canvas tents attended by a dozen lean and hungry-looking human soldiers armed with longbows. A furled battle-flag stands propped against one of the tents and you signal to your nearest scout to join you, hoping he will be able to identify its chequered black-and-white design.

    'They're League-landers of Ilion,' whispers the scout, staring at the campsite. 'I know that flag well. They're good mercenaries, these men, loyal to the King. We fought alongside them at Hokidat.'

    You are anxious about going forward and making contact with the mercenaries. If they are as good as your scout claims, there is a real danger that they will fire first and ask questions later. You tell your companion of your fears and he smiles.

    'Don't worry, Sire,' he says, 'I know how to contact them.'

    Turn to 316.
    _____________________________

    Page 316: The scout places two fingers to his lips and gives a long, warbling whistle. The sound makes the mercenaries turn and stare in your direction, and you hear one of them whistle twice in reply. Your scout then calls out a request that you be allowed to enter their camp. There is a long pause, then a heavily-accented voice replies:

    'Show yourselves.'

    Relief that you are human, and not Drakkarim, is displayed clearly on the faces of these League-landers when the four of you stand up and walk towards their camp. You receive a warm welcome from these soldiers of fortune, and two of them offer to escort you to their leader--Baron Maquin.

    Turn to 294.

    _____________________________

    Page 294: You and your scouts are taken to a lookout post on the banks of the river where you meet with Baron Maquin, the leader of this mercenary band. He is a tall man, clad from neck to toe in furs that are caked with frost. A battered silver helm hides much of his battle-scarred face, but you can see enough of his distinctly Ilionian features to know at once that he is a brave man, a man of honour. He regards you with a sceptical eye, having never before met a Sommlending lord, let alone one such as you. He questions you at length, and upon hearing your story, you sense that he is greatly impressed. In return he tells you briefly of how he and his men have come to find themselves here.
    ill17.gif
    'This regiment is still loyal to King Sarnac,' he says, proudly, 'unlike the cowardly Stornlanders. They have broken their pact and now they fight 'gainst Lencia, alongside the enemy.' The Baron spits at the ground in a show of contempt for these treacherous regiments. 'My command has been left here to fight as a rear-guard. Our orders are to ambush any Drakkarim that may try to reach Darke by river. We believe there to be many enemy reinforcements at Konozod and our task is to prevent them from joining with Magnaarn.'

    You remind the Baron that you have just come from Konozod and that it is virtually empty. There are no enemy reinforcements there. Respectfully you suggest that he and his men join with you in an attempt to reach Darke, where he could join once more with the Lencian army. He considers your suggestion, and after discussing it with his men, finally he agrees.

    'But first,' he says, as he shakes your hand in friendship, 'you must summon your men to my humble camp. It will soon be dark and it is much too dangerous to travel this river at night. You could be ambushed!'

    Turn to 262.
    _____________________________

    Page 262: You send one of the scouts to summon Captain Schera and his men, and when they arrive they are treated most hospitably by the mercenaries who, despite their own hunger, unselfishly share out their meagre rations.

    You stay here overnight and break camp at dawn. The Baron's regiment has suffered heavily in battle and now totals little more than forty men, and so you have no difficulty in finding room for them in the boats. Captain Schera is especially pleased to have these warriors aboard. Despite their losses, they are a cheerful group and they help lift the morale of his men.

    The journey downstream passes swiftly and without incident until, shortly before noon, the sky grows steadily darker. An orange glow illuminates the distant horizon, and you can see many pinpoints of fire spread all across the land. An eerie silence descends on the flotilla as it draws nearer to the city of Darke. Shortly after, you see lines of troops marching towards the glowing skyline. Then you witness isolated actions taking place in the surrounding fields as groups of Lencian knights, cut off during the retreat, fight desperate hand-to-hand battles with Drakkarim cavalry. Some Drakkarim horse scouts have reached the river bank, and as you pass them, they open fire at you with their bows. But the swift current soon carries the flotilla away and there are few casualties.
    ill14.gif
    It is an hour past noon when you first see the forbidding city of Darke. A great battle is raging around its mighty walls and bastions, and the noise and stench of this fierce conflict comes gusting towards you on the chill winter wind. The river current is getting stronger as it approaches the sea, and so you signal to the other boats to row for the bank. You put ashore on the right bank and both Captain Schera and Baron Maquin have their men take up defensive positions here. There is a road close by, running parallel to the river, and beyond it lies a snowy expanse of open plain on which many regiments of Drakkarim, and some Giaks, are marching towards the city. You are observing the distant battle when a large black carrion crow lands on a nearby log and stares at you with a cold, beady eye.

