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108

One of the wheels jams in a deep rut and three of the large wooden spokes are shattered. You are forced to stop and replace the wheel before you can continue to Port Bax. You volunteer to help the driver by levering the coach axle with a small tree trunk, so that the spare wheel can be slid into position.

You are pushing down on the stout branch with all your strength, when the horses suddenly rear up and race forward. The trunk springs back and catches you square in the face, knocking you backwards to the ground. You are stunned and you lose 2 ENDURANCE points. The driver is not so lucky. The coach has run over him. As the poor man dies in your arms, his last words are: 'No accident . . . I saw --'

If you have the Kai Discipline of Sixth Sense, turn to 343.

If you do not possess this skill, turn to 168.

We lose 2E (20/22).

Oh, and sorry about this temporarily quoting the previous section. I was trying to fix an error on the previous post, and clicked reply instead. I thought it would be easier to just edit the reply to update, and didn't realise that the update would take so long.

We have sixth sense. We getting a choice any time soon?

H+1 21/22

343

You sense that you were the intended victim of this supposed accident. One of the passengers is trying to kill you!

Turn to 168.

...Apparently not. Hmm, an assassination attempt.

H+1 22/22

168

Slowly, one by one, the other travellers appear and stare in shock at the dead coachman. 'We must bury him,' says the priest.

You silently nod your agreement and prepare a grave in which to lay the corpse. As you all walk back to the coach, you discuss what should be done.

'I know the road to Port Bax. I had better drive the coach,' volunteers Halvorc.

'I do hope we're not blamed for his death,' says the priest nervously.

'It was an act of the gods,' says Dorier.

'I shall testify to that,' says Ganon. 'Lies are never spoken by Knights of the White Mountain.'

It is true that in Durenor, a true knight will speak only the truth whether for his own good or ill. His words seem to reassure the priest and you are all soon once more on the road heading towards the eastern horizon. It is late in the afternoon when you arrive at a coach station in a small coastal village known as Gorn Cove, which is mainly populated by outcasts, thieves and Szalls.

The death of the coachman is met by the villagers, with great suspicion, but Dorier's words convince them that it was accidental.

There is only one inn at the village, a tavern known as the Forlorn Hope. Its state of disrepair is typical of all the other hovels in this poor sea village. A room for the night costs 1 Gold Crown.

If you can pay for the room, turn to 314.

If you cannot, turn to 25.

Yes, a choice! Oh wait. We can pay for the room. We spend 1GC (16/50).

314

The innkeeper is a thin old man with only one eye. He hands you a key and points to a balcony opposite. 'Number two, the red door,' he says.

The other travellers each pay their one Crown, collect a key and make their way across the crowded tavern floor towards the stairs.

'We must make plans for tomorrow.' says Dorier. The others all nod in agreement. 'I suggest we meet here in the bar in one hour to decide what to do.'

As you close the red door of your room, for some unknown reason you recall the words of Captain Kelman when you left Holmgard harbour: 'There is evil treachery at work when the enemy already has plans afoot to thwart your quest.'

An hour has nearly passed when your thoughts are disturbed by a knock at the door. It is the innkeeper and he is carrying a tray of hot food.

ill18.gif

'With the compliments of one of your friends,' he says, and leaves before you can ask which one. The food smells most appetizing. You have not eaten today and now you must eat a Meal or lose 3 ENDURANCE points.

If you have the Kai Discipline of Hunting, turn to 290.

If you wish to eat the hot food put before you, turn to 36.

If you do not want to eat this food, turn to 178.

We have hunting, though we can't conjure up food with it of course.

290

The food smells delicious, but you notice that there are two or three drops of clear liquid on the side of the plate and another on the tray. At first you suspect that it is only water, until you touch the fluid and notice that it is sticky. You recognize it as sap from the gnadurn tree, a deadly poison used by assassins because of its lack of flavour or scent. The shock of your discovery soon turns to anger and you race out of the room, intent on discovering the identity of your enemy.

Turn to 200.

I'm guessing we lose 3E from not eating, then. Of course, we get back 2E from healing in the last section and this one. (21/22)

200

By the time you reach the bar, the others are all seated at a large table awaiting your appearance. Drawing closer to the table, you realize you have found your would-be assassin. You will have to attack without giving any warning to your enemy, so study your fellow travellers carefully and then make your decision.

ill12.gif

If you wish to attack the Knight of the White Mountain called Dorier, turn to 7.

