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Let's Play Lone Wolf

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Hiebe, remember that the red gate (246) is where we use the red passes, not where we get them. We get them from the watchtower. Of course, I'm not trying to guide you, we can still go over there without going to the watchtower, but I want to be clear you voted for what you meant to vote for.

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Watchtower then lol

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=3=

Watchtower please.

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318

You are standing in a large, empty hall. Opposite are two doors, each with a brass sign above them.

If you wish to enter the door marked 'White Passes', turn to 75.

If you wish to enter the door marked 'Red Passes', turn to 62.

If you wish to leave and approach the guards at the end of the street, turn to 246.

Ok, so we have the choice of a random white pass, or a red pass which we've recieved instructions to take. We're also looking for a pass for the red gate. I think I can guess what we're going for, but just in case...does anyone want to get a white pass, or leave?

Also, is it just me, or are the passes for this city a bit...simple? Rather than, say, calling them Gate Pass, Merchant's Pass, Inner City Pass, Get Out of Jail Free Card, etc, they give them random colours. Still, there we are.

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As much as it tempts me to get the white pass simply because I am going to say the most logical decision would be to get the red pass... why is this so simple?

*edit* I still choose the red pass if I wasn't being clear enough :P

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Red !

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I now have my old computer back, so should be back to normalish. Cows, I'm going to assume you're not voting this time as it wouldn't make any difference?

62

You enter a large room full of ledgers and files. A man wearing the uniform of a Durenese naval officer is seated opposite at a large desk. He peers at you inquisitively from behind a huge book and says, 'You must have pressing business in the naval quadrant to apply for a red pass at this late hour. I shall need to see your access papers and proof of your commanding officer's authorization.'

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If you have collected the necessary documents on your quest, turn to 126.

If you do not have the documents he requires, or do not wish to show them to him, you will have to risk showing him the Seal of Hammerdal. Turn to 263.

If you do not have either the Seal or the documents, leave the room and return to the outer hall by turning to 318.

Yes, we do have the Seal.

263

The man stares at the Seal with a look of shocked dismay. Without saying a word, he gets up from his chair and beckons you to follow him up a flight of spiral stairs that lead to a domed chamber. Here you meet the captain of the port watch. He listens intently as you tell of the war in Sommerlund and of your urgent mission.

'Issue a red pass immediately,' he orders. 'Top priority.'

You collect your pass, leave the port watchtower and hurry along the street towards the harbour guards.

Turn to 246.

Well, that went fairly well. We gain a red pass

246

One of the guards steps forward and demands to see your pass.

If you have a white pass, turn to 170.

If you have a red pass, turn to 202.

If you do not have a pass, you will be refused entry to the harbour. Turn to 327.

Yes, we have a red pass.

202

The soldier salutes and allows you to pass through the red gate. You walk into an open square lit by the tall beacons lining the quayside. To your relief, you sight the marble pillars of the Sommerlund Consulate, and the familiar sun-flag of your country flying above it in the fresh night breeze.

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As you climb the stone steps, you are recognized by the Sommlending guards on duty at the main door. They disappear inside and quickly return in the company of a tall grey-haired official. His anguished expression suddenly changes to a smile of joy as he beholds your ragged Kai cloak and tunic.

'Hope beyond hope! Thank the gods that you live, Kai Lord. The scant news that has reached us from the west has caused us great alarm.'

You are ushered inside and taken immediately to the envoy of Sommerlund, Lord-lieutenant Rhygar.

Turn to 31.

Well, this is where the ship was meant to take us...

On another note, wow this is a long wall of text.

So long, in fact, that I need to split the post into two or it won't let me post.

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31

Your first meeting with the Lord-lieutenant comes as something of a shock. You had perhaps half expected him to be a servile old man, as are the envoys of the southern lands that plague your King's court with their delegations. The man clad in heavy chainmail standing before you is neither old nor servile. You are soon to learn that Lord-lieutenant Rhygar is an exceptional man.