    If you possess Animal Mastery, turn to 168.
    If you do not possess this Discipline, turn to 302.
    _____________________________

    Page 302: The bird suddenly takes fright and flies away, cawing long and loud as hurriedly it disappears towards the northern horizon.

    Turn to 328.
    _____________________________

    Page 328: Baron Maquin and Captain Schera are anxious to move their men away from the river bank. Their military training has taught them to avoid placing their troops with their backs to an impassable body of water, for if the enemy were to attack, there would be no way to escape. You understand their concern and, using your ability to magnify your vision, you scan the landscape in search of a more advantageous position. A mile away, to the north-west, you see a tiny hamlet. It appears to be deserted and you suggest to the two officers that they move their men there. Briefly they discuss your suggestion and both agree that it would be a safer position.

    The order to move is passed along the ranks and the men prepare to leave the boats and go forward. You take the lead, together with the Baron and the Captain, but you have barely covered a quarter of the distance to the hamlet when your tracking senses warn you that a threat is approaching from the north.

    If you wish to insist they return to the river, turn to 105.
    If you wish to hurry towards the hamlet, turn to 248.

    Whew a long one. Our endurance is back at cap though, so hurrah.

    Tag on
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  • donkyhotaydonkyhotay Registered User regular
    edited September 2010
    hamlet

    donkyhotay on
    Do not be afraid to joust a giant just because some people insist on believing in windmills.
    Free Moonbase Commander remake @ http://code.google.com/p/tether
  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    Continue to the hamlet.

    Man in the Mists on
  • RebootReboot Registered User regular
    edited October 2010
    Hamlet, I guess. It seems to be hinted.

    Reboot on
  • TagTag Registered User regular
    edited October 2010
    Bad news everyone, the Penny-Arcade forums finally got caught by Websense so my update is going to be shaky. I will try to get an update out this weekend, but then I'll have to do updates in the evening rather than the morning.

    Tag on
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    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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    (Retired) Let's Play: Lone Wolf
  • HykuHyku Registered User regular
    edited October 2010
    Hamlet!

    And obviously you must magnakai websense for great justice!

    Hyku on
  • TagTag Registered User regular
    edited October 2010
    Bleh got stuck without net access on the weekend (except for my phone and there is no way I can do this on a Droid ;P)

    Evening Update! To the Hamlet!

    ________________________________________________


    Page 248: The order goes out to advance quickly towards the distant hamlet. But you have covered barely a quarter of a mile when you see enemy horsemen fast approaching from the north. Mindful of the danger of being caught out here in the open, Baron Maquin orders his mercenaries to form into a square in readiness to repel a cavalry attack. Captain Schera issues the same order to his men, and together they create a square that is bristling with spears.

    The cavalry thunder towards you, undaunted by the sight of this porcupine-like defence. The first wave of Drakkarim cavalry slam against the square and are repulsed with heavy losses, then a second line hits home and it, too, fails to break through. The wounded are dragged to the centre of the square and the ranks close in readiness to face the next charge. Twice the Drakkarim have been repulsed but they are a determined enemy and they are getting ready to attack again. This time the charge is led by armoured Zagganozod, on warhorses that are sheathed with plates of bronze. Their armour, and the sheer weight of their attack, smashes a corner of the square and, in a terrible moment of carnage and chaos, several enemy horsemen break into the middle of the square and trample the helpless wounded.

    ill13.gif

    You rush to help them but, in the heat of the battle, you are knocked down by a riderless horse. Before you can get to your feet you are attacked simultaneously by two enemy lancers, who are maniacally determined to pin you to the ground with their lances.

