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

TagTag Registered User regular
edited January 2012 in Games and Technology
OP formatting taken from Kelor, who ran the first 14 and a half books.
Lone Wolf: The MagnaKai Adentures


The Darke Crusade


The story thus far...
Forum Update rejected the length, please go: http://www.projectaon.org/en/xhtml/lw/15tdc/tssf.htm for the "Story So Far" section.
Grand Master Disciplines:

Now, through the pursuit of your new skills and the further development of your innate Kai abilities, you have set out upon a path of discovery that no other Kai Grand Master has ever attempted with success. Your determination to become the first Kai Supreme Master, by acquiring total proficiency in all twelve of the Grand Master Disciplines, is an awe-inspiring challenge. You will be venturing into the unknown, pushing back the boundaries of human limitation in the pursuit of greatness and the cause of Good. May the blessings of the gods Kai and Ishir go with you as you begin your brave and noble quest.

In the years following the demise of the Darklords you have reached the rank of Kai Grand Defender, which means that you have mastered four of the Grand Master Disciplines listed below. It is up to you to choose which four Disciplines these are. As all of the Grand Master Disciplines will be of use to you at some point during your adventure, pick your four skills with care. The correct use of a Grand Master Discipline at the right time could save your life.

When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart. If you successfully complete the mission as set in this, the first of the Lone Wolf Grand Master series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 16.

For every Grand Master Discipline you possess, in excess of the original four Disciplines you begin with, you may add 1 point to your basic COMBAT SKILL score and 2 points to your basic ENDURANCE points score. These bonus points, together with your extra Grand Master Disciplines, your original four Grand Master Disciplines, and any Special Items that you have found and been able to keep during your adventures, may then be carried over and used in the next Grand Master adventure, which is called The Darke Crusade.

Discipline List
Grand Weaponmastery

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

Animal Mastery


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

Deliverance (Advanced Curing)

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

Assimilance (Advanced Invisibility)

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

Grand Huntmastery

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

Grand Pathsmanship

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

Kai-surge

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

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

Kai-screen

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

Grand Nexus

Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a Grand Master advances in rank.
[
B]Telegnosis (Advanced Divination)[/B]

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

Magi-magic

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

Kai-alchemy

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

Levels of Grand Kai Mastership

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

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

Improved Grand Master Disciplines

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

Kai Grand Guardian

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

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

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

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

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

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

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

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

Sun Knight

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

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

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

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

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

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

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

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


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

If you have successfully completed any of the previous Lone Wolf adventures. (Books 1-14), you may add this sum to the total sum of Crowns you already possess. Fifty Crowns is the maximum you can carry, but additional Crowns can be left in safekeeping at your monastery.
(We are at 50 Crowns.)

You can take five items from the list below, again adding to these, if necessary, any you may already possess from previous adventures (remember, you are still limited to two Weapons, but you may now carry a maximum of ten Backpack Items).
  • Sword (Weapons)
  • Bow (Weapons)
  • Quiver (Special Items) This contains six Arrows: record them on your weapons
  • Axe (Weapons)
  • 4 Meals (Meals) Each Meal takes up one space in your Backpack.
  • Rope (Backpack Item)
  • Potion of Laumspur (Backpack Item) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.
  • Spear (Weapons)
  • Dagger (Weapons)
The following Special Items may be carried over to the Lone Wolf Grand Master series (Book 13 onwards):
  • Crystal Star Pendant
  • Sommerswerd
  • Silver Helm
  • Dagger of Vashna
  • Jewelled Mace
  • Silver Bow of Duadon
  • Helshezag
  • Kagonite Chainmail


Our Current Status:
Current Grandmaster Disciplines:
Kai-Magic
Kai-Alchemy
Huntmastery
Pathmanship
Kai-Screen
We must select 1 more for this book.

Combat Status:

Combat Ratio:
44 base from last book +1 for the new discipline. Total is now 45 (+6 psi-surge)

Endurance:
49 base from last book +2 for new discipline. Total is now 51.

Equipment:
I am assuming we are taking our trusty Sommerswerd and Silver Bow of Duadon, but let me know what else you all want.Choose the up-to 5 backpack items to take.
In addition we get this useless map.
map.jpg

Status Update for The Darke Crusade
New Discipline: Assimilance
Starting Inventory (excluding special items): Rope, 2 meals, 1 potion (only enough for 1 dose), 1 Quiver
As of page 69, 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 space.

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  • TagTag Registered User regular
    edited September 2010
    Page 1: Having pledged your help, you commence preparations for your long journey to Lencia. You have many things you wish to attend to before you depart and so you invite Lord Floras, the Lencian envoy, to enjoy the hospitality of the monastery for a few days in order that you can settle your most pressing obligations. To your surprise he declines your invitation and insists that you leave at once, for he is anxious to return immediately to his distant homeland. Respectfully he reminds you that time does not favour your quest. By ship and by horse his journey to the monastery took more than a month to complete, and with Magnaarn already so near to finding the Doomstone of Darke, he fears that further delays could prove disastrous.

    Mindful of the great distance which needs to be traversed you hurriedly dispatch a journeyman to Toran. He carries your request for help which is addressed to Lord Rimoah, your most trusted friend and advisor, who is presently attending to Guildmaster Banedon in his convalescence. Early next morning Lord Rimoah arrives at the monastery in person, aboard the vessel that is to be the answer to your dilemma: Skyrider--Banedon's flying ship.

    Warmly you greet your old friend, then you introduce him formally to Lord Floras. The two talk at length about the war in the west, and Rimoah concludes the discussion by voicing his approval of your decision to go to King Sarnac's aid. Then he offers some words of warning.

    'Be in no doubt, Grand Master,' he says, 'This mission you have chosen to fulfil will be as perilous as any you have undertaken in the past. Magnaarn is a cunning adversary and this stone he seeks is possessed of a deadly evil. Do not underestimate your enemy. If he should succeed in his quest then I fear the lands of the Western Tentarias will never be at peace.'

    Turn to 140.
    _______________________________

    Page 140: Within the hour the final preparations for your airborne voyage to Lencia are completed, and Lord Floras and you are piped aboard the Skyrider by Bo'sun Nolrim and his cheerful crew of dwarves. You exchange a few reminiscences with each of the jovial crewmen and cannot help but smile when they tell you how proud they feel to have been given the chance to serve you once more.

    Nolrim takes the helm and you sense a vibration run down the length of the deck as he coaxes the craft's powerful engine to life. Lord Floras joins you at the prow and together you wave a farewell to Rimoah and your fellow Kai as, steadily, the Skyrider ascends into the crisp, wintery sky. Then, with a sudden surge of power, the keel clears the battlements of the Tower of the Sun and swiftly the monastery and its inhabitants recede into the distance.

    You and your companion are escorted to a warm cabin at the bow which has been prepared especially for your passage. It is well stocked with provisions and, spread out across a grand oak table, you find several maps of Northern Magnamund. Aided by Lord Floras, you study these maps and use them to chart your course to the Lencian city-port of Vadera. Bo'sun Nolrim is informed of your chosen route and, as he sets about implementing your course, you settle back to enjoy what will be a long voyage. By your calculations, it will take thirty hours for the Skyrider to reach its destination.

    During your voyage, Lord Floras recounts the dramatic events which have taken place in the Western Tentarias since the demise of the Darklords. Prior to their fall, the Drakkarim nations had for many centuries kept the Lencians at bay. Countless crusades had been undertaken to recapture their former lands but all had ended in costly defeat for the House of Sarnac. Then, two years ago, the tide finally turned when the King launched an invasion across the Gulf of Lencia into the lands of Zaldir and Nyras. The boldness of his strategy and the unpreparedness of his enemies combined to win for him many victories in the early months of the war. Much of Zaldir and all of southern Nyras were taken and held by his conquering knights, and now the lines of battle are drawn diagonally across the centre of Nyras, from Lake Lenag in the north to the marshland fortress of Lozonzee in the east. However, King Sarnac cannot lay claim to total victory in the south, for the cities of Shpyder and Darke have defied all his attempts at capture. Their Drakkarim garrisons have steadfastly held on to these important strongholds and, although they have been surrounded and besieged for more than a year, still they refuse to surrender.

    small6.gif

    'At present, the war is focused around the towns of Hokidat and Konozod,' says Lord Floras, tracing a circle around their location on the map with the tip of his index finger. 'Many battles have been fought here but victory has, as yet, eluded us. Now, with the onset of a cruel winter, our advance has ground to a halt. Maintaining the sieges at Shpyder and Darke has drained us of troops and resources that would have been put to better use in the north. To compensate for this shortage, the King has employed many companies of foreign mercenaries to reinforce his armies in the field, but their services are expensive and the campaign has already proved costly, both in revenue and lives. The King is hard pressed to pay for their continued loyalty and already several regiments have deserted. If Magnaarn were to complete his quest and strike now, whilst our battle lines are weakened, his counterattack could push us all the way back to the sea.'