Born of a Sommlending father and a Durenese mother, he has become something of a legend in this city. In the last decade, he has led an alliance of the nations to victory against the invading Ice Barbarians of Kalte. Wise in peace, fierce in war, you could not have wished for better company on your quest for the Sommerswerd.

Rhygar orders that a sumptuous meal be served. It is by far the best food you have tasted since the war began. During the feast, you recall the events that have brought you to Port Bax, and reflect on the daunting challenge that still lies before you. After the meal, Rhygar sends for his physician who attends to your wounds. His potions restore 6 ENDURANCE points. Then he advises you to sleep, for you are to leave with the Lord-lieutenant for Hammerdal in the morning.1

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Early next day, you are taken to an enclosed garden at the rear of the consulate where Rhygar and three of his best soldiers await you on horseback. They are to be your bodyguard and guides on the 230 mile ride to Hammerdal. The streets of Port Bax are just beginning to come to life as you ride through the town. Passing under the moss-covered city gate, you now feel confident that your mission will succeed.

Pick a number from the Random Number Table.

If the number you have picked is 0-4, turn to 176.

If it is 5-9, turn to 254.

Typical. Gives us healing now, when we're already on max E.

8.

254

For three days and nights you have followed the highway to the capital as it runs parallel to the River Durenon. The river valley is a wide belt of rich, cultivated land that climbs towards the Hammerdal Mountains, one of the highest ranges in all of Magnamund.

It is on the morning of the fourteenth day of your quest, when six cloaked men appear at the edge of your camp. Lord-lieutenant Rhygar is the first to draw his sword. With a voice of authority he demands an explanation for their intrusion. In reply, they unsheathe black swords. Rhygar shouts to his men to prepare for combat as the cloaked strangers advance towards you.

If you have the Kai Discipline of Sixth Sense, turn to 344.

If you wish to draw your weapon and prepare to fight, turn to 69.

If you do not want to fight, you can evade by running into the woods before combat begins by turning to 183.

Yes, we have Sixth Sense. That's a pity, I was hoping we'd get a choice here.

344

Your Kai sense reveals to you that the strangers are Helghast, fell captains of the Darklords. They have been sent from the Darklord city of Helgedad on a mission of assassination. They have the ability to take on the appearance of humans and they are immune to normal weapons and Mindblast.

You turn to shout a warning to Rhygar as you run for the safety of the forest.

Turn to 183.

183

The forest drops away steeply at the edge of your campsite, and in your haste you trip and fall headlong through the trees.

Pick a number from the Random Number Table.

If the number you have picked is 0-8, turn to 311.

If the number is 9, turn to 159.

Wow. Another?

8. Wow that was close. That pick was another falling mast, I'm afraid, and 9 would have killed us. I think this one's possible to avoid if you're lucky, to be fair.

311

You come to rest face downwards in a tangle of thick bracken. The ringing of steel and the horrible cries of the Helghast echo through the trees around you. You are stunned and cannot move until a hand grabs your arm and pulls you upright. It is Rhygar. His face is bloodied and his armour is battered and charred.

'We must flee these demons, Lone Wolf. Strength and steel will not avail us here.'

You glimpse the silhouette of six Helghast on the forest road above. Their minds bent on the slaughter of Rhygar's men, they fail to see you both slip away under cover of the wooded hillside.

Turn to 299.

299

For six hours you run without rest. The Helghast are on the highway and you are forced to make your way through the steep and wooded foothills to avoid the risk of capture. Many times you feel that you just cannot go on, that the pain and the fatigue are too much to bear. But each time you falter, you are spurred on by Rhygar. You marvel at his endurance, for he is not a young man and he is clothed in the heavy armour of a Sommlending knight.

By nightfall, you have reached the entrance to Tarnalin, the western tunnel through the Hammerdal Mountains. The three tunnels of Durenor were excavated during the age of the Black Moon, and each tunnel is over forty miles long and passes through the huge circle of the Hammerdal range to the capital. The tunnels provide the only access to the city.