If you wish to attack the merchant called Halvorc, turn to 60.

If you wish to attack the adventuress called Viveka, turn to 85.

If you with to attack the priest called Parsion, turn to 158.

If you wish to attack the Knight of the White Mountain called Ganon, turn to 270.

Wow, a choice! An a meaningful one, too! Who's been trying to kill us? Who do we attack?

That's also the only really bad wall of text for several books.

H+1 22/22

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Well let's all look at the evidence we have before us:

Dorier is a knight of the white mountain, who aparently do not tell lies whether for their own good or bad. Before he said that it was an act of the gods and if does not lie, in his opinion it was not an assassination attempt so that we can assume he is not the murderer.

Ganon is also the same and testified to Dorier's claim that it was an act of the gods and if he is also a knight of the white mountain he would not lie therefore we can assume he is not the murderer.

Halvorc the merchant has recently got into a little bit of a debacle with Lachlan the Overlord of Ragadorn. I do not know much about the people of Ragadorn so I do not have enough evidence to make a judgement here. It is possible if this Overlord is of the evil persuasion he may have told Halvorc that to pay off his debt he must complete this act for him.

The priest known as Parsion is also a little suspiscious as he seems to come from a similar location as us, and as the Captain had said they had already started some plans to thwart our attempts. Possibly this is one of their plans? To send someone from our location to follow us and then attempt to assassinate us? The priest could be the murderer.

The mercenary known as Viveka is a very likely suspect indeed, as she is a mercenary whom sells her sword to the highest bidder. It is extremely likely that she may be the one, although there is one fault in that logic. I am very doubtful one of her figure would go as low to poisoning us, as she would more likley take the straight forward attempt and attack us on site. Although in saying that she may well have been breifed on our capabilities (or possibly she knows our kind) and would not risk fighting us in straight forward combat. She too seems very likely.

So it seems that there are only 3 of which have reasoning to kill us, but then I stumbled upon this little piece of text which makes my investigation that little more complex. It reads:

It is true that in Durenor, a true knight will speak only the truth whether for his own good or ill.

Note the bolded text. It is possible that these people are not "true knights" and may in-fact be imposters. You see it was Dorier all along who was trying to hardest to convince everyone it was just an accident and it was no one who did anything, possibly an attempt to cover up his trail and make no one suspect it was him?

Now here we have our conundrum, who is it? Or is it all of them?

Some evidence from the source...

Sitting opposite are two brothers named Ganon and Dorier. They are knights in the Order of the White Mountain, warrior lords of Durenor who have pledged allegiance to protect the country from raids by the bandits of the Wildlands. They own a castle and land near Port Bax. Next to them sits Halvorc the merchant. His nose is swollen and his face is badly bruised thanks to Lachlan, the Overlord of Ragadorn. A little misunderstanding about port taxes lost him his cargo and most of his gold. Seated by the far door is a priest called Parsion. Like you, he is a Sommlending who has journeyed across the Wildlands by coach on his way to Port Bax. Beside you sits a young woman called Viveka. She is a mercenary adventuress who earns her gold by fighting for it, and sells her services to the highest bidder. She is returning to Port Bax having collected payment for a successful adventure in Ragadorn.

In my opinion the knights and the mercenary I am extremley doubtful would resort to poisons to kill us. My guess it is either the priest or the merchant. I guess you can do a random number between those two for my vote.

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I think its the priest.....

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Hmm. So, I guess we're doing a random number for Lucas first (well done on that long write out, by the way!).

0-4 Parsion (the priest), 5-9 Halvorc (the merchant). 4. Well, in that case the votes are the same, saving me having to do another random number pick.

158

The priest does not seem to be surprised by your attack, and he draws a black sword from beneath his robes.

Priest: COMBAT SKILL 16 ENDURANCE 23

If you win the combat, turn to 220.

Hmm. This is adding evidence that we chose the right person. It's also looking like a difficult combat. (At this point I remembered that I never deducted the 2CS for losing our quarterstaff, or the 4 points for being unarmed. We do still have our +2CS shield though, and +2CS mindblast.

