argonian 14254 Share Posted March 14, 2013 Lone Wolf has a lot of very different split personalities. Link to post Share on other sites More sharing options...
Damperstorm 3 Share Posted March 14, 2013 We have a sniper, a sword, a spinning waffle... Link to post Share on other sites More sharing options...
hammer01 29 Share Posted March 14, 2013 im hungry. shall we eat our other personality? Link to post Share on other sites More sharing options...
pi4t 6 Author Share Posted March 14, 2013 Don't forget the invisible personality who keeps telling the others what's happening! We get all kinds of stuff, while dropping some weapons and a blue stone triangle from book 3. That won't be useful again, will it? 131 You sift through the vast number of items that litter the dais, separating the following articles, which may or may not be of use: Silver Comb Hourglass Dagger Healing Potion of Laumspur (restores 4 ENDURANCE points if swallowed after combat) Prism Enough food for 3 Meals (each Meal counts as 1 Backpack Item) Remember to make the necessary changes to your Action Chart before leaving the chamber. Turn to 58. Well, do we replace anything with this lot? I think you know what our weapons are, but these are our backpack items (which we'd need to replace with the other items): Pickaxe Potent Laumspur Potion (+5E) Meal Rope Potion of Laumspur (+4E) Meal of Larnuma (+3E) Laumspur Potion (+4E) Meal 58You follow a straight passage of pale, rose-coloured stone, which soon ends at an empty vestibule. In its north wall is set a great wooden door, covered with engraved bronze plaques and studded with bronze nails. There is a curious lock set into the middle of this door, encircled by a beautiful carving of a long-tailed scorpion. A closer look at the lock reveals a series of Vassagonian numerals, numbered 1 to 200, engraved in the lock. You recognize the design: it is a Cloeasian combination lock. If you know the correct number that will open the bronze door, turn to that section number. If you do not know the number that will open the door, turn to 156. We...err...don't know the code. 156 After concentrating on the lock for several minutes, you realize that it is connected to an alarm. If you turn the lock to the wrong number, the alarm will be triggered, alerting the entire palace guard. If you possess the Kai Disciplines of Mind Over Matter and Sixth Sense, turn to 8. If you do not have both of these skills, turn to 98. We have both of them! And every other discipline, barring tracking. 8You channel all your Kai skill into detecting the number that will open the door; it is a strenuous task, and one that demands great concentration. Gradually, the image of two numbers—six and seven—begin to form in your mind. The image is hazy, and you’re not sure if the number is sixty-seven or seventy-six. You are exhausted by your efforts, and they have cost you 2 ENDURANCE points. Deduct these from your current ENDURANCE points total before choosing between the two possibilities. If you decide to choose sixty-seven, turn to 67. If you decide to choose seventy-six, turn to 76. We lose 2E = 24/26 So, 67? Or 76? I'm sure it's 67. Wait, no, 76. No, it's 67. No, 97! I have no idea! Split personalities, work it out between you. H+1 25/26 Link to post Share on other sites More sharing options...
Damperstorm 3 Share Posted March 14, 2013 Sniper says 67 because it looks better! Link to post Share on other sites More sharing options...
hammer01 29 Share Posted March 14, 2013 76 all the way... dont ask me why.... Link to post Share on other sites More sharing options...
argonian 14254 Share Posted March 14, 2013 67 Link to post Share on other sites More sharing options...
hammer01 29 Share Posted March 14, 2013 dont listen to the other voices.... Link to post Share on other sites More sharing options...