    2 Zagganozod Lancers: COMBAT SKILL 37 ENDURANCE 45

    If you win this combat, turn to 95.

    Combat Ratio: 45+6(psi-surge) = 51 - 37 (Lancers) = 14
    Your Random Number was: 3
    Your enemy took 11 Damage!
    Your enemy now has 34 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 49 Endurance Points.

    Your Random Number was: 7
    Your enemy took 18 Damage!
    Your enemy now has 16 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 49 Endurance Points.

    Your Random Number was: 9
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 49 Endurance Points.

    Well that was easy.

    ________________________________________________


    Page 95: Inspired by your victory, the Lencians and their League-land allies repel the remaining Zagganozod and close their ranks until the square is intact once more. The enemy are now exhausted and wearily they retreat across the plain with the stinging cheers of their foes echoing in their ears.

    Then an ominous noise comes rolling across the plain from the city of Darke, a thunderous boom that shakes the very ground on which you stand. You look towards the city and see that the battle is growing ever fiercer. But now there is a new and sinister aspect. Flickerings of magical fire can be seen dancing along battlements, engulfing friend and foe alike. You sense that it is the work of Magnaarn; he and his Nadziranim allies are responsible for this.

    Then, through the smoke of battle, you see a Lencian flag flying proudly amidst the carnage that is taking place on the coastal plain to the south of the city. Here, King Sarnac's crusaders have turned an enemy flank and are storming its weakened centre. Maquin and Schera see the flag and, encouraged by the cheers of their own men, they decide to march at once in support of the crusader's brave attack.

    You wish them both good fortune, for you know the time has come to part company with these brave men. Their destiny awaits them on the field of battle; yours will be found inside the city of Darke itself where, if you are to fulfil your quest, you must confront Warlord Magnaarn.

    You bid them farewell and watch as they lead their men in a marching column across the plain towards the distant field of battle. When they are a mile away, you set off alone towards the hamlet, which lies en route to the gates of Darke.

    Turn to 154.

    ________________________________________________


    Page 154: You reach the hamlet and hurry along its solitary road. Flanking you are two rows of low cottages, their thick-thatched roofs still intact despite the fiery carnage that has swept so near. Off to the right you see a barn-like building standing with its door ajar. A brazier of coals, an anvil and a scattering of iron strips prove it to have once been a busy smithy. But now, like the surrounding buildings, it is seemingly deserted.

    ill9.gif

    You are passing the open door when suddenly you hear a man's voice. He has a strong Lencian accent and he is cursing you, thinking you to be a turncoat Stornland mercenary. As you turn to face the smithy door, a Lencian Crusader comes rushing out into the road, brandishing a heavy steel mace in his left hand. You yell at him that you are loyal to King Sarnac, but he ignores your plea and swings his weapon wildly at your head.

    Lencian Crusader: COMBAT SKILL 34 ENDURANCE 36

    Throughout this combat you are attempting to strike a blow that will render the knight unconscious. Fight this combat using the normal combat procedure. (Tag's Note: this is the most pointless note ever printed.)

    If you manage to reduce the knight's ENDURANCE to zero, turn to 272.

    Combat Ratio: 45+6(psi-surge) = 51 - 34 (Lencian) = 17
    Your Random Number was: 3
    Your enemy took 11 Damage!
    Your enemy now has 25 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 48 Endurance Points.

    Your Random Number was: 7
    Your enemy took 18 Damage!
    Your enemy now has 7 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 48 Endurance Points.

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

    (Tag's Note: Wow I thought the sites RNG was broken there for sec...)

    ________________________________________________


    Page 272: The misguided knight falls unconscious at your feet. Before he recovers, you take to your heels and continue on across the plain which leads inexorably towards the gates of Darke.