    Lord Floras' report is sobering, yet it serves to strengthen your determination to thwart Magnaarn's quest. Later, shortly before nightfall, you leave the cabin and go up to the stern deck for a breath of fresh air. In quiet solitude you see the great expanse of the Slovarian plain passing by more than a mile beneath the craft and, as you watch, you lose yourself in thoughts of what may await your arrival in Lencia. The night sky is clear and laced with twinkling stars. As you return to the cabin to sleep, you draw comfort from the thought that the weather and the stars have seen fit to help speed your night passage to Vadera.

    Turn to 257.
    _______________________________

    Page 257: You rise at dawn and peer out of the cabin porthole to be greeted by a wondrous sight, for the Skyrider is now flying west along the Tentarias, the great divide that parts the two continents of Magnamund. You are soaring more than a mile above blue-green waters which shimmer in the early morning sun. Sunlight is also reflecting from the snow-capped mountain peaks of the Great Bor and Boradon mountains which rise up on either side to form a gigantic corridor of unyielding stone. Fondly the crew cast their eyes across the northern landscape, for this is the magnificent realm of Bor, the place of their birth, and many years have elapsed since they last visited their native land.

    The weather remains clear and swift progress is made as the Skyrider follows its course along the Tentarias towards the Gulf of Lencia. By mid-morning you pass within a few miles of Humbold, capital of Eru, then emerge from the mountain corridor to a less enchanting sight. To the north, as far as the eye can see, stretches a dull and sickly mire. It is the infamous Hellswamp, an infernal morass of twisted vegetation and treacherous, shifting mudflats. Slowly the hours pass and the anticipation of your arrival at Vadera steadily grows. Then, at two hours past noon, the lookout catches first sight of the city-port nestling in its protected bay along the Lencian coast. You join Nolrim at the prow as skilfully he begins a descent towards the main square, the only place large enough to accommodate the craft in the closely packed quarters of this populous city.

    At first, the sight of the Skyrider gliding towards their city causes a wave of panic among the Vaderans, who mistake it for a Drakkarim machine of war. But this initial fear is soon assuaged when the tower lookouts pass word that your mast bears a Sommlending flag. Upon landing, masses of curious citizens surge from out of the surrounding streets to form a ring of bodies around the airship's keel. Then a troop of armoured guardsmen push through the crowds and the air is filled with the buzz of their excited speculation. After a brief consultation with Lord Floras, they escort you both to the Vadera Citadel for an immediate audience with King Sarnac.

    Turn to 25.
    _______________________________

    Page 25: You are ushered into a lavish chamber that is hung with Lencian flags and decorated with exotic fineries from the far-flung corners of Magnamund. All around guardsmen stand rigidly to attention, their eyes watchful and unblinking behind their silver visors as you approach the high-backed throne which dominates the centre of the room. There before you sits King Sarnac, his silver-grey hair framing a benign face that is still lean and firm despite advancing years.

    'Welcome, Grand Master,' he says, as he rises from his throne and offers his hand in friendship. 'I prayed that you would come to Lencia, to help in the defeat of that cur, Magnaarn, but I did not imagine that you would arrive so soon. You are most welcome.'

    Gladly you acknowledge the King's greeting and, after he has commended and dismissed Lord Floras, you adjourn with him to an antechamber where he tells you about the mission ahead.

    'Latest reports from my spies and scouts in the north say that Magnaarn is presently at his army headquarters in Shugkona. Drakkarim have been seen combing a region of the Tozaz forest fifty miles to the north of his headquarters. We think that this is where he believes he'll find the Doomstone of Darke. There are many ancient temples in this area . . . perhaps one is harbouring that evil gem.'

    small5.gif

    The King pauses for a few moments to take some refreshment. From a jewel-encrusted pitcher, he pours two glasses of wine and proffers one to you before continuing. Gratefully you accept and politely you sip the rare vintage whilst listening to the King's plan of action.

    'Grand Master,' he says, fixing you with his powerful gaze, 'if you are to thwart Magnaarn you must travel to Shugkona and seek him out. He must be killed, or failing this, the infernal Doomstone must be destroyed before he can use it against us. Secrecy is paramount if your mission is to succeed, therefore no attempt to approach Shugkona directly can be made. The lines of battle are drawn up to within fifty miles of that stronghold and the region is alive with Drakkarim. Yet there is still one means of approach that the enemy will not be guarding. I have made provision for a boat to take you to a place we call "Bear Rock". It lies on the River Gourneni and is only thirty miles from Magnaarn's headquarters. However, there is one complication . . . to reach the river you must first enter the Hellswamp.'

    The thought of venturing into that terrible mire fills you with a cold dread, for the Hellswamp is notoriously perilous. King Sarnac recognizes your apprehension and quickly he tries to assuage your fears.

    'I understand your anxiety, Grand Master, but rest assured that you will not be entering alone. One of my finest officers will be your guide throughout this mission. He has scouted this route before and he knows how to avoid its many dangers. Once you reach Bear Rock he will guide you through the forest to Shugkona. There you must find out where Magnaarn is and do whatever is necessary to foil his quest. Once your mission has been accomplished, my officer will bring you through our battle lines and see you safely back here to Vadera.'

    The king reaches for a cord which hangs from a hole in the domed ceiling. He tugs it and a bell tinkles in a distant part of the citadel.

    'Now, Grand Master,' he says, turning to face the door of the antechamber, 'the time has come for me to introduce your guide.'

    If you took part in the Battle of Cetza in a previous Lone Wolf adventure, turn to 315.

    If you have not taken part in this battle, turn to 123.

    IIRC, Cetza happened in the Battle of Torgar, so we have participated.
    _______________________________

    Page 315: Through the open archway comes a Lencian soldier attired in the parade tunic and breeches of a Court Captain. He is unusually tall, but his most striking feature is his close-set eyes which are bright above his thin, hawk-like nose and bushy black moustache. At once you recognize this officer, for he is Captain Prarg. During the fighting at Cetza you and he led Prince Graygor's reserves in a decisive action that helped save the Eruan Guards and turn the tide of the battle in your favour.

    'Well met, Sire!' he says, with a smile, ''Tis an honour to have been chosen to guide you on your noble quest.'

    Turn to 80.
    _______________________________

    Page 80: 'You will commence your mission at midnight,' says the King, motioning you towards a small window which overlooks the busy harbour of Vadera. He points to a ship, one of several moored at the quayside, but one that is readily identifiable for it is the only vessel not in military service.

    'That trading sloop will carry you and the Captain to the small island you can see in the distance. That is Battle Isle. There you will find a sailing boat with enough provisions for your mission. The Captain knows where it is hidden and he will be responsible for your safe passage once you set sail for the Hellswamp. Remember, secrecy is vital to the success of your mission. Trust nobody save Captain Prarg.'

    The King voices his fear that Drakkarim spies are operating in the harbour and he expresses his concern that your unexpected arrival by air may have already alerted them to your presence here in Vadera. However, it is too late to change the plan; it is a risk you must accept.

    Having concluded your briefing, King Sarnac sends for an escort to take you to a private chamber where you can rest and reflect upon the mission ahead. Later that evening, you and Captain Prarg are smuggled out of the citadel via a secret passage which leads directly to the harbour. Quietly you board the sloop and hide yourselves amongst its cargo of supplies which are destined for the garrison on Battle Isle. The ship sets sail on the first strike of midnight and, after a smooth and uneventful voyage it moors at a jetty on the southern coast of Battle Isle, three hours later.

    The crew of the sloop are unaware that you are aboard and, in order to safeguard your secrecy, you await your chance to disembark without being seen. Soon the opportunity presents itself. As the crew go in search of help to unload the cargo, the two of you leave the sloop and hurry off along the beach, heading north towards the place where your sailing boat awaits. There is no cloud and a near-full moon illuminates the rocky beach, making it easy for you to progress despite the difficult terrain.

    If you possess Grand Pathsmanship, turn to 202.

