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Let's Play Lone Wolf

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Hi Lucas! Good to have you back.

64

Ahead you can see a passenger wagon similar in design to those that use the coast roads of Ragadorn. The horses have been cut free and it appears to be deserted. You notice the bodies of three soldiers lying beneath it. Their uniforms are heavily bloodstained.

If you have the Kai Discipline of Sixth Sense, turn to 229.

If you wish to search the wagon for food and equipment turn to 134.

If you would rather ignore the wagon and continue on your way, turn to 208.

We have Sixth Sense!

229

Your sense warns you that the wagon contains an evil presence.

If you wish to enter the wagon, turn to 134.

If you want to dash past the wagon and run for safety, turn to 208.

If you want to return to the junction and take the right hand tunnel, turn to 164.

So, Sixth Sense is also Sense Evil. Shame it didn't work on that Vordak back in Book 1, or the Helghast in the inn, or that guy claiming to be the first mate, etc. The real question is, having Sensed Evil, what do we do with this information?

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Hmm... taking everything into consideration, us habing full health and there being the possibility for loot, I say go in and kill the bugger! :)

134

Let us just hope it is not something exceedingly powerful...

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Go around.... safer

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. . .

Let's avoid some conflict shall we?

I say we ***** out.

GO AROUND!

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Run away!

208

You have just passed the wagon when you hear a noise behind you. Spinning around, you scan the walls and ceiling but you can see nothing in the gloom of the tunnel.

Turn to 134.

Wait, 134? Wasn't that the other option a minute ago?

134

Suddenly from out of the darkness there is a blood-chilling cry. You find yourself staring into the glowing eyes of a Helghast. As it tries to close its fingers around your throat, you scream in terror and fall to the ground. The hideous creature tears at your tunic, rending the cloth with its black claws.

ill8.gif

If you have a Magic Spear, turn to 38.

If you do not, turn to 304.

Uh oh. Really thinking a magic spear would have been nice, here.

304

It may be of some consolation to learn that your death was mercifully swift. The Helghast's fingers tore and burnt their way through your throat within a few seconds. But now the Seal of Hammerdal is on its way to the Darklords' city of Helgedad.

Your life and your quest come to a tragic end here.

Yeah, erm, we died? Just like that? Ok...

-1 maximum E (21/21)

+1 deaths (2)

Ok, so the magic spear was all the way back at the junction, after we ran away from that town and before we entered the guard tower. It's also impossible to get through here without the spear or animal kinship. This is the only time something like this happens in the series, iirc, but for now...we get a Magic Spear, and ask no further questions about it.

134

Suddenly from out of the darkness there is a blood-chilling cry. You find yourself staring into the glowing eyes of a Helghast. As it tries to close its fingers around your throat, you scream in terror and fall to the ground. The hideous creature tears at your tunic, rending the cloth with its black claws.

ill8.gif

If you have a Magic Spear, turn to 38.

If you do not, turn to 304.

We have a Magic Spear!

38

You grab the shaft of the spear and thrust it upwards into the rib cage of the Helghast. It screams in agony and rage, and releases its grip on your throat. You roll away in time to see the hideous creature fall writhing on the ground, desperately trying to pull the spear from its body.

If you wish to grab the shaft of the spear and drive it deeper into the Helghast, turn to 269.

If you wish to run away as quickly as possible, turn to 313.

So, what do we do with our completely legit spear?

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Run away!

Wait, 134? Wasn't that the other option a minute ago?

Uh oh. Really thinking a magic spear would have been nice, here.

Yeah, erm, we died? Just like that? Ok...

-1 maximum E (21/21)

+1 deaths (2)

Ok, so the magic spear was all the way back at the junction, after we ran away from that town and before we entered the guard tower. It's also impossible to get through here without the spear or animal kinship. This is the only time something like this happens in the series, iirc, but for now...we get a Magic Spear, and ask no further questions about it.

We have a Magic Spear!

So, what do we do with our completely legit spear?

RUN AWAY.

HURRY BEFORE IT EATS OUR SOUL.

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Finish it

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269

The horrific sight of the writhing creature fills you with loathing for the Darklords and their evil minions.

When the Helghast has finally crumbled to nothing and you are quite sure that it has been destroyed, you remove the Magic Spear and wipe the tip on its smouldering robe.

Anxious to leave this place, you run down the tunnel as fast as you can.

Turn to 349.

Well, that seemed to go fairly well.

349

You have covered nearly three miles when you see a group of wagons in the distance. They have been strung out across the highway to form a barricade. Soldiers in red uniforms line the roofs of the wagons and a large crowd of people have gathered behind them. You can hear their excited chatter echoing along the tunnel. As you get closer, there is a sudden silence as all eyes turn to stare at you. A detachment of ten soldiers, led by a knight whose shield bears the royal arms of Durenor, advances towards you.

If you wish to attack these soldiers, turn to 87.

If you wish to raise your hands and walk towards them, turn to 284.

Well, I have to remember what happened last time we attacked a knight like this...Then again, you can't teach an old dog new tricks. Do we attack them?

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((could I join?))

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I say approach the guards..

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Dont attack.

