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Let's Play Lone Wolf

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The crew!!!!

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Sorry guys, forum ate my post without telling me :)

154

The crew's quarters are cramped and stifling. But despite a lack of space and a poor evening meal (so poor in fact that you lose 2 ENDURANCE points!) the men are pleased that their invitation was accepted and you are treated as an honoured guest.

After supper, they invite you to play 'Portholes' with them, and wager a little gold on the fall of the dice.

If you wish to try your luck, turn to 308.

If you would prefer to decline the offer, bid them goodnight and return to your cabin by turning to 197.

We lose 2E due to the poor meal, but gain 1E from Healing

So, we can gamble or go to bed.

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Gamble !!!

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Well, if the game's fair, we shouldn't lose or win money overall.

308

A sailor called Sprogg sits beside you and explains the rules of the game 'Portholes'. First he shows you two diamond-shaped dice made of red glass. Each die has ten sides and they are numbered 0-9. Each player rolls both dice and adds the numbers together (0 = zero). If anyone throws two 0's, they shout 'portholes' and automatically win.

Each player stakes 3 Gold Crowns per throw. There are two other players in the game and they all place their stake money into a hat before the dice are rolled.

Pick two numbers from the Random Number Table for each of the other two players, and note these scores down. Now pick two numbers from the Random Number Table for yourself. If your total is higher than the other players, you win 6 Gold Crowns. If either of the other players beat your score, you lose 3 Gold Crowns. You may leave the game at any time, but you must stop playing if you lose all your Crowns (bad luck!).

When you finally decide to leave, you may return to your cabin by turning to 197.

Before we start, how many rounds should we play for? You can say this as a specific number, or 'until we gain or lose this much gold', or any combination of them. Or you can say something else entirely, although I think we have to play at least once.

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Go untill 5 rounds but dont go below 25 crowns

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Ok.

Game round 1

Opponent 1's roll: 9 + 2 = 11

Opponent 2's roll: 2 + 4 = 6

Our roll: 4 + 9 = 13

We win! Our GC total = 44/50

A good start...

Game round 2

Opponent 1's roll: 8 + 9 = 17(!)

Opponent 2's roll: 8 + 9 = 17(!!)

Our roll: 3 + 5 = 8

We lose. Our GC total = 41/50

Ok, not so good that round.

Game round 3

Opponent 1's roll: 0 + 9 = 9

Opponent 2's roll: 9 + 2 = 11

Our roll: 5 + 6 = 11

Er...I guess we reroll opponent 2's roll and ours.

Opponent 2's roll: 2 + 3 = 5

Our roll: 7 + 1 = 8

We win! Our GC total = 47/50

Hmm. Well, 2 more rounds. And yes, the GC total does cap at 50. It does say so in the rules I quoted earlier, but I should probably have emphasised it more. I'll carry on for now.

Game round 4

Opponent 1's roll: 0 + 4 = 4

Opponent 2's roll: 6 + 8 = 14

Our roll: 4 + 9 = 13

We lose. Our GC total = 44/50

Game round 5

Opponent 1's roll: 7 + 2 = 9

Opponent 2's roll: 5 + 8 = 13

Our roll: 5 + 3 = 8

We lose. Our GC total = 41/50

Well, we made a net profit of 3GC, could be worse... We also gain 1E from Healing =22/22E

197

As dawn breaks, a fierce storm rises and you are woken by the violent rocking of the ship. The floor of your cabin is awash, and the shouts of the crew can hardly be heard above the howling wind. You quickly dress, gather up your equipment and make your way to the deck.

You are soon joined by the captain, who takes hold of your arm and orders you to return to your cabin. Suddenly, as you start to go down, there is a thunderous crack as, high in the rigging, part of the mast snaps. You look up to see the shattered pole falling towards you.

Pick a number from the Random Number Table.

If the number you have picked is 1-4, turn to 78.

If the number is 5-9, turn to 141.

If the number is 0, turn to 247.

Uh oh. I have a bad feeling about this...

9!

141

As the mast smashes into the deck, a splintered beam hits your head and you are knocked overboard. Gasping for air, you fight your way to the surface and catch hold of a hatch cover. You are half-stunned. You lose 2 ENDURANCE points.

You pull yourself onto this makeshift raft and cling to it with all your strength. If you are wearing a Chainmail Waistcoat, you must discard it now or otherwise you will be drowned for sure.

You feel dizzy and sick. As the heaving sea buffets you relentlessly, you gradually slip into unconsciousness. When you awake many hours later, the storm has passed. By the position of the sun, you judge it to be late afternoon. In the distance you can see a small fishing boat and beyond it, on the horizon, land. The only trace of the Green Sceptre is the hatch cover on which you now sit.

If you wish to use your cloak to try to signal to the fishing boat, turn to 278.

If you wish to ignore the boat and paddle towards the shore, turn to 337.

We lose 2E from the beam.

We gain 1E from Healing. From now on I will show this as

H+1 21/22

to save time.

Well, congratulations, guys, we just survived our first 'Falling Mast'. There are quite a lot of these in the series, unavoidable random number picks where an unlucky number will result in an instant death. In this case, getting 0 would have made the mast fall on top of us and kill us. This first instance is where the nickname came from, if you hadn't guessed.

Anyway, the question is, do we signal the fishing boat or swim to shore?

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Swim for shore.. fishermen arnt trusty.

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337

When you are only fifty yards offshore, you slip into the waves and swim towards land. When you finally reach the beach, you sink your fingers deep into the wet sand and slowly claw your way up the beach to the shelter of some dunes. You are exhausted and very hungry. The only possessions that you have saved are your Gold Crowns, your Backpack and any Special Items that you did not discard in the storm. Any weapons that you possessed before the storm have been lost. Make the necessary adjustment to your Action Chart. However, a few hundred yards away, you notice clumps of small twisted trees laden with purple fruit.

If you have the Kai Discipline of Hunting, turn to 139.

If you wish to eat this fruit, turn to 228.

If you do not wish to eat this fruit, lose 3 ENDURANCE points and turn to 171.

Oh no! We lose a grand total of one meal! We also lose our Quarterstaff and Axe, admittedly.

We have Hunting!

H+1 22/22

139

The training that you received in the art of Hunting has taught you to recognize most of the poisonous and non-poisonous fruits to be found in northern Magnamund. These purple fruits are Larnuma, a sweet and nutritious food. You quickly eat your fill and then store enough of them in your Backpack for 2 Meals.

Beyond the Larnuma trees, you notice a wide coast road that disappears towards the east and the west.

If you wish to head east, turn to 27.

If you wish to head west, turn to 114.

Yummy! We gain 2 meals. Yay for hunting!

So, which way should we go? This choice isn't quite as arbitrary as it may seem, by the way.

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East ?

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27

You walk for over three hours along the lonely coast road before night begins to fall. You are very tired and you decide to get some sleep and continue at dawn. You remember the tales told by your Kai masters of the Wildlands between Sommerlund and Durenor, where packs of wild dogs roam the wastelands at night.

With these stories in mind, you decide to spend the night in the safety of a large leafy tree at the edge of the road.

Your rest is very refreshing. Restore 2 ENDURANCE points (if any have been lost on your adventure so far), and turn to 312.

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117 !!!

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