    If you do not possess this Grand Master Discipline, turn to 159.
    _______________________________

    Page 202: Your super-keen senses alert you to something on the brow of a hill which overlooks this stretch of beach. You detect the faint glint of moonlight on steel and at once you whisper a warning to Prarg. Instantly he takes cover among the rocks and together you watch with bated breath as two inquisitive Lencian lookouts leave their post and come down to the sea's edge. They scan the beach then, shaking their heads, they turn and retrace their steps, pausing to skewer a few clumps of seaweed with their spears as they trek back to their post.

    As the lookouts climb the hill, you and Prarg hurry away whilst they have their backs turned.

    Turn to 273.
    _______________________________

    Page 273: Shortly you reach a small secluded cove where Captain Prarg discovers a rusty anchor. It is a landmark, left on purpose by agents of King Sarnac to point the way to the cave where they have left your boat and provisions. You find the cave and together you haul the boat down the beach and raise its coal-black sail before pushing it out into the icy waters of the Tentarias.

    Once aboard, you trim the sail whilst Prarg takes charge of the rudder. There is a good wind and within minutes your tiny craft is bobbing towards the far western channel of the Hellswamp, twenty miles distant. You ask Prarg if this dark estuary has a name, and he replies, 'Yes. The Drakkarim call it "Dakushna's Channel" after the Darklord who once commanded the city-fortress of Kagorst. They say it is a fitting dedication, for the waterway is as deadly and as treacherous as the being after whom it is named.'

    Turn to 60.
    _______________________________

    Page 60: Dawn breaks as you sail into the estuary of Dakushna's Channel. Prarg keeps the boat in the centre of the wide waterway, where the slimy water is deepest and the ever-present risk of grounding upon submerged debris is less likely to befall you.

    Soon you are enveloped by the chaotic wilderness of the Hellswamp and you feel your spirits drop, as if they are being leeched by some unseen vampire. The monotonous view of slime-laden mudflats extends seemingly forever on every side, broken only occasionally by a dead, vine-strangled tree. You both take some comfort in the fact that there is a wind and it is blowing in a favourable direction. Despite the depressing scenery you make good progress until, late in the afternoon, you are forced to lower your sail when you reach a point where unexpectedly the channel splits in two. Prarg says that this split must have occurred recently, for it was not present the last time he sailed this way. Reluctantly he admits that he is not sure which way to go.

    Upon the edge of the left bank, in the middle distance, you see a circle of mud huts perched close to the channel's edge. You magnify your vision, but you are unable to discern any signs of life.

    If you wish to enter the left channel which passes close to the circle of mud huts, turn to 144.

    If you wish to take the right channel and thereby avoid passing by the huts, turn to 235.
    ______________________________

    Ok Wolfpack, you know the drill. Give me your discipline choice, your equipment choices, your page choice, and any feedback on the new OP / a thread title idea (its 2:30 am, too tired to think of something clever :P).

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  • RebootReboot Registered User regular
    edited September 2010
    A. Choose Advanced Divinition
    B. Rope + 2 Meals + 2 Potions
    C. Left

    Reboot on
  • HykuHyku Registered User regular
    edited September 2010
    Deliverance! We need to ensure we can heal our poor companions so they can die even more outrageously for the greater good.

    Did we miss the # Helshezag and # Kagonite Chainmail?

    Left! ummm, why not?

    Hyku on
  • pslong9pslong9 Registered User regular
    edited September 2010
    A. Assimilation
    B. Rope + 2 Meals + 2 Potions.
    C. Left

    pslong9 on
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  • donkyhotaydonkyhotay Registered User
    edited September 2010
    psi-surge
    avoid the huts

    donkyhotay on
    Do not be afraid to joust a giant just because some people insist on believing in windmills.
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  • Man in the MistsMan in the Mists Registered User regular
    edited September 2010
    Discipline: Assimilance
    Loadout: Potion, Quiver, Meals
    IIRC, the last time we were in a place like this, huts housed very bad creatures. Go right.

    Also, the Sommerswerd and bow are counted as special items, so they won't take up weapon slots. Also, the inventory from the last thread is mostly accurate, so take a look at that.

    Man in the Mists on
  • TagTag Registered User regular
    edited September 2010
    Also, the Sommerswerd and bow are counted as special items, so they won't take up weapon slots. Also, the inventory from the last thread is mostly accurate, so take a look at that.

    Ah you are correct. Sadly everything before page 1 is a pretty disorganized mess in the books rather than a nice clean breakout, I missed that. Though its not like we ever use any other weapon. Anyway the OP is tweaked.

    Sadly Kelor never really updated our inventory or stats in the book starts for a number of books. I mostly worked backward to derive what we're at. If you see an inaccuracy please let me know.

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  • Man in the MistsMan in the Mists Registered User regular
    edited September 2010
    That riverbank fork is looking mighty close...

    Man in the Mists on
  • TagTag Registered User regular
    edited September 2010
    Was holding out to see if we could get a clear winner for the new discipline (by more than a single vote) for powers, but I think I’ve given long enough for all votes.

    New Discipline: Assimilance
    Inventory (excluding special items): Rope, 2 meals, 1 potion (only enough for 1 dose), 1 Quiver


    And now, to the huts!
    _____________________________
    Page 144: Without a rigged sail, the stinking marsh wind propels your boat along the channel at a far slower rate. Gradually you approach the cluster of huts and, as you pass before them, you see eight dwellings, each built of mud-daubed roots and thatched with rotting vegetation. They are empty but they have not been deserted. The shoreline is littered with bones, the remnants of past meals, and nearby is a crude wooden frame on which the skins of a snake and a lizard have been stretched out to dry.

    'It's a Ciquali camp,' whispers Prarg nervously, his eyes scouring the surrounding waters for the slightest sign of movement. During your travels you have heard tales about the Ciquali, none of which were favourable. They are the bane of the Hellswamp--a breed of vicious amphibians, intelligent and cunning, with a taste for human flesh that makes them especially dangerous.

    'Our luck's good, Lone Wolf,' says Prarg, as gradually the wind carries you beyond the huts. 'The camp's empty--they must be away hunting. Truly we're fortunate to have come this way this time.'

    As soon as you lose sight of the settlement, you hoist the sail and catch the prevailing wind which propels you northwards along Dakushna's Channel. You are hungry, and unless you possess Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

    To continue, turn to 322.

    We have huntmastery.
    _____________________________
    Page 322: Gradually, over the next few hours, the level of the water rises until it covers most of the surrounding mud flats. Here and there, clumps of wire-hard briar stand isolated on tiny islands which are almost flush with the surface. They are the only features to break the dreary landscape.

    As sunset approaches, so the wind dies until there is barely enough breeze to ruffle the canvas. Stoically Prarg gathers in the mainsail and you ship the oars, then together you pull back against the scum-darkened water and continue on your way. You are watchful of the current, for this will indicate your approach to the River Gourneni, but the water is so thick with silt and slime that neither of you can be certain of its direction, or even of its existence.

    It is almost dark when finally you reach the outflow of the Gourneni. It is a sluggish confluence, jammed with deadwood and silt-banks which obstruct most of its fifty-yard width. You both realize that an attempt to navigate this river at night would be foolish, and so you decide to set up camp at the river's edge and wait until first light before continuing.

    Using your Kai skills of detection, you scan the two river banks to determine which would be a safer place to set up camp. Unfortunately you sense little difference between the two; neither east nor west looks very inviting.

    If you decide to set up camp on the west bank, turn to 135.
    If you choose to set up camp on the east bank, turn to 84.

    Oh good, instead of left or right, we get east or west :P
    Coin flip says west.
    _____________________________
    Page 135: Within ten yards of the west bank the boat stops abruptly when it runs aground in the silted shallows.

    'Curse our fortunes,' grumbles Prarg, peering over the side. 'I was a'hoping we'd be lucky enough t'keep our feet dry.' Wearily he searches through the provisions and produces a heavy rope, one end of which he proceeds to tie around the bowhead while you stow away the oars. Then, together, you slip into the cold knee-deep mud and begin the laborious task of hauling the boat towards dry ground.

    You encamp on a strip of frozen loam and use the upturned boat as a shelter from the elements. As night falls, so, too, does the temperature. You cast your experienced eye across the darkening skies and see banks of cloud, heavy with snow, scudding the distant horizon. They are an unwelcome sight, the precursors to a winter storm.

    Prarg volunteers to sit the first watch but, mindful that his need for rest is greater than yours, you insist that he be the first to get some sleep. For four hours you sit and scan the bleak horizon, your mind filled with unanswered questions about the mission and the dangers you have yet to face. While you ponder what may await you in the future, you remain watchful and alert, for the risk of an attack by the denizens of this swamp is ever present. Fortunately, the cold dissuades them from leaving their lairs this night and your watch passes without incident. Then the time comes for you to awaken Prarg. With a distinct lack of enthusiasm he takes over whilst you settle down to catch a few hours of much-needed sleep.