    As you approach the city, the din of battle fills your ears. The shouts of angry men, the neighs of galloping steeds, the clang of riven steel and the terrible screams of the slain buffet you remorselessly. Then, all of a sudden, you are plunged into the battle and to survive you are forced to cleave your way through a seemingly endless wall of enemy troops. It is as if they are gladly willing to sacrifice themselves in order to prevent you from reaching the apex of the slope that ascends to the shattered gates of the city. Undeterred, you forge a bloody path through this Drakkarim horde, wielding your weapon with deadly precision, every blow claiming an enemy soul. It is not until you are standing upon the very threshold of the gates that you encounter more formidable defenders. The breached gates are being held by a trio of blood-spattered Tukodaks. They are in a state of battle-frenzy which you sense has been magically induced. Wild-eyed with savage bloodlust, they scream maniacally as they rush at you with their bloodied blades.

    ill15.gif

    'For Sommerlund!' you cry, as you steel yourself to meet their attack.

    3 Tukodak Guardians (in battle-frenzy): COMBAT SKILL 44 ENDURANCE 44

    If you win this combat, turn to 125.

    What 3 combats? Madness! And this one might actually pose a threat...

    Combat Ratio: 45+6(psi-surge) = 51 - 44 (Guardians) = 7
    Your Random Number was: 9
    Your enemy took 18 Damage!
    Your enemy now has 26 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 48 Endurance Points.

    Your Random Number was: 2
    Your enemy took 8 Damage!
    Your enemy now has 18 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 45 Endurance Points.

    Your Random Number was: 1
    Your enemy took 7 Damage!
    Your enemy now has 11 Endurance Points.
    Lone Wolf took 4 Damage!
    Lone Wolf now has 41 Endurance Points.

    Your Random Number was: 3
    Your enemy took 9 Damage!
    Your enemy now has 2 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 39 Endurance Points.

    Your Random Number was: 7
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 39 Endurance Points.
    ________________________________________________


    Page 125: You clamber over the bodies that are heaped chest-high around the shattered city gates, then you begin to fight your way steadily towards the centre of this terrible stronghold. Beyond the entrance you see that a wild battle is raging through the streets. A regiment of Lencian Crusaders are fighting to wrestle possession of the keep from a determined horde of Magnaarn's Drakkarim. The tide turns against the Lencians and as they are driven back towards the gates, you are forced to climb a stair which leads to the battlements in order to avoid being lost in the crush. Halfway up the steps you are attacked by a Drakkar armed with sword and shield. You duck his clumsy swipe and lash out at his chest. He catches your blow on his shield, but the sheer force of your attack hurls him down on the steps where he remains, cradling his broken arm, tears streaming down his soot-blackened face.

    small12.gif

    You stride up the steps towards the battlements where a group of Lencians are locked in combat with two Death Knights. The Crusaders slay their enemies, but they, in turn, are slain when a bolt of crackling crimson energy rips through their shiny steel armour, fired from the tip of a wizard's staff. Their lifeless bodies come tumbling down the steps, knocking you flat on your back and pinning you down beneath the weight of their armour. You struggle to get free, but you are being observed by the one who slayed the knights: an evil Nadziranim wizard. He levels his staff at your head and a swirling trail of sparks ignites at its tip. With imminent death staring you full in the face, you steel yourself to meet your maker.

    Turn to 177.
    ________________________________________________


    Page 177: Suddenly the evil wizard cries out in pained surprise and throws his claw-tipped hands into the air. A sparkling bolt, which was destined to seal your doom, arcs from his staff and blows a man-sized hole in the wall of the fortress. As the resultant smoke and dust slowly clears, you see Captain Prarg standing over the body of the slain wizard with a bloodied sword held in his hand. With a cry of victory, he leaps over the crumpled corpse and comes rushing down the steps to help free you from the tangle of bodies.

    ill10.gif

    'Well met, Sire,' he says excitedly. 'I feared you were dead and buried at the Temple of Antah.'

    'I, too, thought you dead, Prarg,' you reply, thankful to see him still alive. 'Yet it seems that fate has decreed otherwise.'

    'I was lucky,' he says, 'I escaped from Magnaarn. But come, Sire. There's no time for tales now. We must away from here. Follow me, I know where the Warlord is hiding.'

    Turn to 36.