CR = 14 - 16 = -2

Our E total = 22/22

Priest's E total = 23/23

Round 1

Random number = 5

We take 3 damage = 19/22

Priest takes 6 damage = 17/23

Round 2

Random number = 9

We take 0 damage = 19/22

Priest takes 10 damage = 7/23

Round 3

Random number = 7

We take 2 damage = 17/22

Priest takes 8 damage = DEAD!

Our E = 17/22

Well, that went better than I'd expected.

220

Searching the body, you discover all you need to prove that he was the assassin. Inside his pockets, you find a half-empty vial of gnadurn sap, the deadly poison that was used to taint your food. Then there is a scroll written in Giak, giving details of your expected arrival in Port Bax. He must have located you at Ragadorn and hatched his murder plans there. You notice that the weapon he carries is a Darklord blade, fashioned of black steel and forged in the furnaces of Helgedad, the infernal city of the Darklords beyond the Durncrag range. Only there in all of vast Magnamund can black steel be made. But the final proof of his true identity is the serpent tattoo on his left wrist. The harbour thugs who attempted to kill you before you had even left Holmgard bore exactly the same mark.

His purse contains 23 Gold Crowns which you may keep. Do not forget to mark them on your Action Chart.

Turn to 33.

We gain 23GC, and I'm assuming that we'll take the sword. Perhaps not quite in character, but hey, we're unarmed here! Incidentally, we could actually see the tattoo in the last illustration. Kind of hard to spot though (I certainly missed it until it was pointed out to me), and it's also on the wrong wrist!

H+1 18/22

33

The other travellers stare with horror and disbelief at what you have done. Before you can explain yourself, there is a loud crash as the front door is thrown open. In rush six armoured soldiers led by the innkeeper. They are the town guard, and the one-eyed innkeeper is screaming at them to arrest you.

If you wish to fight them, turn to 296.

If you wish to escape by the rear door, turn to 88.

This isn't good. How are we getting out of this one?

H+1 19/22

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6 guards, an Innkeeper and all of our former companions? Two of whom and knights and one makes a living by figthing, we don't stand a chance. I'm all for extremely difficult odds, but this one seems nigh impossible. I vote 88, we run!

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Run!!!!!

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88

Although night has fallen, a full moon casts a bright light upon the village. Behind the tavern, you see a small wheelwright's shop with two horses hitched to a hay-cart.

If you have the Kai Discipline of Camouflage, turn to 179.

If you wish to take a horse and escape, turn to 150.

If you wish to hide in the wheelwright's shop, turn to 71.

Sorry for not updating. I've recently got Oblivion (yes, a game out of date), and have been playing it a lot. We don't have camouflage, so are we hiding or horse-stealing?

H+1 20/22

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Take the horse and flee

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150

You spur the horse along the twisting village street across a wooden bridge and up a steep path towards the crest of the cove. In the light of the moon, you catch a glimpse of a signpost pointing eastwards.

small16.gif

You ride all night without sleep. As the dawn breaks, you are greeted by a startling change of landscape. The barren Wildlands have given way to moors and waterlogged fens. And a dark shadow runs the length of the eastern horizon for as far as the eye can see. This is the Durenor forest, the natural frontier of the mountain kingdom where it borders the untamed Wildlands. It is indeed a welcome sight.13

You are no more than a day's ride from Port Bax, but you are tired after your night ride and you must eat a Meal or lose 3 ENDURANCE Points. If you have the Kai Discipline of Hunting, you may use this skill to trap a wild moor-rat or marsh-bird for your breakfast.

After an hour's ride you come to a fork in the road. There is no signpost.

If you wish to take the left fork, turn to 261.

If you wish to take the right fork, turn to 334.

[13] You may now resume the use of Hunting to fulfil the Meal requirement, as you are now headed into the Durenor Forest east of the Wildlands.

Well, this is another random choice. Since it's about a choice of routes, the map may help us, though...

H+1 21/22

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Four days, no replies. Christmas interrupting, or something?

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Go right !

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Yes christmas was very interupting indeed! :P

I agree with Hiebe, right it is!

Also I would like to note, I seem to forget a lot about me participating in this thread and then I suddenly remember and go: "OH RIGHT! LONE WOLF!" and then search for this thread ^^ So feel free to send me a reminding PM if you notice my lack of involvement :D

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Right is always safe.... we need a spear or staff to get bonuses lol

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