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Let's Play Lone Wolf

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No more responses? Ok.

0-4 Mind over Matter, 5-9 Animal kinship.

9. We get Animal Kinship.

The consensus seems to be to drop the silver key for the waistcoat.

We lose a silver key.

We gain a Chainmail Waistcoat (+4E).

160

An escort of five rangers accompanies you along the twisting narrow track that leads to the hut. The rough stone walls are covered with a damp moss into which is set a curious oval door. There are no windows. You have dismounted and are approaching the door when suddenly a man’s voice calls from inside the hut: ‘Come in, Lone Wolf, I’ve been expecting you.’

If you wish to open the door and enter, turn to 84.

If you wish to draw your weapon and kick open the door, turn to 205.

If you wish to send your rangers into the hut, turn to 306.

Ah, yes, we have companions. I wonder how long we'll keep them for this time?

Of course, that may depend on our choice now.

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Damn, why isn't there ever a choice to stand there and call what ever or who ever is in there to come out! Bugger, I say send your rangers in there. If you here screams well... I guess we'll just run in there too!

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Lets talk to the man who can tell the future. If he knew we were on the way he should have some tae ready.

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I own a book like this :\

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No more votes? :(

Come on, people, join in!

Well, 0-4 we send in rangers, 5-9 we go in ourselves.

1. We're being cowards.

306

Your men push open the door with their swords and quickly enter. You hear a muffled voice, and a ranger soon reappears at the door. ‘It is safe, my Lord,’ he says, and stands aside to allow you to enter.

Turn to 84.

Now we look a little foolish. Still, at least we didn't go in with weapons drawn.

84

In the dim light of the interior, you see an old man seated at a table. The flicker of a log fire is all that illuminates this foul-smelling hovel, yet it sheds enough light for you to see the clutter of charts and strange instruments that crowd the hut. The man slowly raises his gaze from a large crystal sphere and bids you sit opposite him.

‘You know my name—how?’ you ask warily.

‘The stars foretold our meeting long ago, Lone Wolf,’ he replies, slowly passing his withered old hands around the sphere. ‘Be not alarmed by my knowledge for I wish only to aid you.’ He produces a small scroll of parchment from within his robe, and he hands it to you. Upon the scroll is written the following verse:

When the full moon shines o’er the temple deep,

A sacrifice will stir from sleep

The legions of a long forgotten lord.

When a fair royal maid on the altar dies,

The dead of Maakengorge shall rise

To claim their long-awaited reward.

ill5.png

You ask the meaning of the strange verse, but the old man does not answer you. He seems to have fallen into a deep trance. You lean across the cluttered table to awaken him and are shocked to see your hand pass straight through his body. Gradually his image begins to fade. Within seconds he has disappeared completely.

You place the Scroll in your pocket. (Mark this as a Special Item on your Action Chart.) You quickly leave the hut, pausing only to wipe the cold sweat from your brow.

Turn to 273.

Ooh. A mysterious prophecy!

We gain a scroll. Sadly we have to drop something in order to carry it. Here are our choices@

Special Items:

1)Map

2)Crystal Star Pendant

3)Vordak Gem

4)Effigy

5)Shield (+2CS)

6)Chainmail Waistcoat (+4E)

7)Blue Stone Triangle.

8)Magic Spear

9)Sommerswerd (+8CS)

10)Padded Leather Waistcoat (+2E)

11)Kalte Firesphere

12)Diamond

273

You have ridden less than five miles when you see a group of wagons on the highway ahead. They are painted in a gaudy mix of bright colours and drawn by teams of oxen. A huge tasselled banner flies above the leading wagon, which bears the following proclamation:

The Famous Asajir Players—Troubadours to the Imperial Courts of Magnamund

ill16.png

If you wish to stop to question these travelling minstrels, turn to 37.

If you wish to ignore them and let them pass, turn to 126.

Please ignore the fact that the player on the right looks like a terrible monster, that's perfectly normal for this illustrator :)

So, which special item do we drop? And do we talk to the minstrels?

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Oh geez!

I totally forgot about this thread!

Talk to the minstrels, because why not? Why would they put that option in, if they didn't have anything important to say. Pfft.

Then drop the Effigy. I don't believe we even need that anymore.

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I agree with ^^^

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We drop the Effigy.

37

You signal to the driver to stop. The wagons halt and a small, moon-faced man in a bright pink tunic throws open the rear door of the leading carriage. He shouts and curses the driver as he descends the ladder, pausing only to adjust the cummerbund that barely covers his huge stomach. Seeing your men, he lets out a strangled shriek and fumbles for a short sword hanging at his side. ‘Bandits! Robbers!’ he cries, and wrestles to free his sword from its ornate scabbard. A row of anxious faces appears at the wagon windows, but the expressions soon change to a smile when they recognize your Sommlending uniforms.