pi4t 6 Author Share Posted March 16, 2013 Ok, I won't listen to the other voice calling itself hammer01, and go with the majority instead :) 67You hear a faint click followed by a soft whirring sound; the bronze door slides open. As you hurry through, the door clicks shut behind your back, as softly as it had opened. Instinct tells you that you have entered the chambers of the upper palace, the sumptuous private enclave of the Zakhan. You walk upon glistening tiles of opal and platinum, past sculptures and statues of pure gold. The door of solid amethyst ahead seems plain in comparison to the breathtaking splendour of this private world. Beyond the door lies another unique and startlingly beautiful world: the arboretum. A circular, cathedral-like arena spreads out below you, the green velvet canopy alive with the sound of bird song. Trees of every colour, shape, and size flourish in the deep, dark soil of the floor. The Zakhan’s arboretum houses a specimen of every tree that grows in Magnamund, and many species that are now extinct elsewhere. As you walk the wrought iron balcony which encircles the arboretum, you recognize the leaves of a Sommlending oak. You feel a sudden wave of homesickness, but it does not make you despair; rather it renews your determination to escape from this hostile, sun-bleached land. At one of the exits from the arboretum, you discover a Quarterstaff propped against the wall. (If you wish to take this, remember to mark it on your Action Chart.) The desire to escape urges you on as you leave the arboretum and hurry through a network of lavish corridors and empty, deserted vestibules. You reach a landing where a broad staircase descends to a massive room that occupies most of the lower palace. From the top of the staircase, hidden by the shadow of a pilaster, you stare down on a sight that freezes your blood with terror. Turn to 200. We were right! Wait, 200? That's the end of the first half of the book! H+1 26/26 200Upon a raised platform, carpeted with scarlet fur, sits the Vassagonian Emperor, Zakhan Kimah. He is robed in gold but devoid of all ornamentation. In his hand is an orb of black metal, and in his eye an ice-cold cruelty that chills your spine. The Zakhan is a man of awesome countenance, but he pales in the shadow of his companion. Before him stands the cause of your terror. A helm as black as death itself hides the face, but the stench of decay and a hideous sepulchral voice betray the identity. ‘Give me Lone Wolf!’ It is the fell voice of a mortal enemy—a Darklord of Helgedad. As the Zakhan rises to his feet, you notice a flicker of doubt, or perhaps of fear, dim his cruel gaze, but he is quick to mask it. ‘He will be brought to you at sunset in exchange for the Orb of Death. It is agreed.’ ‘You have the Orb,’ echoes the chilling voice. ‘Give me Lone Wolf!’ The Zakhan hides his fear well, but time is not on his side. The game of bluff he is playing is deadly. However, the fact that he has not yet been discovered is evidence of his powerful will, for you sense the Darklord is persistently clawing and probing at his mind. ‘You will get your Northlander, Lord Haakon,’ says the Zakhan, his voice curt with anger, ‘when you tell me why your servants defile the Tomb of the Majhan. You claim to have no need for gold and jewels—why then do you plunder the graves of our ancestors?’ A deathly quiet fills the hall; only the unnatural hiss of the Darklord’s breath disturbs the silence. ‘This land, this insignificant speck of sand, harbours two small thorns that prick our skin. We seek to remove them both—forever. The fledgling Kai, Lone Wolf, is the thorn that denies us Sommerlund. The Tomb of the Majhan hides the other thorn that threatens us—the accursed Book of the Magnakai.’ Your heart pounds as the words echo in your head. The Book of the Magnakai! Suddenly, the reason why you have been enticed into a deadly trap becomes clear, and the sinister truth is revealed. The Book of the Magnakai is one of the oldest legends of Sommerlund. With the wisdom of the Magnakai, Sun Eagle, the first Kai Grand Master, instilled the disciplines into the warriors of the House of Ulnar, the bloodline of your king, that were to save your land from devastation at the hands of the Darklords. The Book of the Magnakai was lost hundreds of years ago, but its wisdom was kept alive, handed down through generations of Sommlending warriors so that they could share the strength to resist their eternal enemies, the Darklords of Helgedad. If the Darklords discover and destroy the Book of the Magnakai, the secrets will be lost forever, and when you die, the Kai will become extinct. However, if you discover the Book of the Magnakai first and deny the Darklords their prize, all