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Let's Play Lone Wolf

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Drink! Drink! DRINK! DRINKKK!!!!

 

What are we? Lone WOLF, or Lone WIMP? 

 

We're LONE FUDGING WOLF, of course!

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 Yeah, I didn't think I needed to ask.

 

392

The ale is thick and creamy, with a taste like malted apples. You
lower the half-empty tankard and wipe away the froth from your lips with
your sleeve.


Pick a number from the Random Number Table. If your current ENDURANCE point total is less than 15, deduct 2 from this number. If your ENDURANCE point total is above 25, add 2 to this number. If you have reached the Kai rank of Savant, add 3 to this number.


If your total score is now below 7, turn to 364.


If your total score is now 7 or above, turn to 218.

 

Well, we're (just) above 25E.

 

Random number = 5+2+3 = 10.

 

218

The dwarves continue their meal, pausing only to light large hooded
pipes. Through the bluish hue of the pipe smoke that clouds the low
cabin roof, you notice that they are casting nervous glances at you, as
if you might explode at any moment.


After five minutes have passed, Nolrim raises his tankard and proclaims a toast: ‘To Lone Wolf—a man among dwarves!’


The dwarves guffaw at Nolrim’s wry toast and raise their tankards in a
salute to your courage and fortitude. The Bor-brew has loosened their
tongues, and they are eager to tell you of their past exploits.


Turn to 291.

 

Backstory!

 

291

You learn that the dwarves were once the crew of a more conventional
vessel, a merchantman that sailed the Tentarias of southern Magnamund.
The Tentarias is a vast expanse of lakes and land-locked seas, which
connect to form a continuous canal stretching nearly three thousand
miles. They were created, as was the Rymerift of Durenor, by a massive
landslide. Three years ago, the dwarves’ former captain, a dwarf named
Quan, lost his ship, cargo, and crew whilst gambling at cards; it seems
the unfortunate captain was unaware of Banedon’s true profession until
it was far too late. As a result, Banedon became the dwarves’ captain,
and ever since they have adventured with him across the lands and skies
of Southern Magnamund. The Skyrider itself was given to
Banedon by the Magicians of Dessi, in return for his help in defeating
the Gagadoth—a monstrous creature that terrorized their land, over which
their own sorcery could not prevail.


The Skyrider was travelling from Dessi on its way to
Barrakeesh when you appeared. The dwarves have overheard your talk with
Banedon and are excited by the prospects of a new adventure. They seem
undaunted by the deadly dangers that it will certainly involve.


Turn to 359.

 

Oh, honestly! You'd never catch a Kai misusing his powers to win at gambling!

 

Let's ignore the list of times when we'd have automatically used sixth sense for a bonus had we come to the appropriate sections.

 

359

The fatigue of your ordeal finally catches up with you; you are
finding it impossible to keep your eyes open. Nolrim shows you to a bunk
in the hull of the Skyrider. Gratefully you climb into bed
and pull the blankets over your aching limbs. Nolrim apologizes that
the bunk is too short, but his words fall on deaf ears—you are already
asleep. Restore 2 ENDURANCE points for this much needed rest.


Turn to 300.

 

Well, we didn't need the Endurance, but thanks all the same.

 

300

You wake shortly after dawn to the sound of snoring dwarves and the low hum of the Skyrider. Gathering your equipment, you climb on deck to find everything in shadow, for the Skyrider
is hovering beneath a massive outcrop of sandstone that juts out from
the side of a mountain, thousands of feet above the valley floor below.
Banedon stands at the helm, but he is no longer in a trance.


‘Kraan-riders,’ he says, pointing to the sun-bleached valley beyond the shadows. ‘They arrived with the dawn.’


You stare out across this alien landscape, a mountain valley filled
with pillars of massive and precariously balanced boulders. The
Vassagonians call this place the Koos—‘the needles’. The rocky columns
reach so high into the sky that an avalanche seems unavoidable. Perched
upon two of the columns are Kraan, their Drakkarim riders scouring the
valley with telescopes. An hour passes before they take to the air and
disappear.


‘Trim the boom-sail, Bo’sun Nolrim,’ orders Banedon, his voice barely audible above the increasing hum of the Skyrider. ‘We’ve a fast run ahead.’


If you possess a Black Crystal Cube, turn to 229.


If you do not have this Special Item, turn to 247.

 

We don't have one.

 


247

The voyage through the Koos is breathtaking. The Skyrider
glides between the towers of rock that rise from the valley floor with
fantastic and unearthly grandeur. Far below, sulphurous water bubbles
from fissures in the orange ground and streams of hissing lava carve
circular channels, which glow like moats of liquid fire. You watch the
sky, but there are no signs of the enemy.

 

 

        small10.png        

‘Ikaresh,’ says Banedon pensively. ‘ “The Eagle’s Lair”. That is
where we will find Tipasa the Wanderer. It is the place of his birth and
the home of his family. He roams the Dry Main, but he always returns to
Ikaresh.’


It is late afternoon when you reach the hills beyond the Koos that overlook the town of Ikaresh. Banedon moors the Skyrider
to a pinnacle of stone, and a rope ladder is lowered to the ground. It
has been decided that you and he will enter Ikaresh on foot and locate
Tipasa, while Nolrim and the crew wait in hiding for you to return—the
sight of the Skyrider hovering above the mountain town would be sure to arouse unwanted interest in your arrival.


You and Banedon prepare yourselves for your mission by staining your
skins with brown copalla berries and dressing in the grey and white
robes commonly worn by the mountain people of this region. You bid
farewell to Nolrim and set off across the barren hills.