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To confirm what Lucas said: the more people we have playing, the better this'll be, so join away! That also applies to anyone else who happens to read this.

Ok, let's be sensible for once and not attack the guards.

284

Cautiously, the soldiers surround you and take your Weapons and Backpack. The knight steps forward and raises the visor of his helm.

'Who are you? What is your purpose in Tarnalin?' he demands in a gruff voice.

ill17.gif

You tell him that you are a Kai Lord from Sommerlund on an urgent mission to King Alin. He seems unconvinced by your words until you show him the Seal of Hammerdal. Then, without hesitation, he orders his men to return your belongings and ushers you through the wall of wagons. Beyond, you can see a horse-drawn carriage waiting in the centre of the crowded tunnel.

'Back to Hammerdal without delay,' he orders the driver, and you are thrown back in your seat as the coach moves off at breakneck speed.

You soon learn that the knight is Lord Axim of Ryme, commander of King Alin's personal bodyguard. He was on his way to Port Bax when the Helghast entered Tarnalin. He and ten soldiers were the only ones to survive a deadly encounter with these evil creatures.

During your ride through the Tarnalin, you must eat a Meal or lose 3 ENDURANCE points. The journey to the capital will take five hours and you are advised by Lord Axim to get some rest. As you slowly drift off to sleep, you begin a dream about the Sommerswerd. You picture a triumphant return to Holmgard and the defeat of the Darklord siege. Perhaps it will be a good omen of events to come?

Turn to 9.

Or just, you know, a dream?

Anyway, we have Hunting, so we inexplicably don't have to eat a meal.

9

It is early morning on the fifteenth day of your quest when you open your eyes to the breathtaking spectacle of Hammerdal, the mountain city. The capital of Durenor, unlike other cities in the Lastlands, does not need man-made fortifications. The encircling peaks of the Hammerdal range offer a far more secure protection to the people within.

ill1.gif

The carriage speeds through the lush farmlands surrounding the city with its many towers and wide streets. On a hill in the very centre of Hammerdal stands the King's Tower, a magnificent structure of glass and stone. As the carriage halts at the tower gates, you suddenly realize for the first time that as a wielder of the Sommerswerd, your destiny is to become part of the oldest legend of the Lastlands.

Turn to 196.

Ok. Could we get on to the 'receiving the massively overpowered weapon' part, please?

96

King Alin IV sits alone in his domed tower, viewing his mountain domain through one of the many portals of tinted glass. You and Lord Axim are formally announced as you enter the chamber, and you respectfully bow to his Majesty. Then, Lord Axim removes the Seal of Hammerdal from your finger and walks over to the King's side. For nearly an hour they talk, their sombre faces reflecting the seriousness of the situation. There is a short pause of silent meditation, and King Alin suddenly rises from his throne and addresses you for the first time.

'Alas, the Darklords have woken once more, and once more does Sommerlund come in search of our aid. I had prayed that my reign would be remembered as a time of peace and fulfilment, but in my heart I knew it was to be otherwise.'

The King removes a golden key from the pocket of his white robe and inserts it in a marble dais standing in the centre of the chamber. A gentle humming fills the room, as the stone cover slides back to reveal the hilt of a golden sword.

'Take the sword, Lone Wolf. It is foretold that only a true son of Sommerlund can release the powers that lie within its blade.'

As you grasp the glowing hilt, a tingling sensation runs up your arm and radiates throughout your body.

If you have the Kai Discipline of Sixth Sense, turn to 79.

If you do not possess this skill, turn to 123.

Thank you. Also, what is Sixth Sense doing here? We have it, anyway.

79

The power coursing through your body so overwhelms your senses that you become oblivious to your surroundings. You instinctively raise the blade above your head where a shaft of sunlight suddenly catches upon its very tip and floods the chamber with a blinding white glow. At that moment the true power of the Sommerswerd is revealed to you.

This weapon was forged long before the Sommlending, the Durenese or the Darklords dwelt in the Lastlands. Its makers were of a race that men would now call gods. To release the power that it contains, only a Kai Lord may wield it. Should it be used in combat by anyone who is not a Kai Lord, its power will fade and be lost forever.

When used in combat, the Sommerswerd will add 8 points to your COMBAT SKILL (10 points if you possess the Kai Discipline of Weaponskill with swords). It has the ability to absorb any magic that is used against its bearer, and it doubles the total of all ENDURANCE points lost by undead enemies (e.g. Helghast) in combat. It is the only weapon in all of Magnamund that can kill a Darklord, and for this reason the Darklords are bent on thwarting your quest.

You now realize you hold the only power in Magnamund that can save your people. Slowly the light starts to fade and you become aware of Lord Axim's hand upon your shoulder.

'Come, Lone Wolf, there is much preparation for your return to Sommerlund.'

You sheathe the Sommerswerd in its jewelled scabbard and follow Lord Axim as he leaves the King's chamber.

Make the necessary adjustments to your COMBAT SKILL total now that you possess the Sommerswerd. Note the powers of the sword under the Special Items section of your Action Chart.

ill5.gif

Turn to 40.

