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Let's Play Lone Wolf

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We ride straight past into Riften Casiorn!

 

It's been a long time since I played Skyrim (and says a lot about the memorability of it that I'd forgotten about the existence of Riften: I can still remember the names of most of the Morrowind towns, having played Morrowind about the same time. Minirant over.)

 

115

The startled guard dives aside as you spur your horse straight for
him. You find that the gatehouse arch opens onto a cobblestoned square,
but the only exit is blocked by the wagon and merchant caravan. A dozen
guards, dressed in the green and black tunics of the town watch, are
checking their cargoes. As you burst from the shadows of the gatehouse
arch, they see you and cry in unison: ‘Tollbreaker! Tollbreaker!’


If you wish to rein in your horse and prepare to fight the town watch, turn to 248.


If you wish to attempt to jump over the wagons and escape into the shadows of the winding street ahead, turn to 72.

 

Uh... We took Invisibility, didn't we?

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We vanish.

 

Since, you know. We're so cool and everything, and icecream.

 

Especially icecream. We're too icecream for all of this.

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I think we may get the option to use our invisibility after we begin to escape. Just randomly turning invisible wouldn't do very much for our horse, which would just be sitting there. All left behind and thinking: Well, this sucks.

So, let's flee first! Protect our brethren the horsie, and then ride off to safety! I wouldn't want to risk his safety if we stayed and fought, the horsie may be in danger. We don't flee, we advance in the opposite direction, at a very fast pace!

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I should clarify that the 'invisibility' is metaphorical. Unfortunately we're just extremely good at hiding, and can't just turn invisible at will.

 

It also allows us to blend in in other ways, though, like *cough* pretending to be a native.

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Run for it anyways!

Icecream is waiting.

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72

The shouts of the town guard sergeant ring in your ears as you urge

your horse towards the wagon. You pray that your mount has strength

enough to clear the obstacle, for you are now committed to jumping

it—you cannot turn back.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Animal Control, add 2 to the number you have picked.

If your total is now 0–1, turn to 36.

If your total is now 2–7, turn to 166.

If your total is now 8–11, turn to 274.

 

Random number = 6

 

Good, 0-1 would have been an instant death, which would have been...embarrassing.

 

166

Valiantly your horse attempts to clear the high-sided wagon, but the

long day’s ride has taken its toll. Suddenly you are thrown forward in

the saddle as its forelegs crash against the wagon’s rail. You cling

desperately to the reins as your terrified horse scatters the cargo and

then lands with a tremendous crash on the cobblestoned street. You

manage to regain control and spur her along the winding street that

leads away from the square. Only when the curses of the town guard can

no longer be heard do you rein in your terrified and exhausted mare and

take stock of her injuries. The forelegs are bruised, but the skin is

not broken. With a good night’s rest she should be perfectly all right

by morning.

As you remount, you discover to your dismay that the flap of your

Backpack is unbuckled. A quick check reveals that two items are missing,

which fell from your pack during the jump. Erase any two Backpack Items

from your Action Chart.

Turn to 332.

 

Ok. Our backpack items are:

 

 Backpack Items:

1)

2)

3)

4)Rope

5)Potion of Laumspur (+4E)

6)Meal of Larnuma (+3E)

7)Laumspur Potion (+4E)

8)Meal

 

Which two items do we lose?

 

 

I think the 3GC would have been cheaper...

 

 332

You enter a wide street where black iron lanterns swing above the

doors of shops and houses, their oily black smoke staining the walls and

adding a pall of gloom to the darkening sky. The street descends

towards the River Quarl, where flatboats lie moored at the rich merchant

wharves. Quarlen stands at the most northerly point on the river that

can be navigated by boat and barge, and it is here that the river meets

the caravan routes to Casiorn and the Lastlands, so ensuring the future

of the town.

At the approach to a wide stone bridge, you see an impressive-looking

hostelry, with stables and outhouses. A painted shield hangs above the

courtyard gate proudly displaying its name:

THE BARREL BRIDGE TAVERN

The moment you enter the courtyard, a stableboy appears from nowhere

and bids you welcome. He takes charge of your horse and shows you the

door to the tavern hall. It is crowded, despite the early hour, and a

roaring fire blazes in its great stone hearth. The smell of roasting

beef makes your mouth water, reminding you that you have not eaten

today.

If you do not have any Gold Crowns, turn to 91.

Otherwise, if you possess the Magnakai Discipline of Pathsmanship or Divination, turn to 346.

If you wish to take a seat and order some food, turn to 172.

If you wish to approach the bar and ask about a room for the night, turn to 232.

 

We have Pathmanship!

 

346

Seated near to the fireplace are three surly-faced drinkers, their

tunics stained with the grime of travel. Each wears a red badge upon

their breast, embroidered with the crossed swords of Varetta. You sense

that they are soldiers-of-fortune, probably in the pay of a captain who

comes from the same city.

If you wish to join the men and perhaps find out more about Varetta, turn to 125.

If you decide not to approach them and wish to go to the bar and ask about a room for the night, turn to 232.

If you would rather take a seat and order some food, turn to 172.

 

What do we do? And which items do we lose?

 

Remember it's the Lorestone of Varetta we're seeking.

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. . .

Well then.

At least... w-we still got icecream? There's icecream in this tavern right?

Ooooh, there better be icecream in this tavern. Grab some food, and make sure to ask if there's any icecream! It must be a dessert, search the menu! It must be here somewhere!

It's was all worth it in the end! We're going to get our ICECREAM! Who cares that we lost our: Meal and our Meal of Larnuma?

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Talk to those scary people! The more we know of Varetta, the better! And maybe they're nice people who will give us food...

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I'm going to go with join the men and perhaps find more about Varetta.

 

I think the rush of excitement was well worth the loss of a measily Meal and Meal of Larnuma.

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We lose a meal.

We lose a meal of larnuma.

 

125

The soldiers are swilling ale and reminiscing about their campaigns
with wild exaggeration. They are brash and loud, but an uneasy silence
quickly falls when they see you approach. You notice that their hands
are no longer grasping mugs of ale; they now rest upon the hilts of
their heavy-bladed swords.


        small10.png        

If you decide to offer to buy them a drink, turn to 30.


If you wish to ask permission to join them, turn to 260.


If you choose to ignore them and would rather take a seat elsewhere and order some food, turn to 172.

 

So, what do we do?

 

Oh, by the way, I'll be on holiday for the next week or so, without access to a computer, so don't expect any updates for a bit.

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Buy them a drink! We'll become friends and then when we are in a bad situation, they will conveniently show up and help us!

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I'm tossing up between buy them a drink or ask them. Perhaps we won't get the option to buy them a drink if we ask them and get rejected? Hm... the fastest way to a man's heart is with a blade, the second fastest is with a drink of alcohol. Let's go with option two!

 

Let's offer to buy them a drink.

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