    Turn to 327.
    _____________________________
    Page 327: Prarg awakens you shortly before dawn. It has been snowing during the night and the boat is covered with a thin layer of crisp white flakes. As you open your eyes, the cold air brings you swiftly to your senses, its sudden unexpected chill making you shiver violently. However, this discomfort is momentary; your Magnakai skill of Nexus rights the imbalance and a comfortable warmth returns to your frozen limbs.

    Carefully you step from beneath the boat and cast your eyes across the marsh which borders the river, now completely white. Tracks in the snow betray the nocturnal passage of several swamp creatures, but none are too large as to cause you undue concern. Prarg unpacks some provisions and, after a breakfast of dried meat, potatoes, ale and blue cheese, you prepare the boat for your long voyage north up the Gourneni river to Bear Rock.

    By mid-morning the snow has returned and your progress is soon hampered by a whipping wind that blows persistently in your faces. Shielded by your innate skills, the sub-zero temperatures cause you little concern as tirelessly you work the oars. But Prarg is not so fortunate and, as the hours pass, the cold saps his strength until he is unable to continue rowing. Single-handedly you take over the oars whilst your guide, swathed in blankets, mans the rudder and acts as your pilot through the narrower sections of the Gourneni.

    Turn to 107.
    _____________________________
    Page 107: You reach Bear Rock shortly before dusk. The landmark is a massive granite boulder, weather-worn into the shape of a huge bear standing upright with its forepaws extended. It is positioned on the west side of the Gourneni and overshadows a sheltered cove formed where, over the centuries, the river has undercut the bank. Here you bring the boat ashore and make camp for the night.

    Over your evening meal you discuss the next leg of your mission. In the morning you will hide the boat before setting off cross-country towards Magnaarn's headquarters at Shugkona. Fifty miles of dense timberland separate you from this town and, in current conditions, you estimate it will take at least two days to reach.

    If you possess Animal Mastery and have reached the rank of Kai Grand Guardian or higher, turn to 129.
    If you do not possess this Discipline, or have yet to reach this level of Kai rank, turn to 88.

    Uh-oh.
    _____________________________
    Page 88: Having finished your evening meal, you are faced with a difficult decision: who should take the first watch. Both of you are very tired, and after a whole day's rowing you are less than enthusiastic about the prospect of trying to stay awake for another four hours.

    If you decide to volunteer for the first watch, turn to 309.
    If you would rather decide the matter on the toss of a coin, turn to 56.

    Not a very interesting choice. I hope you all don’t mind me taking the books advice here and flipping a coin. Hilariously, we got the toss a coin option.
    _____________________________
    Page 56: You take a Gold Crown from your money pouch, flick it in the air, then catch it on the back of your hand. With your advanced skills it is easy for you to sense immediately that the coin is showing heads, but Prarg is not so gifted.

    'Heads or tails?' you ask your companion.

    Thoughtfully he scratches his chin as he considers his answer.

    Pick a number from the Random Number Table.

    If the number you have picked is 0-4, turn to 117.
    If it is 5-9, turn to 298.

    We got a 2.
    _____________________________
    Page 117: You remove your hand and uncover the proud countenance of King Ulnar V stamped on the face of the coin.

    'Well done, Prarg. You've guessed correctly,' you say, and press the Gold Crown back into your pouch. 'I'll stand the first watch--you get some sleep. We've a long march ahead of us tomorrow and you'll need all your strength.'

    Prarg breaths a sigh of relief, and while he settles himself down to sleep in the relative comfort of the boat, you pull your cloak about you and climb to the top of Bear Rock where you begin your lonely vigil.

    For hours you sit on this windswept boulder, staring out through a curtain of swirling snow at the surrounding timberline. Despite your fatigue you stay alert and your iron discipline pays off when, shortly before midnight, you sense movement at the forest's edge. Then your super-keen Kai senses detect an animal scent on the cold air which you recognize immediately: it is Akataz.

    Turn to 163.
    _____________________________
    Page 163: Quickly you return to the boat and attempt to awaken your companion. But he does not respond at once, and you are forced to shake him vigorously by the shoulders until finally he stirs to consciousness.

    'Wha . . . what's wrong!' he mumbles, as he struggles to free himself from your firm grip.

    'Wake up Captain,' you retort, 'there's trouble coming our way.'

    The word 'trouble' galvanizes Prarg into action. He throws off his blankets, unsheathes his sword, and follows as you lead the way up the river bank. When you reach the crest, you see a dozen or more of the leathery black war-dogs come slinking out of the trees. Your senses are drawn to one of the red-eyed creatures, who instinctively you recognize as the leader of this pack, and suddenly you recall from past experience that Akataz are susceptible to psychic attacks. Using your Magnakai abilities, you focus on this leading hound and prepare to launch a burst of psychic energy directly at its mind.

    Pick a number from the Random Number Table. If you possess Kai-surge, add 4 to the number you have picked.

    If your total score is now 6 or less, turn to 242.
    If it is 7 or more, turn to 99.

    We don’t have Kai-Surge, but “Random Number Generator: 9
    _____________________________
    Page 99: Your psychic attack penetrates the war-dog's mind, causing it to howl with pain and terror. Immediately the others halt in their tracks, visibly shaken by the horrible cries issuing from their leader as he rolls over and over in the snow. You sense that the pack is torn now between its desire to satisfy its gnawing hunger and its natural instinct for survival. Eventually the instinct for preservation wins out, and one by one the dogs turn and flee for the safety of the forest.

    Confident that the Akataz will not be back this night, you return to the boat to catch some sleep while Prarg begins his turn on guard.

    Turn to 215.
    _____________________________
    Page 215: You wake with the dawn and fix a hasty breakfast before breaking camp. Within the hour you are ready to begin your trek towards Magnaarn's stronghold at Shugkona, but first you must dispose of your boat. Prarg takes what provisions he needs, then, with his sword, he pierces several holes in the keel. You launch the boat towards the centre of the river and watch as slowly it sinks beneath the surface. The moment it disappears, you leave the river's edge and set off into the trees.

    Deep in the forest the snowfall is light underfoot, because of the thick canopy of branches overhead, and you find the going much easier than expected. You are struck by the unexpected beauty of this dense timberland in winter, by the intricate webs of frost that trail between its blue-green branches, and by its frozen streams and waterfalls. But even as you admire it, you remain ever conscious of its dangers. Prarg leads the way, and swiftly you progress from one concealed marker to another, all having been placed by him on previous missions behind enemy lines. By using his system of hidden signposts he is able to guide you safely through a maze of Drakkarim outposts and patrol routes that riddle this timberland.

    It is nearing noon and you have covered more than twenty miles when Prarg motions you to halt: he has found something unexpected. Nailed to a trunk is a small rectangle of orange-coloured metal.

    'This is a Drakkarim marker,' he says, after closer examination. 'They use them to mark the perimeter boundaries of their forest camps. It wasn't here the last time I came this way which means there must be a new outpost here, somewhere close.'

    'How close?' you ask.

    'Within half a mile at most.'

    For a few moments you stop and listen to the silence of the forest. You close your eyes and concentrate, and through the use of your aural skills, you detect noises away to the north. The sounds are mixed and many, and you are unable to discern their exact cause.

    If you wish to investigate these sounds, turn to 65.
    If you choose to avoid them, turn to 189.

    Ahha! An actual choice this time. Have at it guys.

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  • donkyhotaydonkyhotay Registered User
    edited September 2010
    investigate

    donkyhotay on
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  • RebootReboot Registered User regular
    edited September 2010
    Investigate

    Reboot on
  • Man in the MistsMan in the Mists Registered User regular
    edited September 2010
    A chance to put our new discipline to use? Investigate

    Man in the Mists on
  • TagTag Registered User regular
    edited September 2010
    That’s 3. Investigate it is!
    _____________________________
    Page 65: Prarg has reservations about your decision; he fears that your curiosity could be leading you both straight into the arms of the enemy. You understand his anxiety but you stand by your decision. Time is running against you and some risks must be taken if you are to discover quickly the location of Magnaarn and the Doomstone. With a nod of his head Prarg accepts the logic of your argument. Then, as if to reaffirm his loyalty, he draws his sword and offers to lead the way.