Pick in number from the Random Number Table.


If the number you have picked is 0–2, turn to 337.


If it is 3–9, turn to 383.

 

Our random number is 9.

 

383

You trudge through the loose red sand, your faces covered to protect
them from the dust and the blazing heat. The landscape is stark and
desolate; all that seems to thrive here is the wire-hard grass that
scratches your boots and leggings. You soon come across a dried river
bed that leads to a cave in the orange sandstone hillside. A wooden
plaque is nailed by the mouth of the cave, but you are unable to
understand the strange words painted on its sun-blistered surface.


If you wish to investigate the cave, turn to 235.


If you wish to press on towards Ikaresh, turn to 272.

 

Enter the mysterious cave?

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Whaat! Let's go investigate. Lone Wolf doesn't back down from exploring!

 

Lone Wolf the Explorer, off into the wild for another adventure!

 

Dora Lone Wolf the Explorer!

Boots Banedon, that super cool exploradora! 


Need your help! 
Grab your backpacks! 
Lets go! 
Jump in! 

Vámanos! 

 

You can lead the way! 
Hey! hey! 

(Jesus. I didn't know Dora the Explorer's theme song was this HORRIBLE...)

 

Hopefully, we don't bump into Swiper... That guy's one nasty fellow. If we meet him, we'll have to yell at him, "Swiper, no swiping!", to get him to stop swiping things!

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Investigate we do!

 

235

Rows of stalactites hang from the roof of the cave, like the fangs of
some incredible monster, and the bubbling of a distant geyser echoes
eerily through the unknown depths.


You begin to explore and eventually reach a place where a natural
bridge of rock arches over a steaming course of water, red with ore.
Huddled beneath the bridge is a pathetic figure, its body bent and
emaciated. A tattered blanket covers his face, and in his withered hands
he clutches a crude fishing rod. A small catch of lavacrabs lies on the
bank, their claws twitching as they slowly die. As you move nearer, the
figure raises his face to stare at you. It is a man, but the sight of
his face shocks you to the core.


If you have the Kai Discipline of Healing, turn to 344.


If you do not possess this Kai Discipline, turn to 208.

 

We do!

 

344

The old man’s face is a mask of putrescent green sores. The pupils of
his eyes are yellow, and his ragged grey lips hang in tatters. He
suffers from vaxelus, an infectious disease that rots the skin and
attacks the nerves, resulting in hideous mutilation and deformity. He
has been cast from his community, banished to this cave where he must
eke out his last few years of life in misery and solitude.


If you possess some Oede herb and wish to give it to the poor vaxeler, turn to 321.


If you do not have any Oede herb, or if you do not wish to give it to this unfortunate wretch, flee the cave and turn to 270.

 

Unfortunately, we don't. We seem to have been missing a lot of items lately.

 

270

You race along the rock-strewn cave, eager to escape from the
infected old man. The horrific stories that you have heard about vaxelus
make you careless in your haste, and you lose 2 Items from your
Backpack. Choose which two items to erase from your Action Chart (if you have no Backpack Items, you lose a Weapon and a Special Item instead).


Turn to 241.

 

And our quest to have as few useful items on us as possible continues! Which two items do we lose?

 

Backpack Items:

1)Pickaxe

2)Potent Laumspur Potion (+5E)

3)Meal

4)Rope

5)Potion of Laumspur (+4E)

6)Meal of Larnuma (+3E)

7)Laumspur Potion (+4E)

8)Meal

 

241

Once outside the cave, you and Banedon waste no time in pressing on
towards Ikaresh. As you near the outskirts of the town, you pass a
small, round hut where a goat is eating from a manger near the door. A
man appears in the darkened doorway and bids you welcome; he touches his
forehead in a salute of friendship and invites you to enter his humble
home.

 

        small8.png        

 

 

 

If you have the Kai Discipline of Sixth Sense, turn to 365.


If you wish to accept his invitation, turn to 225.


If you decide to decline his offer and continue on your way towards Ikaresh, turn to 272.

 

We have sixth sense!

 

365

You sense that the man’s show of friendship is genuine. He may be
able to help you find Tipasa the Wanderer if you accept his hospitality.


If you wish to enter his home, turn to 225.


If you decide to press on towards Ikaresh, turn to 272.

 

Well, I see no reason not to... don't forget to say which items we should lose, too.

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Pfft. Pickaxe? Who needs that? That's the tool for people with ACTUAL JOBS. We're LONE FRIGGEN WOLF, we don't need no JOBS! WE JUST NEED TO MURDER PEOPLE!

 

And food? That's for people who are WEAK HUMANS. WE'RE A GOD DARN WOLF, we don't need food! WE DEVOUR THE FLESH OF OUR VICTIMS! 

 

And also, enter the home. We need to show our DOMINANCE over this weak puny human that definitely thinks we're far more superior than he.

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We lose a pick and a meal.

 

225

The man is short of stature but broad-shouldered and strongly built,
physical characteristics common among the tough mountain-dwellers in
Vassagonia. He pulls a cork from a bottle of lime-green wine and pours
three large measures into earthenware cups.


‘Kourshah!’ he exclaims, and downs the wine in one swift gulp.


If you wish to follow his example and drink the strange wine, turn to 211.


If you do not want to drink the wine, ask him where Tipasa can be found and turn to 318.

 

Do we drink his wine?

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. . .

 

He's definitely trying to poison us. HE'S DEFINITELY TRYING TO POISON US!

 

I know our secret powers told us he's friendly and all, but he's trying to poison us -- IN A FRIENDLY WAY!

 

IT'S ALL A CONSPIRACY! 

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