Rhygar sits beside you and takes some bread and meat from his pack. 'Eat this, Lone Wolf. You must sustain your strength for the journey to Hammerdal, for from here you must venture alone through the Tarnalin. I shall remain here and hold the enemy back for as long as I have the strength to fight. Do not argue--that your mission should succeed is the only thing that matters.'

If Rhygar is to hold off the Helghast, he will need a magic weapon as his own sword is of no use against the creatures.

If you wish to give him your Magic Spear, so that he can defend the tunnel entrance, or if you do not possess a Magic Spear, turn to 118.

If you possess a Magic Spear but do not wish to give it to Rhygar, turn to 102.

We don't have a Magic Spear. Maybe we should have got one at some point.

118

You bid Rhygar farewell and enter Tarnalin. Over a hundred feet in height and width, the tunnel runs to the capital on the far side of the Hammerdal range, and is lit by torches for its entire length. The highway through the mountain is usually alive with the traffic of merchants to and from Port Bax, yet now the entrance and interior are deserted except for an overturned fruit wagon. As you walk deeper into Tarnalin, a doubt nags at you. Have the Helghast arrived here first?

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You have been walking for half an hour when you see a strange creature on top of a wagon in the road ahead. It is two feet high and resembles an overgrown marsh rat. You assume it is some sort of tunnel dwelling rodent until you notice that it is wearing a splendid jacket of patched leather and carrying what appears to be a spear. As you get nearer, it suddenly turns to face you. Its whiskered nose is sniffing the air and its bright black eyes are peering into the gloom. It sees you and scampers off into the darkness of a smaller tunnel to your left.

If you have the Kai Discipline of Animal Kinship, turn to 279.

If you wish to follow this creature, turn to 23.

If you wish to ignore it and continue on your way, turn to 340.

Hey, a choice! Well, having made about a third of our journey between choices, do we follow the rat or not?

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follow it

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What can a cute furry little rat in nice armor do?

It's so CUUUTE.

I say follow it, and if there's a choice to hug it, pick it!

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23

You chase the furry creature as it hurries along a narrow, twisting passage for nearly ten minutes and are about to give up the chase when the passage opens out into a huge torchlit cavern. A stunning sight greets your eyes. The cavern houses an entire colony of these strange creatures, all busy sorting through and examining a vast pile of strange objects littering the centre of the hall.

If you have the Kai Discipline of Animal Kinship, turn to 144.

If you do not have this skill, turn to 295.

No, we still don't have it.

295

A creature, much larger than the others and dressed in a magnificent robe of patchwork silk, screams an order in their strange language. All of the furry creatures arm themselves with spears and swords that look as if they have been crafted from broken wagon spokes and broom handles. With a strange battle-cry that sounds like 'Gashgiss--Nashgiss', they charge towards you. Your curiosity soon gives way to the realization that you must evade them or be trampled to by the sheer weight of their numbers.

You turn and sprint along the narrow corridor until their angry cries begin to fade. You reach the entrance to where the passage connects with the main tunnel, and continue your journey from there.

Turn to 340.

Ah, that choice earlier was a fake choice. The best kind.

340

You have been walking along the deserted tunnel for a further half-hour when the highway splits in two.

If you wish to enter the left tunnel, turn to 64.

If you wish to enter the right tunnel, turn to 164.

Ok, and now a random choice. I guess we need to decide which way to go.

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Der... Der...

-Rolls a dice in LOTC-

1= Right

2= Left

. . .

I got a 0

Okay.. That didn't help at all..

I say left!

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Left !

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Hi, probable spambot! We're on page eight, and book 2, right now! If you want to decide whether we should go left or right, go ahead.

EDIT: Well, having reported the spambot, his message got deleted. Drat, now anyone reading this thread won't have any idea what this post was about.

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