    Cautiously you follow him through the dense trees, your nerves as taught as bowstrings. As you draw closer, you are able to make out the sounds of wood being chopped, gruff voices and the jingle of horse bridles. Your suspicions are confirmed when you reach the edge of a clearing and see a Drakkarim encampment in the centre of recently cleared ground. Three log cabins, two only partially completed, stand in the middle of a circular ditch which is backed in turn by a chest-high wall of sharpened stakes. You count more than a hundred Drakkarim labouring to complete this forest outpost, while another fifty or so stand guard along its perimeter wall. They look well-equipped; all are clad in thick furs and studded leather armour, and they wield weapons which are unmistakably fresh from the forge.
    ill4.gif
    Slowly you edge your way around the clearing until you are on the north side of the encampment. Here the perimeter wall has yet to be completed, affording you an unobstructed view of the cabins. You settle yourself behind a fallen tree and patiently you observe the main hut. Suddenly the door swings open, and a Drakkarim officer strides out into the snow. He pulls on his iron helm and draws his wolfskin cloak close about him as he goes off to inspect his men's work. The door swings shut, but before it closes, you catch a glimpse of something that sparks your curiosity anew.

    Turn to 329.
    _____________________________
    Page 329: Before the door closed you caught sight of a map spread out across a trestle table in the centre of the cabin. You whisper to Prarg what you have seen, then you tell him to wait for you here while you try to get a closer look at that map. It may contain a clue to Magnaarn's whereabouts.

    Slowly you work your way across the snowy ground towards the ditch which encircles the camp. Your camouflage skills keep you from being seen by the Drakkarim sentries and you are able to reach the cover of this shallow, ice-filled trench with little difficulty. While you wait here for the chance to make a dash for the cabin, you notice two points of entry: the main door and a side window.

    If you wish to enter the cabin by the door, turn to 295.
    If you choose to enter through the side window, turn to 16.

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  • SeidkonaSeidkona Had an upgrade Registered User regular
    edited September 2010
    Window

    Seidkona on
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  • pslong9pslong9 Registered User regular
    edited September 2010
    Yeah, front door seems like a bad door. Window.

    pslong9 on
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  • RebootReboot Registered User regular
    edited September 2010
    Window.

    Reboot on
  • Man in the MistsMan in the Mists Registered User regular
    edited September 2010
    Window entry is sneakier than the front door.

    Man in the Mists on
  • TagTag Registered User regular
    edited September 2010
    Page 295: As soon as the coast is clear, you leap from the ditch and sprint through a gap in the log wall. You are within a few yards of the cabin when suddenly you see two Drakkarim on horseback come galloping along a newly-laid forest track which leads to the encampment. You are in danger of being seen by them, so the moment you reach the cabin door you thrust it open and rush in.

    Your sudden entrance startles a Drakkarim sergeant who is secretly sneaking a gulp of wine from his Captain's private stock. The bristle-bearded soldier chokes on his mouthful of ruby-red claret when he hears the door open, but his fear soon turns to anger when he sees it is you, and not his commander, who is standing in the doorway. He spits out the wine and hurls the half-empty bottle at your head. You dodge this missile with ease, but it has served its purpose; it has bought the sergeant the time he needs to unsheathe his heavy-bladed sword. He sneers, and your heart skips a beat when you see him get ready to shout for help. You must silence him quickly or he will alert the entire camp to your presence.

    If you possess Kai-alchemy, turn to 232.
    If you do not possess this Grand Master Discipline, turn instead to 198.
    ________________________________

    Page 232: You utter the words of the Brotherhood spell 'Silence' and within the confines of the cabin all sound ceases. The Drakkarim sergeant screams for help, but to his amazement, he finds he has suddenly been struck dumb. You unsheathe your weapon and rush forward to strike him down, determined to finish him before the effects of the spell wear off.

    Drakkarim Sergeant: COMBAT SKILL 30 ENDURANCE 29

    Due to the surprise of your spell and the speed of your attack, ignore any ENDURANCE loss you may sustain in the first round of this combat.

    If you win the combat, turn to 53.

    Combat Ratio: 45+6(psi-surge) = 51 - 30 (Sergeant) = 21 (Poor Bastard)
    Combat Round: 1
    Your Combat Ratio is: 21
    Your Random Number was: 0

    YOU HAVE DEFEATED YOUR ENEMY!

    Lone Wolf took 0 Damage!
    Lone Wolf now has 51 Endurance Points.
    Wow, I feel sort of bad that we didn’t even get to use our 1 round of invincibility.
    ________________________________

    Page 53: The Drakkar shudders as you land your killing blow. With an open-mouthed look of surprise, he clasps his chest then drops lifelessly to the floor. Quickly you step over his corpse and hurry to the table to study the map. To your disappointment, the map turns out to be merely a construction plan of the encampment. It offers no clues to Magnaarn's present location.
    small7.gif

    If you wish to search the cabin more thoroughly, turn to 213.
    If you choose to leave the cabin and return to Prarg, turn to 277.

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  • SeidkonaSeidkona Had an upgrade Registered User regular
    edited September 2010
    We didn't just go through that for the fun of it, Search.

    Seidkona on
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  • donkyhotaydonkyhotay Registered User
    edited September 2010
    search

    donkyhotay on
    Do not be afraid to joust a giant just because some people insist on believing in windmills.
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  • pslong9pslong9 Registered User regular
    edited September 2010
    Search.

    And technically, you went with the option we didn't pick, but I looked it up, and a) this path was more interesting, and b) they all lead to the same place, so no harm done.

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  • TagTag Registered User regular
    edited September 2010
    pslong9 wrote: »
    And technically, you went with the option we didn't pick, but I looked it up, and a) this path was more interesting, and b) they all lead to the same place, so no harm done.

    Aw crap I read the wrong page number. Oh well, thanks for checking.


    Page 213:You sift through the items stacked upon the shelves, packed in cases and hidden in the personal bags of the Drakkarim commander, and discover the following which may be of use to you during your mission:

    * Dagger
    * Sword
    * 2 potions of Laumspur (each restores 4 ENDURANCE points)
    * Hourglass
    * Signet Ring
    * Bow
    * 3 Arrows
    * Brass Key

    If you decide to keep any of the above, remember to make the necessary adjustment to your Action Chart.

    To continue, turn to 277.
    Let me know.
    ____________________________

    Page 277: As you are about to leave the cabin, you notice a lantern hanging on a hook beside the door. You take it down, flip up its glass cover, then cast it into the corner where it immediately sets fire to a heap of clothes. The fire will cover your tracks and, hopefully, cause enough of a diversion to enable you to escape from the encampment unchallenged.

    As you hoped, the fire spreads quickly and, as you sprint across the frozen ground towards the forest's edge, you glance over your shoulder to see bright orange flames roaring from the open doorway, and a pall of black smoke rising into the steel-grey sky. You reach Prarg and together you hurry deeper into the forest. The fire covers your escape, but it also draws several Drakkarim patrols back to the encampment. You are forced to make a wide detour to the west in order to avoid these returning soldiers and your new route takes you across a steep and rugged part of the Tozaz forest previously unexplored by your guide.

    The difficult terrain slows you down and you cover less than six miles before failing light and the increasing sightings of Drakkarim patrols force you to halt and make camp for the night. From the safety of a treetop, fifty feet above the forest floor, you rope yourself to the trunk before settling down to sleep. You are hungry and, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

    To continue, turn to 90.
    (We have huntmastery)
    ____________________________

    Page 90: The night passes without incident and you awake to a bright dawn feeling refreshed by your long, uninterrupted sleep. Prarg, too, has slept well, and he feels eager to start the journey to Shugkona. Fresh snow has fallen during the night, and when you descend to the base of the tree, you discover several sets of footprints nearby. Your Pathsmanship senses tell you that they are little more than an hour old and were made by a Drakkarim patrol heading due north.

    You set off towards the north east, following a frozen stream that winds its way through the forest like a glistening crystal serpent. Luck and your Kai skills keep you safe from the Drakkarim patrols, and by noon you find yourselves approaching the outskirts of Shugkona. From the cover afforded by a small wooden footbridge that crosses the icy stream, you are able to reconnoitre this heavily fortified Drakkarim town. Log-lined trenches encircle most of its perimeter, fronted by pits filled with sharpened stakes to counter attacks by enemy cavalry. Mantlets and wheeled barricades defend its four highway approaches, and the whole line is manned by squads of Drakkarim and Hammerland mercenaries. However, this formidable protection comprises just a first line of defence behind which there are more fieldworks, sharpened stakes and watchtowers, many bearing recent scars of war. The town itself lies within this second circle. It is constructed entirely of wood, and many of its outermost buildings have, over the years, been reduced to ash by Lencian firebombs. You learn from Prarg that Magnaarn's headquarters are located at the very centre, in a high tower which commands a clear view over the town and its defensive lines.

