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Let's Play Lone Wolf

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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.

All your posts make me laugh. Anyway, arch.

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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.

 

317 is, unless I'm very much mistaken, also a prime. 381 isn't, it's divisible by 3 for a start :)

 

Also, do you really not know what an arch is? It looks something like this:

 

Ok, the forum extension isn't letting me show it. If you really don't know, then just google image search it, and hang your head in shame at not knowing a perfectly normal English word. :)

 

381

You run through the arch and straight into a black-robed palace

guard. You bruise your ribs and the impact throws you off balance, but

you manage to grab the wall to stop yourself from falling over. The

guard lies sprawled upon the floor, but with incredible swiftness he

draws a shining steel axe and lashes out at your legs.

Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, add 2 to the number you have picked.

If your total is now 0–4, turn to 368.

If it is 5–11, turn to 252.

 

Yeah, yeah, we have hunting. Random number = 4+2=6.

 

The arch wasn't as safe as we hoped...

 

252

You whirl your feet away from the shining steel and narrowly escape

being wounded as the axe bites inches deep into the polished stone

floor. However, before the guard can strike another blow, you lash out

and send the axe spinning from his hand. He screams, clutching broken

fingers to his chest.

You turn and run towards an open door. The air is filled with the

sound of pounding feet, for the palace guard are on full alert; together

with the Drakkarim, they are now bent on finding and killing you as

quickly as possible.

Beyond the door, a bridge rises at a slanted angle over an enclosed

garden, joining this part of the palace to a needle-like tower of white

marble. At the entrance to the bridge, a narrow stair disappears into

the garden below.

If you wish to cross the bridge and enter the Tower, turn to 396.

If you decide to descend the stairs, turn to 215.

 

It seems to me that there's one intelligent, sensible thing to do here. It also seems to me that we'll do the other.

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Stairs...

 

 

...but if its a stormy night go to the tower, because if we get to the top and we have to fight, thats awesome. Whats better than a fight on a tower during a very stormy night....?

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All your posts make me laugh. Anyway, arch.

 

They do? A-Ahhh! A... A compliment! WhatdoIdoWhatdoIdo!? Waaaah!

 

A-And... Yeah. I forgot what an arch was. Which is really awkward. >_> >_< <_<

 

And also. I'm not sure what you mean by the one that is sensible... I mean, one leads to the garden... which may or may not be closed off, and the other leads to a tower... that will probably....

Ooooooh...  I see!

 

Yeah. Tower. Definitely. 

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Hey, it's only been a couple of days since the last post! Ok, I bought Master of Magic on GOG and was distracted, sorry.

 

Stairs it is! You surprise me again.

 

215

At the bottom of the stairs, a wooden door braced with iron blocks
the entrance to the scented garden. Frantically you twist the handle,
but it does not open—the door is locked. Then a couple of palace guards
appear on the bridge above; they see you and unsling their heavy
crossbows.


If you possess a Copper Key, turn to 246.


If you do not possess this item, you can try to climb over the door by turning to 301.


Alternatively, you can run back up the stairs and attempt to attack the guards before they load and fire their crossbows by turning to 375.

 

Yeah...we don't have a copper key. Surprisingly, this is actually a fairly nasty situation. How do we (try to) get out of it?

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Poop.

 

I think we should climb over the gate. No other way out of the situation...

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0-4 we jump the gate, 5-9 we attack the guards with crossbows aimed at us...

 

6. Well, here goes...

 

375

Beads of sweat break out on the faces of the guards as they
frantically race to load their crossbows. Your bold move has unnerved
them, and their fear makes them clumsy.


You reach the top of the steps and attack with the speed of a tiger,
dashing the crossbow from a guard’s shaking hands with your first blow
and splitting his jaw with the second. He screams and falls, toppling
from the bridge to crash into the garden below. Meanwhile, the other
guard has thrown away his crossbow and drawn a steel mace. He runs at
you with hatred blazing in his dark eyes; you have just killed his
brother and he is thirsty for revenge. Due to his frenzied state of
mind, this guard is now immune to Mindblast.


Tower Guard: COMBAT SKILL 17   ENDURANCE 22


ill22.png

 

If you win the combat, you enter the tower. Turn to 396.

 

Well...that went better than might have been expected.

