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Let's Play Lone Wolf

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145

The passage is short and you quickly arrive at another stone chamber. Ahead you can see a flight of stone stairs leading to a darkened archway high above. At the foot of the stairs, still upright and in armour, are the skeletal remains of an ancient tomb keeper. A large black sword rests in the skeleton’s bony fingers.

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If you wish to ignore the skeleton and climb the stairs, turn to 36.

If you wish to attack the skeleton, turn to 278.

I'm made nervous by the use of the word attack in this situation...Do we attack it and hope that it doesn't fight back, or ignore it and hope that it goes away?

H+1 14/22

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Well.

Let's look at how bad off we are?

We literally have holes all over our body, we're bleeding excessively and we're literally half dead.

Our character is an idiot that doesn't understand logic, and most of the time doesn't follow what I tell him to do.

Pft.

Fight that thing, we got this in a cat bag.

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Like all good horror movies the skeleton shal comedy to life so I say we chop him up now.

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ATTACK!

278

Your first blow scatters the bones of the skeleton all over the chamber. It seems that it was nothing more than the harmless remains of an old tomb guard. A closer examination of the sword reveals that the blackness is nothing more than pitted iron. You lower your weapon and slowly climb the stairs.

Turn to 36.

Well, that was...disappointing.

Hmph. At least we got a free use of Healing out of it.

H+1 15/22

36

You climb over fifty steps before reaching the archway. As you catch your breath, you notice that a billowing and swirling veil of mist completely covers the arch, hiding whatever lies beyond. You suddenly realize that the temperature is much colder around this archway.

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If you have the Kai Discipline of Sixth Sense and if you have reached the Kai rank of Guardian and therefore possess 7 Kai Disciplines, turn to 341.

If you have the Kai Discipline of Sixth Sense, but have not yet reached the Kai rank of Guardian, turn to 124.

If you do not possess the Kai Discipline of Sixth Sense, prepare yourself for attack and pass through the archway by turning to 264.

Well, since we've played through the books from the start, we are Guardian rank, and we have sixth sense too. Yay!

H+1 16/22

341

You can sense the presence of a powerful life-force beyond the misty arch. As you concentrate, you suddenly recall a tale told to you when you were a small child, ‘The Legend of the Vagadyn Gate’. This was a tale of Ice Demons and how they once fought a war to be able to leave their world and come to Kalte. They were formless creatures, without shape and substance, and existed as pure energy in another dimension, beyond the confines of space and time. The Ice Demons discovered the Vagadyn gate, a sort of door between their world and Magnamund; they fought each other to enter this gate, unaware of the fate that awaited them. The Ancients had also discovered the gate. As the Ice Demons passed through the Vagadyn, their spirits were imprisoned in crystals by the cunning Ancients, who harnessed the power of the Ice Demons to build Ikaya. The M’lare bowls that light the fortress each contain the spirits of lesser Ice Demons trapped within. You also remember that the tale warns against destroying the crystal prisons: if an Ice Demon is released it will seek to claim the body of its rescuer.

Forewarned by your Kai skill, you enter the misty arch.

Turn to 264.

Wow. Good thing we didn't break the M'lare bowl we swung over the hole on earlier.

H+1 17/22

264

You enter a massive chamber, ill-lit and icy cold: a hidden temple of the Ancients. The floor is made from slabs of quartz and granite and is littered with rock and ice. Your eye follows a line of tall pillars leading towards a sacrificial altar set into an alcove in the northern wall. Upon this altar lies a strange statue, which seems to be carved from smooth white stone. At its head and feet, black staves rest upright in holes bored into the altar stone.

To the left of the altar there is a darkened archway, through which a flight of stairs ascends out of view.

If you wish to cross the temple and advance towards the staircase, turn to 60.

If you wish to cross the temple floor by stepping only on the quartz flagstones, turn to 168.

If you wish to cross the temple by stepping only on the granite flagstones, turn to 244.

Guys? Let's TRY not to smash the statue this time, ok?

H+1 18/22

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But I want to, and I will.

Let's step on the granite ones.

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The 60 looks like the fools way to an easy grave, one of those arrogant suggestions that you would assume only someone who believes they are immortal and doesn't have to adhere to the general rules of these games would go.

Quartz is a crystal, perhaps has some magical significance? Maybe there are magical traps inside them, I'm not too sure.

Solid stone is where its at for me, I say granite.

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Hmm, looks like the other two aren't going to post. I'll pm them after doing this update.

The granite ones!

244

You carefully make your way across the temple floor until you are standing next to the altar. The statue seems cold and lifeless, but you sense that someone or something is trapped within. You can almost hear their desperate cries for release.

If you wish to strike the statue with a weapon, turn to 150.

If you do not possess a weapon, or if you wish to leave the temple, head towards the northern archway by turning to 306.

Ok. I think Sixth Sense told us what was imprisoned in this, and what the sensible, intelligent course of action would be.

Unfortunately, my sixth sense is telling me that's not what you're going to go for...

Is it?

H+1 19/22

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Smash it! WHOOOOOO

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Of course we're going to smash it.

Who the hell wouldn't. (GEDDIT?! Cause that thing inside the thing is probably from HELL?! HAHAHAHHAHAHA)

Not us of course.

^w^

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150

Your blow splinters the smooth white surface of the statue. A freezing blast of wind hisses from the crack and, within seconds, a film of glistening ice covers every inch of the chamber. Unless you have applied Baknar oil to your skin, you lose 2 ENDURANCE points due to the sudden drop in temperature.

To your mounting horror, you see that the wind is taking the shape of a small cyclone. It is drawing all the loose ice and rock of the chamber towards its core. You have released an Ice Demon and it is intent on your destruction.

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If you possess the Sommerswerd, turn immediately to 120.

If you possess a Firesphere, turn to 310.

If you wish to attack the swirling cyclone with a weapon, turn to 18.

If you wish to try to escape into the distant archway, turn to 211.

That was close. We were nearly back to full health!

We lose 2E = 17/22

We have the Sommerswerd, anyway.

H+1 18/22

120

The raging wind tears at your clothes, and bombards you with sharp flumes of ice and rock. As you raise the Sommerswerd, an intense howling fills your ears. It is a cry of horror and desperation. You strike at the core of this demon, slicing through the cyclone and into the fabric of its being. In an instant, the wind and the ghastly wailing cease—all that remains are the shattered pieces of a hollow statue scattered on the floor.

If you wish to search the altar and alcove of this temple, turn to 274.

If you wish to leave, you may exit via the northern archway. Turn to 306.

Well, that went...easily.

Search?

H+1 19/22

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Lets look around this old spooky ice deamon temple. Might find stuff

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