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Let's Play Lone Wolf

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I say we turn, just as we enter the trees, which obviously means we will have a better chance on losing our pursuers.

So, 169.

(Yes, I'm actually choosing a SMART ANSWER now.)

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And they had no repercussions for that.

Alackaday is what my char would say.

Change direction. Those Air-heads will probably lose you that way.

Cause otherwise we are dead. dead . DEAD..

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169

As you part the dense foliage, you suddenly topple headlong over the edge of a steep drop and fall with a crash onto a wide forest track below. Less than ten feet away kneels a bandit examining the hoof of his horse and prising out a sharp stone from the animal’s shoe with a long, curved dagger. The noise of your fall alerts him, and he turns with his weapon raised for attack.

Bandit Warrior: COMBAT SKILL 16 ENDURANCE 24

If you win the combat, you notice that a group of bandits are closing in from the north. You spot them just in time to make a hasty escape.

Turn to 123.

Oh. Looks like we made the wrong choice.

CR = 26 - 16 = 10

Our E total = 19/26

Bandit Warrior's E total = 24/24

Round 1

Random number = 9

We take no damage = 19/26

Bandit Warrior is instakilled = DEAD!

...Well, that was easy.

123

Onward and upward, you claw your way through the wooded hillside. Your throat is dry and your heart is pounding as though it is about to burst, but you dare not slacken your pace. Four hours pass before you feel certain that you have outrun the enemy.

It is nearly dusk when you chance upon a narrow steep-sided valley, carved from the hillside to afford access to a mine tunnel. For hundreds of years, the ore of the Maaken Range has been the blessing and the bane of many who have ventured here to seek their fortune: men have found wealth beyond their wildest dreams, but also men have perished without trace in its labyrinth of cold dark tunnels.

You examine the mine entrance. You know that if you can find a major passage, you could trace your way to Ruanon itself. At the entrance, you find a discarded wooden crate, containing six Torches and a Tinderbox. The mines are dark and you will need to use at least one torch to light your way. You can take as many additional Torches as you wish, but remember each one counts as a Backpack Item, so be sure to make the appropriate changes to your Action Chart.6

Enter the mines by turning to 315.

The page has a footnote:

[6] Unless you already possess an alternative means of relighting the torch later (e.g. another Tinderbox or a Kalte Firesphere), record this Tinderbox on your Action Chart as a Backpack Item. It is not necessary to record the one lit torch on your Action Chart.

We have a Kalte Firesphere, so we can use that instead! Yay for not having to drop stuff! Also, we're going underground... Again.

H+1 20/26

315

In the flickering light of your torch, you can see that the tunnel is supported by a criss-cross of props and beams. The rock is damp, and a narrow rivulet of ore-stained water runs along the tunnel floor. You soon reach a junction where the tunnel heads off to the left and right.

If you possess the Kai Discipline of Tracking, turn to 48.

If you wish to go left, turn to 269.

If you wish to go right, turn to 145.

We do not have tracking, so it's an arbitrary choice.

H+1 21/26

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See?

This is why I don't make smart decisions.

SMART DECISIONS HURT US!

So you know what? This time I'm mak---

Oh. It's a Left or Right decision. Well then...

Right. Right. Right!

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Let's go right. I mean were basically almost unkillable so what's the worst that could happen in an empty mine.

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what's the worst that could happen in an empty mine.

If something bad happens to us, I'm blaming you :P

145

The tunnel descends for miles into solid rock. You are occasionally startled by unexpected swarms of glowing mine flies or fluttering bats swooping out of the darkness, attracted by your body heat.

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You eventually reach a chamber where a small wooden hut has been built against the wall. You are now desperately tired and in need of sleep.

If you wish to rest in the hut, turn to 322.

If you wish to press on regardless of fatigue, turn to 162.

Have a snooze?

H+1 22/26

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Let's sleep in this abandoned mine. What's the worst that could happen.

I'm waiting for us to get into trouble.

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Go to sleep.

. . .

-Takes out knife-

GO. TO. SLEEP.

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Go to sleep.

. . .

-Takes out knife-

GO. TO. SLEEP.

OK, ok, we go to sleep! *backs away slowly*

322

Extinguishing your torch, you curl up on the floor and quickly fall into a deep sleep. Many hours pass before you awake, totally refreshed by your rest. Restore 2 ENDURANCE points.

Relighting your torch, you can now see that the hut is full of mining tools. Picks, shovels, and wheelbarrows are stacked upright along the far wall.

If you wish to take either a Pick or a Shovel, do so and mark it on your Action Chart as a Backpack Item. Due to the size of these tools, they each take up the same amount of space as two normal Backpack Items.

Two tunnels lead away from the chamber. One heads west, the other south.

If you wish to take the west tunnel, turn to 54.

If you wish to take the south tunnel, turn to 129.

Take either of the items?

For reference our backpack items are currently:

Backpack Items:

1)Flask of Holy Water

2)Potent Laumspur Potion (+5E)

3)Meal

4)Rope

5)(Rope)

6)Meal of Larnuma (+3E)

7)Laumspur Potion (+4E)

8)Meal

So we'll need to drop something. Make sure to say what if you vote to take something.

We gain 2E = 23/26

Which way now?

H+1 24/26

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Is the rope 2 items or have we two ropes?

[edit]

Ok keep rope. We can always try flying if we don't use it.

Get rid of flashk. Holy waters only good for banishing the devil and Deamons and such not like were going to find any. Take the pickaxe.

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Why do we even have a Flask of Holy Water? Seriously. I don't think we'll be fighting any zombies or vampires anytime soon. Drop that Flask!

Also, let's drop... a rope. I don't' think we'll need TWO ropes, and if we ever do... you can just point at me, and call me bad names, mmkay?

I say we take the pick, because the pick will PICK which destiny will befall us! Well, of course, the pick can still pick a bad destiny, but EVEN SO.

Which way...? Well, let's let the pick decide! The pick picked nothing, because the pick doesn't actually exist.

Ehh... seems like the West is the best.

So let's go West.

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It was two items. If we'd had two ropes I'd have had them both out of brackets, similar to the meals. Also, we have the flask from when we were given it by the redeemers a couple of pages back. My instincts say it's worth holding onto that, and it'll have a use later in the book, as it was a 'reward' for the successful encounter.

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Drink the lausmur potion +4e and drop a meal.We are pretty religious people and a rope is something we will need in numerous occasions.

Pick,west, amf out.

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