    At first sight the Shugkona defences look impregnable, but after having carefully observed the perimeter lines you note two places where, with luck, you might enter the town without being observed. The first is close to the east road where an expanse of cleared ground is guarded only by a watchtower. The second is a section of the perimeter, further south, where only one line of trenches has been completed.

    If you wish to try to enter Shugkona from the east, turn to 317.
    If you choose to try to enter Shugkona from the south, turn to 142.
    Not quite a blind left/right choice, so I wont coin flip. Tower (east) or trenches (south)?

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  • HykuHyku Registered User regular
    edited September 2010
    Grab the Signet Ring and Hourglass! Can't hurt can it?

    South! I say avoid the killing field in direct view of a watcher tower...

    Hyku on
  • RebootReboot Registered User regular
    edited September 2010
    Take the Signet Ring. And if we have space, the Brass Key.

    South to avoid the tower.

    Reboot on
  • Man in the MistsMan in the Mists Registered User regular
    edited September 2010
    Signet Ring, Hourglass, Key, Potions, Arrows. If need be, leave behind some meals.

    We might be able to survive the watchtower area, but entering from the south is still the smarter choice.

    Man in the Mists on
  • donkyhotaydonkyhotay Registered User
    edited September 2010
    ring, key, hourglass in that order if we have room
    south avoid the watchtower.

    donkyhotay on
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  • TagTag Registered User regular
    edited September 2010
    Looks like a unanimous call for South!
    Items taken: Hourglass, Ring, Key, 2 Potions, taking us to a full 10 backpack items. Arrows added to the quiver for 9 arrows total (I didn’t see a maximum number of arrows for the quiver, either way it should be enough).

    ___________________
    Page 142: Abandoning the shelter of the bridge, you work your way slowly along the ice-filled ditch to a point directly in front of the south trench. Here you settle to observe the Drakkarim guards who are dutifully keeping watch over this sector. All you can see of them is their brutal faces peering over the rim of their dugout, but, after a while, one by one these faces disappear. Your keen hearing detects the sound of laughter, some clicks, and a few Giak curses, and judging by what you have heard you hazard a guess that the guards are busy gambling with dice.

    You decide that now would be the best time to make your move, while the guards are distracted from their duty. Prarg insists that he lead the way; he has crossed here once before and he knows a safe way through. The ground in front of the trench-line looks clear but there are concealed pits out there just waiting to snare the careless or unwary. You nod your agreement and follow in his wake as he crawls a zig-zagging route towards the distant trench.

    Two minutes later you reach the mound of frost-hardened earth abutting the dugout. Silently you motion to Prarg to get ready to attack, but before he can draw his sword, one of the enemy guards pops his head up to take a cursory glance over the parapet. He is less than an arm's length from you, and his eyes and mouth spring open with sheer terror when he finds himself staring into the face of a Kai Grand Master!

    Instinctively you lash out with the edge of your hand, aiming for his right temple, hoping to render him unconscious before he can warn his confederates. But the shock of seeing you makes him reel backwards, and your blow misses by a hair's breadth.

    Pick a number from the Random Number Table.

    If the number you have chosen is 0-2, turn to 206.
    If it is 3-6, turn to 337.
    If it is 7-9, turn to 164.

    We got a 6.

    ___________________
    Page 337: The guard crashes to the bottom of the trench, screaming--'Gaz rekenarim! Gaz rekenarim!'

    The other Drakkarim are slow to react, and only one manages to snatch up his spear in his defence as you come leaping over the parapet. He thrusts it at your head and you dodge aside just in time to avoid a fatal wound, yet the tip gouges your shoulder: lose 2 ENDURANCE points.

    'Sarnac and Lencia!' cries Prarg, as side-by-side you land in the trench and strike out at its defenders. Your attack is swift and deadly. In less than five seconds, you have dispatched all four of the Drakkarim trench-troopers who occupy this position, overcoming three of them before they could even unsheathe their swords.

    Keen to maintain your advantage of surprise, you quickly leave the trench and rush across the remaining strip of open ground which separates you from the town's outlying dwellings. Prarg points ahead to an alleyway that lies sandwiched between two burnt-out hovels, and immediately you follow as he hurries towards its shadowy entrance.

    Turn to 178.

    ___________________
    Page 178: The dark alleyway leads to a square where, an age ago, the grand mansions of Lencian noblemen encircled a shrine dedicated to the Goddess Ishir, High Priestess of the Moon. But now this square, in common with the rest of the town, bears little resemblance to, or trace of, its Lencian origins. When the Drakkarim first captured Ferndour, as it was then called, all the houses and public buildings which had stood for centuries were demolished. In their place were erected ungainly dormitories and ugly communal dwellings made entirely of timber culled from the surrounding forest. The town's once-picturesque plazas and narrow, winding streets were replaced with coldly functional military avenues for the marching Drakkarim hordes.

    From the shadows of a doorway, you and Prarg observe a small covered wagon and a troop of weary Drakkarim soldiers entering the square from the north. This small procession swings right and approaches an avenue which exits the square, leading off to the west towards the centre of the town. Magnaarn's headquarters are located in the middle of Shugkona and, with night fast approaching, Prarg suggests you follow the troop using the gathering darkness for cover. You are about to agree with him when suddenly the door of a nearby hovel swings open, and out into the alley step three burly, drunken Drakkarim.

    Instinctively you both leap for cover to avoid being seen. Prarg drops down behind a stack of empty ale casks, whilst you dive behind a mound of rotten timbers. The moment you hit the ground you feel it sag beneath your weight, then, in a moment of terror, the ground collapses and you fall headlong into darkness. You have crashed through the rot-infested timbers of a trapdoor into a damp and dingy cellar.

    Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.

    If your total score is now 0-4, turn to 237.
    If it is 5 or higher, turn to 58.
    We rolled a 5 naturally, giving us a total of 6.
    ___________________
    Page 58: You crash down upon a stack of ale barrels which, in turn, topple and fall, pinning you beneath them. Yet despite your heavy landing, your cat-like reflexes save you from sustaining any serious injuries: lose only 1 ENDURANCE point.

    At once you try to extricate yourself from beneath the heavy casks, but a sudden sound causes you to stop and stare at the broken trapdoor. In the alleyway above, you hear the sounds of a struggle taking place: the Drakkarim have found your companion, Prarg, and they are attempting to overpower him by force.

    Turn to 225.

    ___________________
    Page 225: The sounds of the struggle cease abruptly and you hear gruff Drakkarim voices yelling and cursing in anger. A yellowy light flares up and grows brighter as it approaches the broken trapdoor. Then the face of a Drakkar appears, framed in the ragged hole, illuminated grotesquely by the guttering flames of a torch. The Drakkar thrusts the torch through the shattered door and peers into the cellar, his small piggy eyes probing into every corner. You keep completely still, and he fails to see you lying beneath the clutter of barrels and casks.

    The moment the face and the torch disappear, you prise yourself free and then scramble up onto an upright barrel in order to reach the trapdoor. Prarg and the Drakkarim are no longer in the alleyway, yet as you pull yourself through the gaping hole, you catch sight of them in the square beyond. The Drakkarim have captured Prarg; they have tied his hands and they are marching him along the west avenue towards the centre of the town, towards Magnaarn's headquarters.

    Turn to 149.
    Uh oh, has the tradition of the redshirts returned?

    ___________________
    Page 149: You clamber out of the cellar and set off after the Drakkarim with weapon in hand, determined to free your companion from their clutches, but as you hurry into the western avenue you see that they have already joined with the troops who are escorting the covered wagon. The wagon has halted and you count more than fifty Drakkarim jostling the helpless Prarg, bullying and cursing him vilely. More than one voice calls out in the Giak tongue--'Let's kill the Lencian spy!'

    Fearful that they are going to beat him to death, you decide to charge headlong into the crowd in a desperate attempt to save him, despite the overwhelming odds against your success. But before you can act, a Drakkar officer on horseback appears and commands the troops to order. An uneasy silence descends on the group, then dutifully they step away from Prarg and form up in a column facing the officer and his mount. Prarg, who has been left lying on the ground, barely conscious, is bundled into the wagon. The officer raises his hand and the wagon trundles off along the avenue towards a distant square, with the troop of soldiers marching smartly in its wake.