    Holy crap, a redshirt pulling his weight? I thought for sure we were going to have to save him. Also he totally needs a shield to surf down those stairs, Legomyeggolas style.
    ________________________________________________


    Page 36: You follow Prarg to the top of the steps, and as you race along the body-strewn battlements, you see the fighting which is raging both inside and outside the city. The battlements end at a tower where a flight of spiral steps ascend to a circular landing. Here you wait in the shadows until a troop of Drakkarim pass by. While you are waiting for them to disappear, you look out of the tower through an arrow slit and see the waters of the Gulf of Lencia, and the conflict that is raging across the coastal plain.

    'The King's Crusaders breached the city gate three days ago,' whispers Prarg. 'They were close to taking the city when Magnaarn and his armies arrived. His new-found power shattered the Crusaders, but even though they were broken by it, not all were ejected from the city. Those you saw fighting at the keep are trying to hold on until our allies arrive from Kasland. The fleet is expected at any time. Magnaarn must be slain. He and the sceptre have become one entity--he is now a puppet of a far greater evil.'

    small13.gif

    A shudder runs down your spine as, for the first time since you entered Darke, you feel the presence of the Doomstone. Fear returns to haunt you, the fear that the evil gem will sap your strength, as it did when first you encountered it at the Temple of Antah. If this is still so then Magnaarn may prove impossible to defeat.

    Prarg senses your anxiety and he offers some words of advice and hope: 'The taking of Darke has weakened the Warlord--he's paid a terrible price. He has been forced to retire from the battle in order to recover his strength and he is presently at his weakest. Now, Sire, is the time to strike.'

    Beyond the landing lies a corridor which leads to a junction where another passageway crosses from left to right. You look to the right and see that the way is blocked by a heavy steel door. Prarg utters a curse under his breath, then he explains his anger.

    'That way leads directly to the Palace Tower. Magnaarn is hiding there, in its uppermost chamber.'

    Anxiously he glances along the opposite passage and furrows his brow. 'Perhaps we can get there by another route,' he muses.

    If you wish to investigate the closed door, turn to 220.

    If you choose to look for another way of reaching the Palace Tower, turn to 182.

    Tag on
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  • Man in the MistsMan in the Mists Registered User regular
    edited October 2010
    Investigate the door.

    Man in the Mists on
  • Smaug6Smaug6 Registered User regular
    edited October 2010
    Storm the Other Tower!

    Smaug6 on
    steam_sig.png
  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited October 2010
    I honestly don't know if we should even trust the redshirt. "Oh, I escaped from the big bad." Bull. We'll go to fight the big bad and he'll try to stick a sword in us.

    Examine the door, at any rate.

    JaysonFour on
    steam_sig.png
    I can has cheezburger, yes?
  • RebootReboot Registered User regular
    edited October 2010
    Jump straight in and investigate the door.

    Reboot on
  • TagTag Registered User regular
    edited October 2010
    That's three!

    Page 220: You hurry to the door and examine the lock. It is a unique design, quite unlike any you have seen before. It appears be made entirely of silver with a keyhole that is smooth and circular in shape.

    If you possess a Silver Rod, turn to 27.

    If you do not possess this Special Item, turn to 290.

    Oh hey, a special item that actually comes into play!

    _____________________________________

    Page 27: Guided by your instincts, you take the Silver Rod from your pocket and insert it into the lock. It is a perfect fit. Silently the lock disengages and the door swings open to reveal two Tukodak guards, both standing with their backs to you. One feels a draft and glances over his shoulder, but before he can draw a weapon or warn his comrade, you leap forward and silence them with two swift and deadly open-handed blows to the napes of their necks.

    Turn to 83.
    _____________________________________

    Page 83: You detect a strong presence of evil lurking somewhere nearby and you warn Prarg of what you sense. Cautiously, the two of you leave this chamber by a passage which leads to a flight of black stone steps. You ascend the steps to a domed chamber which is sheathed with dull black stone. Heavy velvet hangings of ebony hue cover most of the walls, and all of the furnishings are upholstered with the same morbid cloth. The sensation of evil is stronger here, so strong that you feel as if you are slowly suffocating.

    'It's here . . .' you whisper, your hand reaching for your weapon, 'The Doomstone. I can feel its presence!'

