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Let's Play Lone Wolf

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It's not cheating, it's called strategy. 

 

And I knew it was hunting for fish, I was just testing you. Yeah... testing... for science.

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CR = 24-28 = -4 (Using Weaponskill would be taking things a bit too
far, but there's no rule against Mindblasting your opponent!)

Our TP = 50/50

Altan's TP = 50/50

 

Round 1

Random number = 5

We lose 4 TP = 46/50

Altan loses 5 TP = 45/50

 

Round 2

Random number = 6

We lose 3 TP = 43/50

Altan loses 6 TP = 39/50

 

Round 3

Random number = 8

We lose 1 TP = 42/50

Altan loses 8 TP = 31/50

 

Round 4

Random number = 0

We lose 0 TP = 42/50

Altan loses 10 TP = 21/50

 

Round 5

Random number = 8

We lose 1 TP = 41/50

Altan loses 8 TP = 13/50

 

Round 6

Random number = 0

We lose 0 TP = 41/50

Altan loses 10 TP = 3/50

 

Round 7

Random number = 7

We lose 2 TP = 39/50

Altan loses 10 TP = Out!

 

Huh. I carried on rolling to see how the competition would have ended had we not used the Sommerswerd. We'd have won with 4TP remaining!

 

252

A loud cheer shatters the silence as your arrow strikes home—you have
won. The villagers are thrilled to have witnessed such an exciting
tournament and crowd around you to offer their praise and
congratulations. The little man in the braided jerkin presents you with
your prize—a magnificent Bow made from the wood of a silver oak tree.
This weapon will add 3 points to your total whenever you are using a Bow
and are instructed to pick a number from the Random Number Table. Enter the Silver Bow of Duadon on your Action Chart as a Special Item and make a note of its particular property.


After making a short speech to thank the villagers for their
generosity, you shoulder your prize and head back to Cyrilus with the
good news.


Turn to 33.

 

We won! Now we need to drop a special item, because the ancient and powerful Kai magics which have existed since book 5 prevent us from carrying more than 12. Which do we drop?

 

Special Items:

1)Map
2)Crystal Star Pendant
3)Vordak Gem
4)Scroll
5)Shield (+2CS)
6)Chainmail Waistcoat (+4E)
7)Gaoler's Keys
8)Magic Spear
9)Sommerswerd (+8CS)

10)Padded Leather Waistcoat (+2E)
11)Kalte Firesphere
12)Dagger of Vashna

 

33

 

A shock awaits you on your return to Cyrilus: both he and your horse
have vanished. At first you curse him, thinking that he has wandered off
to a nearby ale tent for a drink, but when you discover his oaken staff
lying beside the road, you sense that something is seriously wrong.


You climb to the top of a parked wagon and strain your eyes in all
directions for some clue to his whereabouts. Suddenly you see him,
surrounded by a group of cavalrymen galloping away to the west. You
count six of them plus a riderless horse—your horse. Then you notice
that conveniently hitched to the back of the parked wagon is a saddled
horse.


If you wish to take the horse and give chase, turn to 271.


If you wish to try to find the horse’s owner and offer to buy it, turn to 325.

 

Oh dear. Do we have time to find the owner, or will we - regretfully - have to gallop after him without - sadly - having time to arrange things more legally? It wouldn't be the first time we've stolen a horse...

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Okay come on.

We literally rode down a gate when we entered this city, and probably angered a bunch of guards.

Then, we beat up some snobby prince (who in turn, probably knows more snobby people,and snobby people are usually does who are running things, so those snobby people are also probably in charge of the town)in a bar- I mean, uhh... Ice-cream shop, so really, I don't think stealing a horse is going to matter. We're already pretty infamous in this town already.

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 271

You have barely covered a hundred yards when you hear a frantic cry: ‘Horse thief, horse thief! Don’t let him get away!’

You tighten your grip and urge the horse along the highway as it dips

and bends, following the low hedgerow that borders the tournament

field. The cry alerts some men from the archery competition, and they

soon appear in a line at the edge of the field. As they see you

approach, they draw their bows to fire.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Animal Control or Huntmastery, add 3 to the number you have picked.