    You follow and observe, taking in every aspect, every detail that might help you to free your companion. When you reach the square at the end of the avenue, you discover that is dominated by a tall tower. It is Magnaarn's tower. His flag, emblazoned with the emblem of a black eagle clutching two fiery swords, flutters lazily from its slender wooden spire. The wagon draws up in front of a building adjacent to the tower and Prarg is dragged unceremoniously inside. Judging by the bars which adorn its windows, and the armed guards at its entrance, you hazard a guess that this is the Shugkona Gaol.
    small11.gif
    Patiently you watch the square for several minutes while you try to formulate a plan. Then the assembled troops are galvanized into action when an order from their officer sends them off in pairs to search the town for other spies. Several Drakkarim come towards your location and you are forced to seek somewhere to hide. Looking around you can see only two dwellings that may offer some hope of a safe haven. The first is a warehouse; the second a stables.

    If you wish to hide in the warehouse, turn to 324.
    If you choose to hide in the stables, turn to 96.

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    Overwatch: TomFoolery#1388
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  • RebootReboot Registered User regular
    edited September 2010
    Warehouse. Because we don't have Animal Mastery yet.

    Reboot on
  • Man in the MistsMan in the Mists Registered User regular
    edited September 2010
    Plus we know that Drakkarim like to house things nastier than horses in their stables. Warehouse

    Man in the Mists on
  • DarianDarian Registered User regular
    edited September 2010
    Warehouse works for me.

    Darian on
  • HykuHyku Registered User regular
    edited September 2010
    Warehouse We could also explode it and escape in daring fashion if there are any issues.

    Hyku on
  • donkyhotaydonkyhotay Registered User
    edited September 2010
    warehouse

    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
  • TagTag Registered User regular
    edited September 2010
    Yay TWC, taking forever to get internet back to Queens….

    Page 324: You enter the warehouse through a broken window and soon find a hiding place among hundreds of rolls of canvas that are being stored on the ground floor. Periodically, Drakkarim enter and search the length and breadth of this sprawling building, but they fail to detect you.

    While you are hiding from their search parties, you consider your companion's plight and grow ever more fearful for his safety. You are also very anxious that, under torture, he will reveal your identity and the reason why you have come to this town. You are determined not to allow this to happen and so, as midnight approaches, you slip away from your hiding place and make your way stealthily towards the Shugkona Gaol.

    Turn to 260.
    ___________________________

    Page 260: The dark alleys and streets surrounding the gaol are illuminated by a hundred guttering brands. Magnaarn's soldiers are everywhere, casting their suspicious eyes over every section of the nighted town laid bare by their torches. Your Kai skills keep you hidden from sight and soon you reach the gaol, but only to discover that the entrance is now heavily guarded by a platoon of Drakkarim.

    You abandon your hopes of entering by the front door and instead you circle around to an alley at the rear of the building where you discover a line of windows, each one criss-crossed with iron bars. Instinct leads you to the last in the line and you peer inside to see Captain Prarg lying on a bed of filthy straw. He looks in poor shape; both his eyes are bruised, his lips are swollen, and his bushy moustache is caked with dried blood. You whisper his name and wearily he turns his head towards the cell window. Then he sees you and suddenly his whole face lights up with renewed hope.

    'Thank the Gods you are still free, Lone Wolf,' he says quietly, pressing his battered face to the bars. 'The Drakkarim have tried to make me talk but I have kept silent. They know nothing about the mission.'

    You examine the cell window and reassure Prarg that you will soon spring him from this gaol, but he insists that you do not risk your life on his account.

    'Listen, Sire. I have learned that Magnaarn isn't here in Shugkona. When the gaolers' beat me, I feigned unconsciousness and overheard them say that their leader is at a place called Antah. It's a ruined temple some forty miles away to the north. They talked of certain victory now that their warlord has found "the stone". Please, Lone Wolf, I beseech you to continue without me. Go to Antah and defeat Magnaarn, before it is too late.'

    Then a yellowy flicker of torchlight at the end of the alley cuts short your conversation. It is a Drakkarim patrol. They turn the corner and come marching towards you with purposeful steps.

    'Don't give up hope, Captain,' you say, as you make ready to run from the approaching patrol, 'I'll come back for you.'

    Turn to 79.
    ___________________________

    Page 79: This quarter of the town is now teeming with enemy soldiers, and as you hurry away from the cell window, you know that you are in grave danger of being caught unless you can find somewhere safe to hide.

    At length you discover a refuge on the far side of the main square. It is an empty grain storage tower which overlooks Magnaarn's headquarters and the gaol, and it is here that you spend a sleepless night contemplating the mission and the fate of your captured companion. Now that it appears Magnaarn has found the Doomstone, you know you should do as Captain Prarg insisted; you should try to reach Antah and confront him before he can use his new-found power against the Lencians. But you are loath to abandon your guide. You have promised Prarg that you will help him escape, and a Kai Grand Master never breaks his word. The Captain has been captured as a spy, and as such, he can expect no mercy from the Drakkarim.

    Soon after dawn you witness some activity in the main square which confirms your worst fears. A squad of Drakkarim engineers arrive and set to work constructing a raised wooden platform in the centre of the square.

    An hour later, when their work is complete, a covered wagon arrives. The engineers unload a large lump of black oak which they place in the middle of the platform, and as you focus on this block, a shiver runs the length of your spine the moment you realize its grim purpose.

    Turn to 118.
    ___________________________

    Page 118: The solid lump of oak is an executioner's block. Its surface is cut and scarred by blows from a heavy axe, and its sides are stained dark with the blood of a hundred Lencian prisoners who have lost their lives upon it.

    Suddenly your thoughts are disturbed by the rhythmic stamp of marching feet and your eyes are drawn to the avenue which runs alongside Magnaarn's headquarters. Down this thoroughfare come a regiment of Drakkarim. They file into the square and form up in three lines facing the platform. Then an open wagon, drawn by a brace of half-starved oxen, emerges from the alleyway beside the gaol. Captain Prarg is standing in the rear of the wagon with his hands tied behind his back. Despite the bumpy ride he stands rigidly at attention, proudly defiant in the face of imminent death. The wagon halts and the Captain is dragged up onto the platform by three brutish gaolers. He is made to kneel down before the block as a Drakkar officer hurriedly reads the contents of a scroll to the assembled troops. He is condemning the Captain to death for spying. When he finishes the reading, he takes a two-handed axe from one of the gaolers and walks slowly across the platform towards the block. Clearly he intends to carry out the execution personally.
    ill7.gif
    If you have a Bow and wish to use it, turn to 270.
    If you do not possess a Bow, or do not wish to use it, turn instead to 85.

    I’m just going to assume bow here rather than hold up the story, since the only other option is use nothing.

    ___________________________

    Page 270: You take an Arrow from your Quiver and place it to your bow in readiness to shoot. You gauge the range at forty yards as you take aim at the Drakkar officer. Patiently you wait for him to reach the execution block, and at the very moment he stops moving, you release your straining bowstring and send your Arrow arching through the air towards his head.
    small3.gif
    Pick a number from the Random Number Table. If you have Grand Weaponmastery with Bow, add 4 to the number you have picked.

    If your total score is 5 or less, turn to 183.
    If it is 6 or more, turn to 201.

    We rolled a 7.
    ___________________________

    Page 201: Your Arrow strikes with deadly accuracy. The Drakkar officer drops the axe and clutches the shaft which has suddenly buried itself in his throat. He tries to scream, but the arrow has destroyed his larynx and slowly he topples from the platform without uttering a sound. For a few moments the assembled Drakkarim are transfixed by his death, then a solitary voice shrieks in alarm: 'Up there! The arrow came from up there!'

    Turn to 336.
    ___________________________

    Page 336: As one, the soldiers draw their weapons and come rushing towards the ground floor entrance to the grain tower. You retreat from the window and look around for a means of escape for already you can hear the first of the enemy climbing the stairs. With fear running cold in your veins you cross to a window on the far side of the tower. Outside, directly below the window, you see a Drakkar lancer sitting astride a warhorse. His lance is sheathed in a tube-like scabbard fixed to the rear of his saddle, and in his hand he holds aloft a heavy-bladed cavalry sabre. He is staring at the onrushing soldiers and is completely unaware that you are barely a few yards away.

    Swiftly you climb on to the window ledge, draw your weapon, and leap on to the unwary lancer below.

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

    If your total score is now 4 or less, turn to 153.
    If your total score is now 5 or more, turn to 28.

    We got a 3 but still pass.
    ___________________________

    Page 28: You crash down upon the unsuspecting lancer and send him tumbling from the saddle. Then you seize control of his startled horse and take off across the square. With your left hand you unholster the lance and bring it to bear as you gallop headlong towards the mass of Drakkarim soldiers who stand between you and the platform.