    Suddenly there is a movement away to your left and a blast of white-hot energy comes roaring towards your face. You dive aside in time to avoid it, but the bolt rebounds from the steel-hard wall and glances off the back of Prarg's head, knocking him unconscious.

    Turn to 161.

    _____________________________________

    Page 161: You kneel beside Prarg and check that he is still breathing. He is fortunate that the bolt struck him a glancing blow; had it hit him squarely it would have killed him outright. Then you hear a movement over on the far side of the chamber, and when you look up, you see Warlord Magnaarn emerging from behind one of the many hanging black drapes. An aura of evil surrounds his body like a shimmering grey cocoon, and his features no longer appear as they did when first you encountered him in the subterranean labyrinths of the Temple of Antah. Now his body is twisted and mummy-like, and feverish eyes burn from black sockets within a bald skull of a face. You sense that he is wholly possessed by the object he holds clenched in his shrunken hand--the Nyras Sceptre.

    small13.gif

    The dread sceptre hums with the power of the Doomstone that is set upon its platinum shaft. Magnaarn utters an evil laugh and points the sceptre at you, but curiously you feel no weakness or leeching of strength, as occurred at Antah. The Warlord's sick eyes widen with surprise and you sense that he is fearful. He threatens you with death, but his voice is wavering. He is unsure of his power. Then you sense another presence, a magical presence. A wispy shape emerges from behind another curtain, summoned forth by Magnaarn, and at once you recognize it to be the formless life-force of a Nadziranim sorcerer. You hear Magnaarn issue a psychic command, ordering the creature to slay you, and immediately it responds. Swiftly it moves across the chamber, changing shape as it draws closer. It is no more than ten feet distant when it solidifies into a form which is truly horrifying to behold.

    Turn to 42.


    _____________________________________

    Page 42: The Nadziranim sorcerer has taken on the visage of a great snuffling beast which creeps towards you on six long-clawed feet. A vile, bulbous head is perched uneasily on its immense shoulders and its baleful, milky-coloured eyes roll like balls of mist within its scabrous head. The reeking fur of its body seems to bristle as slowly, with ponderous steps, it draws closer and closer.

    ill3.gif

    If you possess the Sommerswerd, turn to 271.

    If you do not possess this Special Item, turn to 134.

    _____________________________________

    Page 42: The creature opens its great jaws and from the depths of its throat it coughs forth a guttering ball of flame. Immediately, your senses alert you to the fact that this is no ordinary fireball; it is wholly psychic in nature. It comes roaring towards you like a mini-sun trailing fiery orange sparks. You strike at it with the Sommerswerd, and as your divine blade connects, the fiery ball suddenly explodes into a million motes of light which rapidly dissolve.

    The sudden jolt of contact knocks you backwards. Before you fully recover your footing, the creature seizes its advantage and comes leaping through the air towards your chest.

    Turn to 283.

    _____________________________________

    Page 283: Desperately you roll across the black stone floor to avoid the creature's initial attack. Your swift reactions save you from its razor claws, but it, too, possesses lightning reflexes. It leaps once more and you barely have enough time to unsheathe your weapon before it lands upon you and slams you to the ground.

    Tarhdemon (polymorphed Nadziran): COMBAT SKILL 42 ENDURANCE 42

    If you win this combat, turn to 66.

    Endurance: 45
    Combat Ratio: 45+6(psi-surge) = 51 - 42(Beast) = 9
    Your Random Number was: 1
    Your enemy took 8 Damage!
    Your enemy now has 34 Endurance Points.
    Lone Wolf took 3 Damage!
    Lone Wolf now has 42 Endurance Points.

    Your Random Number was: 5
    Your enemy took 12 Damage!
    Your enemy now has 22 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 40 Endurance Points.

    Your Random Number was: 4
    Your enemy took 11 Damage!
    Your enemy now has 11 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 38 Endurance Points.

    Your Random Number was: 9
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 38 Endurance Points.

    _____________________________________

    Page 66: The moment you strike your killing blow, the creature explodes with a flash of brilliant white light. As the glare fades, you see that nothing whatsoever remains of either its body or spirit. Magnaarn witnesses the death of his servant with a look of pure terror. He screams, and in a moment of panic, he touches the head of the Nyras Sceptre to the floor. There is a tremendous boom, and the floor shudders violently as it is torn wide open by a massive quake.