We get the Sommerswerd!!! There's also an accompanying footnote, incidentally.

The Sommerswerd is a weapon-like Special Item. The +10 COMBAT SKILL bonus referred to for Weaponskill is a combination of the +8 COMBAT SKILL that the Sommerswerd grants naturally and +2 for Weaponskill with Short Sword, Sword, or Broadsword (as each of them grant proficiency with the Sommerswerd). It is not an additional bonus. When used in combat, treat it like a one-handed sword, regardless of Weaponskill bonus. The text or footnotes will always remind you to double your enemy's ENDURANCE point loss if it is undead.

Not all that significant to us at this stage, but it's useful to know.

40

The muster of the army and the preparation of the Durenese fleet takes fourteen days to complete, during which time you remain as a guest of the king in Hammerdal. As each day passes, you despair for your besieged countrymen of Holmgard and pray that they have enough strength to resist the Darklords until you return.

Every day of your reluctant exile you devote long periods to exercise and meditation. You are also visited by a Durenese herbwarden called Madin Rendalim, who is famous throughout the Lastlands for his knowledge and skill in the healing arts. He restores all the ENDURANCE points you may have lost so far on your adventure, and he gives you a potent Laumspur potion that will restore 5 ENDURANCE points if swallowed after combat. (Mark this under Backpack Items on your Action Chart.)

He is also the bearer of some sad news. The body of Lord-lieutenant Rhygar was found in the forest near to the entrance to Tarnalin. He was killed by Helghast.

If you have the Kai Discipline of Sixth Sense, turn to 97.

If you do not possess this skill, turn to 242.

We get a Potent Laumspur Potion. Remember, you can add to drink it to any vote, or to drink it in certain conditions, etc. For now, I'll drink it automatically if we're reduced to 5E or less in a fight, in case we die before getting another choice. Unless anyone has any objections?

97

You have noticed during your rigorous training exercises with the Sommerswerd that your Kai Discipline of Sixth Sense has become more sensitive than ever before: you knew exactly what Madin Rendalim's sad news was long before he actually told you. You may find that your improved Sixth Sense will be an important advantage upon your return to Holmgard.

Turn to 152.

Ooh, upgraded discipline!

152

It is early in the morning of the thirty-third day of your quest, when you ride into Port Bax with Lord Axim at your side.

The preparations for war have been completed. The galleons of the Durenese war fleet lie at anchor in the harbour, impatiently awaiting the order to set sail for Sommerlund. On board each ship are many brave soldiers from the mountain kingdom, a tough army of skilled warriors, eager to face the Darklords in battle. Each man has sworn to avenge their besieged allies, or die in the attempt.

You are to sail back to Holmgard aboard the flagship Durenor, a warship whose great curving prow and tall masts emphasize its sheer power and strength. You and Lord Axim are taken aboard and welcomed by Admiral Calfen, commander of the fleet, and then the fleet prepares to set sail.

In less than an hour, the harbour lies far behind you. The domes of Port Bax are now merely dots on the horizon.

Pick a number from the Random Number Table.

If the number you have picked is 0-3, turn to 216.

If the number is 4-6, turn to 49.

If the number is 7-9, turn to 193.

Great. Another random number pick. This section's full of choices, isn't it?

9.

193

The voyage to Sommerlund is one of ill omen. Deep black storm clouds gather on the horizon, and a fierce wind relentlessly torments the restless sea. At night, great bolts of lightning tear open the darkness, followed by a rolling thunder so loud that it shakes every timber of the flagship. Many of the soldiers aboard the fleet are mountain-dwellers, unaccustomed to the shift of the sea. By the third day, over half their number are so ill as to be unable to stand. Lord Axim is close to despair.

'How I pray that this storm will lift, for even if the fleet arrives intact, I fear our men will be too weak to break the enemy.'

Then, as if in answer to his prayer, the dawn of the next day heralds an end to the raging storms. But the calm waters now surrounding the fleet contain a danger far greater than any storm.

Turn to 100.

That sounds ominous.

100

A veil of sea fog has rolled across the still ocean from the broken spine of land known as the Kirlundin Isles. Strange dark shapes hide within this mist. They are growing larger, and slowly the distinct outlines of ships become plain.

'Prepare for battle!' The admiral's cry is repeated along the many decks of the Durenese fleet.

'All hands on deck!'

As the black ships approach through the fog, a horrific sight befalls you. They are death-hulks, sunken ships crewed by the living corpses of drowned sailors. They have been summoned to the surface by great wizardry, and they are closing for battle. Suddenly the fog vanishes, and you can now see that the death-hulks bar the entrance to the Holmgulf. In the centre of the line is their sinister flagship. Swiftly it sails towards you, a huge ram protruding from its black prow. As it rips its way through the hull of the Durenor, you hear the admiral's last desperate order.

ill6.gif

'Abandon ship!'

You are now in the thick of the enemy fleet and the Durenor is sinking fast.

If you wish to jump onto the deck of the death-hulk flagship, turn to 30.

If you wish to dive into the sea and try to swim to another Durenese ship, turn to 267.

Ok, decision time! Jump onto the enemy flagship, or run swim away?

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