    Turn to 63.

    ___________________________

    Page 63: You steer the horse towards the platform and the troops scatter before you. All, that is, save one. He is a Death Knight sergeant, an élite Drakkarim warrior. He curses his comrades for their cowardice and, as you bear down on him with your lance levelled at his chest, he draws his sword and gets ready to meet your attack head-on. Then the tip of your lance strikes his steel breastplate and you are forced back in your saddle with a jolt that leaves you breathless.

    Pick a number from the Random Number Table. If your current ENDURANCE points score is 12 or higher, add 2 to the number you have picked.

    If your total score is now 2 or less, turn to 82.
    If it is 3 or higher, turn to 348.

    We autopass (how on earth could anyone get less than 12 endurance by now?).
    Edit: Realized we wouldn’t autopass with a 0, but I did the roll and we got a 4 anyway.
    ___________________________

    Page 348: The tip of your lance penetrates the Death Knight's armoured breastplate and kills him instantly. The force of the blow is such that it snaps the lance in two and nearly knocks you clean out of your saddle, but you manage to hold tight and quickly you recover. Moments later you reach the platform to see Captain Prarg struggling to break free from his gaolers. He succeeds and he comes running towards you. With a yell he leaps from the platform and lands astride the rump of your horse.

    'Go, Lone Wolf, go!' he shouts, excitedly.

    You dig your heels into the horse's flanks and take off through the confused mass of Drakkarim towards an avenue on the north side of the square. Prarg's hands are still tied behind his back and in order to stop himself from falling off the horse, he is forced to hang on to your cloak with his teeth.

    You gallop out of the square and along the northern avenue which is flanked by barracks and hovels. Arrows come whistling from their windows but they are poorly aimed and fly wide of their mark. You glance over your shoulder and see that some Drakkarim horsemen are grouping up at the exit from the square in order to give chase. You urge the horse onwards, and as you speed towards a distant corner, you use your Magnakai skill of Nexus to loosen Prarg's bonds. Minutes later you turn the corner and see the road which leads out of Shugkona. Your spirits rise, but they are quickly dashed when you see that your route of escape is blocked.

    Turn to 22.
    ___________________________

    Page 22: A barricade has been thrown across the road which leads north out of Shugkona. The Drakkarim posted here have been alerted by the sounds of chaos coming from the square, and hurriedly they are trundling an armoured wagon across a gap at the centre of the barricade to seal off the exit completely. You slap your horse's rump and gallop towards this shrinking gap, but three spear-wielding guards see you approaching, and they rush forward to challenge you with their weapons held ready to strike.

    If you possess Kai-alchemy and wish to use it, turn to 332.
    If you possess Kai-surge and have reached the rank of Kai Grand Guardian or higher, turn to 312.
    If you possess neither of these skills, or have yet to reach the required level of Kai Grand Mastership, turn instead to 289.

    Since we don’t have Kai-Surge, the choice is again to use an advanced skill or nothing, so I am assuming we will be using alchemy. If there is strong opposition, I will redo the story from this point.
    ___________________________

    Page 332: You utter the words of the Brotherhood spell Lightning Hand and point your index finger at the trio of Drakkarim. A surge of crackling energy gushes from your hand and explodes in their midst, scattering them like rag dolls. Their comrades flee the wagon and, without slowing, you gallop through the gap in the barricade with barely inches to spare and race along the road beyond. You have passed successfully through the inner defensive line, but as Prarg quickly points out, you have yet to reach the outer defences of Shugkona.

    Turn to 31.
    ___________________________

    Page 31: Uncertainty haunts your thoughts as you race across the desolate no man's land that lies between the inner and outer defences of Shugkona. Soon you catch sight of these outer defences. They comprise a line of man-sized wooden casks filled with earth, behind which there stands a squad of Drakkarim archers. Their bows are loaded and aimed, ready to fire.

    Quickly you steer your horse away from the road and set off across rough, snowy ground towards a distant line of trenches. Fortunately, the defences at the northern perimeter are much weaker than elsewhere. The trenches are empty, the guards having left earlier to watch Prarg's execution in the main square. However, the rough terrain soon takes its toll upon your already tired horse. It is near to exhaustion, and as you approach the trenches, you fear he is not strong enough to make the jump.

    Pick a number from the Random Number Table. If you possess Animal Mastery, add 3 to the number you have picked. If you have reached the Kai rank of Grand Guardian or higher, add 1.

    If your total score is now 3 or less, turn to 246.
    If it is 4-7, turn to 87.
    If it is 8 or higher, turn to 165.

    We got a 6 which is sadly juuuuust shy of bumping us to 8. :(
    ___________________________

    Page 87: Bravely the horse attempts to clear the trench, but it is simply too exhausted to jump. Its forelegs buckle as it approaches the edge, and you and Prarg are thrown head-first into the trench. Luckily, you both land in deep snow and emerge unharmed by the fall.

    Turn to 276.
    ___________________________

    Page 276: You scramble to your feet to see that your horse is still close by. He is standing at the forest's edge, steam rising from his flanks as hungrily he swallows mouthfuls of snow to cool himself down. You call to the animal, using your Magnakai skills, and at once he responds obediently to your silent commands. Drakkarim archers are now running from the outer defences and you are in danger of being surrounded unless you can make a speedy escape. You and Prarg remount the horse and set off at a gallop along the forest's edge. Only when you are safely beyond the range of the enemy's bows do you rejoin the road and head off towards the north.

    Turn to 230.
    ___________________________

    Page 230: As you ride along this road of frozen earth, the sky begins to darken ominously and the weather closes in. What begins as a light flurry of snow soon deteriorates into an icy squall which cuts through you like a knife. Your Magnakai skills protect you from the cold, but Captain Prarg is not so fortunate. He utters not a word of complaint but you can sense that he is in great discomfort. Moreover, your horse, already tired from the exertions of the escape, is greatly weakened by the icy winds. Eventually it can carry you no further and you are forced to halt and dismount.

    Your Kai senses warn you that enemy cavalry are in pursuit. You are a few miles ahead of them but their mounts are fresh and the distance between you is shrinking rapidly. You are about to suggest to Prarg that you abandon the horse altogether and seek shelter in the surrounding forest, when suddenly there is a lull in the storm and the falling snow thins out to reveal an unexpected sight.
    ill12.gif
    You have stopped near the crest of a hill. Below you the forest road descends to a stone bridge which crosses a frozen stream. A rough log cabin stands beside this bridge, and a thin trail of wood smoke rises from its crooked chimney indicating that it is occupied. At the rear you see stables and at once you sense the presence of horses.

    If you wish to approach the cabin and attempt to take a fresh mount from the stables, turn to 52.
    If you choose to abandon your exhausted horse and take to the forest on foot, turn to 319.

    Hey hey, finally a reasonable choice!

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  • HykuHyku Registered User regular
    edited September 2010
    I say approach the Cabin! What's the point of saving a red shirt if we can find a way to sacrifice him pointlessly in the next couple of pages? :winky:

    Hyku on
  • Man in the MistsMan in the Mists Registered User regular
    edited September 2010
    Going on foot is likely to get us killed, check out the cabin.

    Man in the Mists on
  • RebootReboot Registered User regular
    edited September 2010
    We have found SHELTER!

    Reboot on
  • donkyhotaydonkyhotay Registered User
    edited September 2010
    Meh, he's not a true redshirt. He won't die unless it's vital to the plot at which point we couldn't save him if we wanted to. Personally I'd say blow up the bridge if it was an option but since it isn't lets steal a horse at the shelter.

    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
  • TagTag Registered User regular
    edited September 2010
    Heh we need some options where people actually differ in opinion :P

    Page 52: Cautiously you descend the slippery hill track and make your approach to the bridge. The thick snow muffles your steps and you are able to reach the cabin without alerting its occupants. You motion to Prarg to take hold of the horse and keep lookout whilst you investigate the stables. Silently you slip alongside the cabin and pass beneath its solitary window.

    If you wish to peek through the window, turn to 263.
    If you choose to ignore the window and make your way directly to the stables, turn to 115.

    Bleh didn't realize it was so short an update, I'll do another one today if we get the votes in.

    Tag on
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    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
  • DarianDarian Registered User regular
    edited September 2010
    Skip the window, go to the stables. No sense alerting the people inside (or seeing poor folks and feeling bad about stealing from them).

    Darian on
  • HykuHyku Registered User regular
    edited September 2010
    Window! What's the point of being the supreme Kai master of everything if you can't get your peep on?!?

    Hyku on
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