    Hurriedly, Magnaarn makes his escape through a curtained archway. Determined not to allow him to escape, you get ready to leap across the fissure which has opened up the chamber floor. It is no less than twenty feet wide at its narrowest point.

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

    If your total is now 3 or less, turn to 128.

    If it is 4-6, turn to 75.

    If it is 7 or more, turn to 179.

    We rolled an 8, bringing us to 10.

    _____________________________________

    Page 66: You clear the gap with one bound, and even manage to stay on your feet when you land on the far side of the fissure. Hungry for victory and vengeance, you tear aside the curtain through which Magnaarn disappeared and discover a short flight of steps which emerge at a turret at the very top of the Palace Tower, the highest point in the city of Darke.

    Here you find Magnaarn, cowering with his crooked back pressed hard against the frost-covered wall. You sense that he has very nearly succumbed to the evil power of the Doomstone; he is treading a fine line between life and undeath. Yet, even though he is but a whisker away from eternal damnation, he musters enough spite to challenge you to a fight to the death.

    'Very well, Drakkar,' you reply. 'Let battle commence.'

    Warlord Magnaarn (with Nyras Sceptre): COMBAT SKILL 50 ENDURANCE 36

    If you win this combat, turn to 350.

    Duh dun dun....

    Endurance: 39
    Combat Ratio: 45+6(psi-surge) = 51 - 50(Magnaarn) = 1
    Your Random Number was: 0
    Your enemy took 14 Damage!
    Your enemy now has 22 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 39 Endurance Points.

    Your Random Number was: 6
    Your enemy took 9 Damage!
    Your enemy now has 13 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 37 Endurance Points.

    Your Random Number was: 8
    Your enemy took 11 Damage!
    Your enemy now has 2 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 37 Endurance Points.

    Your Random Number was: 9
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 0 Damage!
    Lone Wolf now has 37 Endurance Points.

    Woo good rolls when it counts!

    _____________________________________

    Page 350: The moment you strike your killing blow, the Nyras Sceptre explodes with a brilliant flash and you are knocked down by the sudden release of energy. For several minutes you lie unconscious on the floor of this wind-swept turret, until you are found and revived by your guide and companion, Captain Prarg. Nothing remains of either Warlord Magnaarn or the Nyras Sceptre; both have been utterly destroyed. Prarg helps you to your feet, and as you look out across the battle-torn landscape, you witness a wondrous event. The Gulf of Lencia is dotted with scores of square-rigged men o' war. They are the ships of the Kasland fleet: at last Lencia's allies have arrived.

    Thanks to your bravery and determination, the power which has so devastated this land is now no more. The destruction of the Nyras Sceptre heralds a turning of the tides of war in the west. The Nadziranim and their armies flee the field of battle and are pursued by the allies all the way back to their strongholds in the north. The remnants of Magnaarn's army are routed and swept out of Nyras, and after many centuries, this country finally returns to its rightful heirs.

    In recognition of your victory over Warlord Magnaarn, King Sarnac of Lencia and Archduke Chalamis of Kasland hold a royal banquet in Vadera in your honour. You are heaped with praise and you receive the thanks and warm congratulations of a grateful populace.

    Well done, Lone Wolf. Once again you have achieved a victory over the forces of darkness and proved yourself to be worthy of the title 'Kai Grand Master'. Yet the fight against Evil goes ever on. On your return to your homeland you will be faced with a new and deadly challenge that will test your remarkable skills and unquestionable bravery. The nature of this challenge can be found in the next Grand Master adventure, which is entitled:

    The Legacy of Vashna

    _____________________________________

    Congratulations Wolf Pack! Savor our victory! I will begin the next book before the weekend, the first post always takes a bit of preparation and the OP needs to be updated. In the meantime, please put forward your suggestions for the new discipline.

    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
  • RebootReboot Registered User regular
    edited October 2010
    Yay! I still propose Advanced Divinition.

    Reboot on
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