the wisdom of the Magnakai will be revealed to you. Through its wisdom you will become strong, strong enough to reach the ultimate achievement for a Sommlending warrior—to become a Kai Grand Master. However, the peril and the glory of the quest that lies ahead are distracting you from more immediate danger. To discover this danger and to begin the quest for the Book of the Magnakai, turn to Part Two of Shadow on the Sand. Begin your adventure at 201. Hooray, we can get Magnakai disciplines! We just have to get out of the palace of a ruler who's already captured us once successfully, while avoiding the darklord who's just turned up, then locate the resting place of an ancient book, in a tomb somewhere in the vast desert, and get there before either of the aforementioned enemies who already know its location. Simple! After we've done that, we can begin to reconcile our tomb robbing to the Kai's rules, and worry about what this orb is... Let's get started by leaving quietly, without being spotted. 201Suddenly, you catch sight of two warriors creeping towards you from a passage to your right. They are clad in jet-black armour and scarlet robes, and their hideous death-masks identify them as Drakkarim warriors. They are men, but they are evil men, as evil as the Darklords whom they serve. One of them holds a razor-fanged Akataz, a creeping leathery war-dog, straining on a chain leash. The Drakkar hisses and the Akataz springs towards your throat. If you wish to fight this creature, turn to 273. If you wish to try to evade the attack and escape, turn to 285. ...Lone Wolf, which part of 'without being spotted' did you miss? Fight or (nonliteral) flight? Link to post Share on other sites More sharing options...
hammer01 29 Share Posted March 16, 2013 Flight! no way we will beat that thing... Link to post Share on other sites More sharing options...
argonian 14254 Share Posted March 16, 2013 Flight, a fight could make tons of noise and the Darlord could hear. Running, less so, and we'd already be gone by the time he could get upstairs. Link to post Share on other sites More sharing options...
CowsGoMoo 267 Share Posted March 17, 2013 . . . Jump out of the window straight into a lake! Make sure to do a double back flip, and land with your hands pointing down to avoid injury. The judges shall rank us a 10-10-10 for that stunning display of diving! Then, we'll be sent to the Olympics and... we'll win a billion gold medals! Whooo! Go Lone Wolf! See, running away wins you medals. The more you know! Link to post Share on other sites More sharing options...
Damperstorm 3 Share Posted March 18, 2013 And knowing is half the battle. G.I. LONE WOLF! Link to post Share on other sites More sharing options...
pi4t 6 Author Share Posted March 19, 2013 Run away! 285 As you turn and sprint along the passage, a terrible roar of hatred and rage fills the hall: ‘Kill him!’ You glance back. The Drakkarim are unsheathing their black swords, eager to obey their master’s command. You race down some stairs, through a silver archway, and along a balcony that overlooks the lower palace. The Akataz is nearly upon you; you feel its fetid breath on your legs. Instinctively you dodge aside at the very second it leaps. It crashes muzzle first into a marble pillar. A howl of pain leaves its broken mouth as you step forward and strike a death-blow; it will never attack again. You glimpse the grim silhouette of Darklord Haakon in the hall below, his spiked fist raised. A Drakkar appears as if from nowhere and advances, a sword held high above his skull-like helm. There is a deafening crack as a bolt of blue lightning streaks from a stone in the Darklord’s hand and comes hurtling towards you. The Drakkar lunges and wounds your arm (you lose 2 ENDURANCE points), but he now stands in the path of the bolt. In a flash of light, the Drakkar is gone, leaving only cinders and the rotten odour of scorched flesh behind. At the end of the balcony are another arch and a staircase. If you wish to escape through the arch, turn to 381. If you wish to escape by the stairs, turn to 317. Panic running to where? Link to post Share on other sites More sharing options...
CowsGoMoo 267 Share Posted March 19, 2013 Panic running to the ARCH! Mainly because I'm not quite sure what an arch is. What exactly is an arch? Whatever it is, it sounds safe. It also sounds like it turns to a safe page. 381 is a very nice number. If you add it together, you get 12! A perfectly even and dividable number. See, if you add up 317, you get 11. An imperfectly odd and a prime indivisible number. If it's prime, it's probably a mime! And I HATE mimes. Link to post Share on other sites More sharing options...
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