 

Combat Ratio = 24-17 = 7

Our E total = 26/26

Tower Guard's E total = 22/22

 

Round 1

Random Number = 4

We take 2 damage = 24/26

Tower Guard takes 10 damage = 12/22

 

Round 2

Random Number = 4

We take 2 damage = 22/26

Tower Guard takes 10 damage = 2/22

 

Round 3

Random Number = 0

We take 0 damage = 22/26

Tower Guard is instakilled = Dead!

 

396

Inside the cool marble tower, two flights of spiral stairs meet at a
landing. You detect the sound of distant running feet, gradually growing
louder. It is coming from one of the spiral staircases, but which one?
Suddenly, a band of Drakkarim warriors appear; they are crossing the
bridge that leads to the tower. You must escape.


If you have the Kai Discipline of Sixth Sense, turn to 266.


If you wish to ascend the spiral stairs, turn to 322.


If you wish to descend the spiral stairs, turn to 360.

 

We do have sixth sense.

 

H+1 23/26

 

266

 

Your Kai skill warns you that two palace guards are running up the
spiral stairs from their guardroom in the base of the tower. Quickly,
you ascend the stairs before the Drakkarim enter and see in which
direction you have gone.


Turn to 322.

 

And...up. Into the tower. With nowhere to go from there. Oh dear.

 

322

 

The stairs are high and steep. You gasp for breath and force your

aching legs to climb, for the Drakkarim are less than a dozen steps
behind you. At the top of the tower, an open arch leads out onto a
platform where a huge kettledrum stands. This is used by the tower guard
to send messages to the other palace towers. A bleached hide is
stretched across its surface and a black wooden beater hangs from the
side.


If you wish to push the drum down the tower stairs, turn to 329.


If you prefer to ignore the drum and escape out onto the platform, turn to 387.

 

This should be fun...

 

H+1 24/26

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Home Alone style!

 

Push that drum down the stairs! What else do we have? Check your pockets for marbles! Darn! We don't have any! Do we have icy slippery stairs...? Ahhh, this is in a desert, so no we don't! How about lotsa string and buckets? No? Well, let's just push that piano in the corner down the stairs! What? The piano doesn't exist?

 

I guess a drum will do then...

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329

The heavy copper drum rolls from its wooden base and crashes down the

tower stair, a thunderous boom echoing from the dark as it careers on a

collision course with the enemy. The screams of horror are cut short as

the drum hurtles through the ranks of the Drakkarim, crushing them into

the hard stone steps.

Your quick action has scattered your pursuers, but victory turns sour

when you discover that you are trapped; there are no other stairs from

the platform. You have delayed the Drakkarim, but your reprieve is only

temporary.

If you possess a Rope, you can attempt to climb down to the gardens below. Turn to 305.

If you do not possess a Rope, turn to 387.

 

Whee - splat!

 

H+1 25/26

 

We do have a rope.

 

305

Tying one end of the rope to the parapet rail, you drop the other end

over the side and glissade down the tower. You have reached halfway

when you see two Drakkarim above you, sawing at the knot. Suddenly, the

rope snaps and you plummet into the void.

Pick a number from the Random Number Table.

If the number you have picked is 0–2, turn to 293.

If it is 3–9, turn to 234.

 

Aand we didn't have the choice not to use it?

 

On the plus side, H+1 24/24

 

We pick an 8.

 

234

In a complete daze you tumble and spin, totally unaware of whether

you are falling head- or feet-first. The warm wind tears at your face,

forcing your eyelids and mouth open. You can barely breathe. You scream

with terror until you hit the upper branches of a toa tree; in the next

instant you hit water. You rapidly surface again, and instinctively

begin to pump your legs.

You have no idea in which direction you are swimming, but in three

strokes you find yourself at the side of this deep, sculptured pool of

clear water. Still shaking from the shock of impact, you crawl your way

out onto a mossy bank. Miraculously, you have escaped injury, but your

ordeal is far from over. The Drakkarim and the palace guards watched you

fall and at this very moment are racing down from the tower and the

bridge to the palace gardens.

Ahead of you, beyond a tree-lined colonnade, a flight of steps

ascends to a small portal in the wall of the upper palace. To your

right, a leafy tunnel winds away into the trees and shrubs.

If you have the Kai Discipline of Tracking, turn to 220.

If you wish to climb the stairs to the small portal, turn to 352.

If you wish to follow the winding path, turn to 391.

 

Phew. On the other hand, Tracking is the one discipline we don't have. Path or portal*?

 

*Notice that portal is being used in the context 'door' here, rather than, for instance, 'giant obsidian structure that will teleport you to the nether/daziarn.

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