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Let's Play Lone Wolf

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234!

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141 because I'm dumb and young.

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If you wish to ask who the current ruler of Ragadorn is, turn to 141. - Any foreign man could know this.

If you wish to ask the name of the river that divides Ragadorn into east and west, turn to 159. - This would be easier known by a local than a foreigner, but there is a possibility that they just looked at a map and saw this river.

If you wish to ask the name of the tavern in Barnacle Street, turn to 234. - There is a chance that this man was passing through the town and came to this tavern, but more local knowledge is required than either of the other questions. I guess its all up to chance really.

I go for 234.

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The consensus seems to be to ask about the tavern, on 234.

234

The man hesitates and then answers. ‘Why, the Rusty Anchor Inn, of course.’

If you now wish to wipe away the outside of the pentagram and free him, turn to 170.

If you do not wish to free him, close the cell door and return to the main corridor by turning to 254.

Great! Now, if only we'd visited the tavern on Barnacle Street...

Do we accept what he says?

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Let him out, I mean, pffft, we haven't been to the tavern, but still!

If we don't let him out, we'll have that guilty conscious shroud us for years.

Not to mention, our weird-sight-future-sensing-thing woulda went berserk if that guy is evil!

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Ooooh~ Can I try playing? I can try to manage my time between apps and this. :3

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Cmon in sloppy. More to merry.

Let him out, he may proove useful.

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Let him out !

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170, a deal's a deal.

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Wait, I just realised, who in their able mind would put a 'poor merchant' inside of some magical binding? This suddenly feels like a potential fatal encounter... I'd say we leave him...

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Well, I'll wait until 24 hours after Akeron's post to update, in case anyone else checks it and changes their mind. Not saying that either option is correct, just the decision still seems to be somewhat under discussion.

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Well... now that he pointed that out, it is kinda strange. I saw leave him, then. You can never be too cautious.

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I just don't want to loose another endurance point from a surprise invincible entity that wants to eat our soul.

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Lucas doesn't seem to be responding, so we'll pick randomly. 0-4 we leave him, 5-9 we let him out.

8.

170

Using the edge of your cloak, you wipe away a section of the pentagram that is wide enough to let the man escape. You notice that he is painfully thin and unsteady on his feet.

‘My thanks, Kai Lord. I shall endeavour to repay your kindness some day, if we ever escape from this fortress,’ he says. ‘You had best lead, for my eyes ail me. I have suffered snow-blindness and the pain still lingers on.’

You lead the way into the passage and are about to turn north into the main corridor, when a pair of steely-fingered hands suddenly close around your throat from behind. A hideous cry betrays the merchant’s true identity: he is a Helghast, a deadly shape-changing servant of the Darklords. He has tricked you into releasing him from the pentagram, and he now intends to murder you.

You desperately fight for air as his skeletal fingers burn and tear at your throat. You lose 6 ENDURANCE points. If you are still alive, you manage to break free of his grip, but you must now fight this creature to the death. Due to the surprise of its attack, you cannot swallow any potions before the combat.

If you possess the Sommerswerd, turn to 304.

If you do not, turn to 175.

Great. Well, at least our consciences won't be tortured forever more...

Who was is who said about a 'creepy skeletal face' a couple of pages back?

We lose 6E = 16/22

Ah, yes, we need a magic weapon to kill these things, don't we? Luckily we have the perfect tool for the job...

H+1 17/22

304

The mighty sword illuminates the passage with its golden glow. The Helghast shrieks a hideous cry and retreats, its eyes glowing a fiery red with hatred and fear. It recognizes the power you wield, a force that spells death and eternal destruction to its kind. In blind panic, it attacks you with a powerful Mindblast. Unless you possess the Kai Discipline of Mindshield, you must lose 2 ENDURANCE points for every round of combat you fight with this creature. It is immune to Mindblast. However, because the creature is one of the undead, remember to double all ENDURANCE points that it loses due to the power of the Sommerswerd.

Helghast: COMBAT SKILL 22 ENDURANCE 30

If you win the combat, turn to 20.

Luckily we have Mindshield, though our Mindblast is useless to us.

Combat Ratio = 24-22 = 2

Our E total = 17/22

Helghast's E total = 30/30

Round 1

Random number = 4

We lose 3E = 14/22

Helghast loses 2*7 = 14E = 16/30

Round 2

Random number = 4

We lose 3E = 11/22

Helghast loses 2*7 = 14E = 2/30

Round 3

Random number = 9

We lose 0E = 11/22

Helghast loses 2*12 = 24E = DEAD!

Our E total = 11/22

Oh, yes, NOW we get the good numbers...

20

The body of the Helghast bubbles and dissolves at your feet, a vile green gas seeping out from beneath its robes. As you stare in revulsion at the decomposing corpse, you suddenly realize that this foul creature must have been sent here to kill Vonotar—there can be no other reason for its being here. The Darklords of Helgedad crave Vonotar’s death in payment for his failure at the Battle of Holmgulf, and have discovered his whereabouts. The wizard must have discovered the Helghast and imprisoned it within the pentacle until he could devise a way of permanently destroying it.

You gingerly touch your wounded throat and thank the gods that you possess the Sommerswerd; its powers have once again saved your life. Turning into the main corridor, you quickly leave behind the smoking remains.

Turn to 254.

Phew.

H+1 12/22

254

On the west wall of the corridor you see another stone door, with a small spy-hole cut into the centre revealing a cell on the other side. An old man is huddled in the far corner of the cell, his face and hair matted with blood and dirt. His blue robes are so filthy that the crescents and stars embroidered on them are almost totally obscured.

If you wish to open the cell door, turn to 56.

If you decide to ignore this old man and continue along the corridor, turn to 276.

I'm getting a sense of deja vu...

Obviously this is Vonotar's prison district.

Investigate this old man?

H+1 13/22

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Investigate !

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