‘Calm yourself, Yesu,’ shouts an elderly woman. ‘They are Sommlending rangers. They will not steal your gold.’ Laughter ripples along the carriages as the little fat man suddenly unsheathes his sword with such force that he spins around and tumbles to the ground.

ill3.png

‘You must forgive Yesu,’ says the old woman. ‘He means you no harm. “Raider’s Road” has made him a nervous wreck.’

You question the old woman, asking her where they have come from and their destination. You learn that they are a troupe of players and have journeyed many miles from their native land of Cloeasia in the east. They last played for the people of Eshnar, but it was a disappointing show. It seems that the town was as quiet as the grave; those who did come to see them were a sad and sorry crowd. They are now bound for Holmgard, and hopefully a more appreciative audience.

‘Light is fading,’ remarks the old woman. ‘Perhaps you and your men will camp with us tonight? We would deem it an honour, and would be happy to entertain you all with songs and dancing.’ You notice a hopeful look in the eyes of your men as they await your decision.

If you wish to set up camp with the troubadours, turn to 182.

If you decide to press on to Ruanon, turn to 247.

It could be dangerous...They could assassinate us in our sleep... Yeah, right.

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Well.

That fat guy is onto something, man. He's scheming about us. You see him lying on the ground like that? It's all a FAKE! IT was STAGED! They're trying to make themselves look all FRIENDLY, when they're actually EVIL DEMONS, that are TRYING TO TAKE YOUR SOUL.

Eh. Whatever.

Go on the carriage with them. I'm scared of the dark.

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Well, staying with the Carouse implies that we are leaving our guard down, being 100% times more vulnerable as well as less efficient .. So...

You notice a hopeful look in the eyes of your men as they await your decision.

g1334313660323648152.jpg

...

Whatever let's camp.

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Stay with the entertainers. Maby there going to give us a gingly jesters hat.

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182

The wagons are drawn into a circle and you set up camp inside. A ranger is posted to patrol the perimeter. The troubadours construct a small stage onto which strides Yesu. He calls for silence before announcing the title of their play, ‘The Brave Warriors of Sommerlund’, a choice that meets with the hearty approval of your men.

During the performance, you notice something very odd; not only is one of the actors using a real sword, but it is a type of sword only issued to officers of the Sommlending cavalry. After the play you approach the man to question him about the sword. He looks at you nervously and makes a dash for the darkness of the perimeter wagons.

If you wish to give chase and have either the Kai Discipline of Tracking or Hunting, turn to 332.

If you do not possess these skills but still wish to give chase, turn to 58.

If you decide to let him go, return to your men by turning to 165.

We have hunting! Let's use it to...hunt him!

332

Although the wagons are shrouded in darkness, your Kai sense reveals to you the actor’s hiding place. You climb the ladder at the rear of a large caravan, push open the door with your weapon, and enter.

Turn to 222.

Hooray!

222

In the plush candlelit interior of the caravan you find the actor, cowering beneath a blanket in the far corner. You flick the blanket aside and ask the petrified man to explain how he came to possess such a fine sword.

‘I … I bought it in Eshnar,’ he stammers, his eyes wide with fear, ‘from the innkeeper of the “Pick and Shovel” tavern.’ He grasps the sword by the blade and offers it to you. ‘If it is your sword I have unwittingly bought, I am truly sorry. Here, please take it.’

You grip the brass hilt and examine it closely. There is no doubt: it is a Sommlending cavalry sword, but the inscription on the blade makes your heart miss a beat: ‘Captain Remir D’Val—King’s Guard Regiment’.

If you wish to keep this sword, mark Captain D’val’s Sword on your Action Chart as a Weapon.

Turn to 165.

Assuming we keep it, do we drop the Darklord Sword, or the Bone Sword?

165

You return to the troubadours’ stage in time for a meal that has been prepared by your hosts. The steaming broth smells most appetising.

If you wish to accept the meal, turn to 319.

If you decline the food, you must now eat a Meal from your Backpack or lose 3 ENDURANCE points. Turn to 13.

Obviously we can use Hunting to avoid the -3 penalty, but it might be impolite to refuse. Then again, considering the last time we considered accepting a meal from a complete stranger we met while travelling...

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Suspicious sword.

Suspicious people.

Suspicious EVERYTHING!

I say we eat a fine meal, to help keep our brain going, and then we can ponder over all these suspicious things afterwards.

Oh yes, and drop the bone sword, because bones aren't really pretty. Not at all fashionable, these days. Gotta keep up with the social trends.

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Drop the bone sword. Eat food. If it's bad well we have an extra sword to kil people with.

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