If your total is now 5 or below, turn to 52.

If your total is now 6 or higher, turn to 81.

 

Oh dear... Here goes:

 

Random number = 6. We just made it.

 

81

Arrows scream past on all sides. One shaft gouges a furrow of skin

from the horse’s rump, causing him to twist and buck; you shorten the

reins and urge him forward. Your quick thinking helps you regain control

of the frightened animal, and soon you are well out of range of the

deadly arrows.

Turn to 39.

 

Whew.

 

39

The chase takes you deep into the heart of the Varettian Hills. Soon

the highway dips and twists, plunging into the valleys and hollows

carved by fast-flowing streams, and climbing through the dense woodland

that clings precariously to every precipice and crag. You often lose

sight of the riders, but your basic Kai skills of tracking and hunting

enable you to follow their trail with ease. It is not until you reach a

tiny village perched on the edge of a tree-lined crag that their trail

becomes indistinct. However, you notice that at the far side of the

village, a stony hill track branches from the main highway and ascends

into the trees.

If you have the Magnakai Discipline of Pathsmanship, turn to 117.

If you wish to continue along the highway, turn to 143.

If you wish to follow the hill track, turn to 241.

 

Well, a discipline we have for a change!

 

117

Using your Magnakai Discipline, you examine both the hill path and

the highway for recent tracks. To your surprise you discover that

neither route has been used by horsemen in the last three hours. It can

mean only one thing—the riders are hiding somewhere in the village.

If you wish to ride back into the village, turn to 52.

If you wish to hide in the trees and wait for the riders to show themselves, turn to 74.

 

Can't fool us! Well, do we go and say hello, or arrange a nice surprise for them?

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Hmm... I'm going to go with go into the village, perhaps they won't recognise us as they stole our friend while we were performing? Also, we need to bust in there and rescue our friend before its too late! what if... they are eating him? ;O I say bust in there and say hello, kick ass, take names and hopefully not run out of bubble gum.

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I feel like giving them a nice little surprise huggle would be beneficial to everyone.

Sometimes, you just have to hug it out. Surprise hugs, all the way!

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To the village! We were on a horse, they had no chance of catching up to us, even if they did have their own horses.

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Thanks for the info, Lucas, that'll be useful for me! I just had the first page bookmarked.

 

52

A hail of arrows engulfs you; pain explodes through your chest, neck,

and shoulder. You are mortally wounded and although you fight with grim
determination to hang on to life, it is a struggle you cannot win. Weak
from shock and loss of blood, you fall from the saddle and die on the
highway to Varetta.


Your life and your quest end here.

 

...What? What just happened?

 

I guess we should have guessed from it having the same reference as the failure to dodge the arrows when we stole the horse.

 

Anyway, Death Count + 1 = 6

Initial E -1 = 25

 

There goes our no death run of this book...


 

 351
 
You mysteriously find yourself back at the juntion, waking from a terrible nightmare regarding hugs which turned into arrows when you entered the village. The experience has permanently scarred you: deduct 1 from your maximum Endurance. Terrified of entering the village, you decide instead to hide outside and wait for the riders to appear.
 
Turn to 74
 
Isn't it amazing how that passage seemed to almost be written specially for our game?
 

 74

You do not have to wait very long for the riders to appear. As soon
as they think you have gone, they emerge in single file from the back of
a derelict cottage and draw themselves into a circle in the middle of
the village. Although they are out of earshot, you can tell by their
frantic movements and gestures that they are having a heated argument.
Suddenly, they break the circle and ride towards you. Cyrilus, still
lying unconscious across his horse, is in tow behind the last rider.


If you have a Bow and want to ambush them as they ride past your hiding place, turn to 20.


If you wish to attack the last rider and try to recapture Cyrilus, turn to 203.


If you wish to let them pass and then follow them, turn to 227.

 

Well, we have a bow.

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What did I say? Surprise hugs are always the best hugs. >:C

Let's... uh, not waste or time with the other guys. Attack the last rider and take back your BFF, and get the heck out of there.

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Ambush them.

We have the element of surprise and killing all of them will insure a safe escape.

That or a second untimely death.

One or the other.

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