[Let's Play] Lone Wolf - Kai Series

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Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

Examine more closely. (Almost a pity we aren't injured, as we'd be getting healing by mucking about)
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Examine the statue.
SGamerz
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

Statue.
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JourneymanN00b
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes registered; Lone Wolf will go sightseeing.

187

As you approach the statue, several cracks appear in its stone surface. Sensing something is very wrong, you reach for your weapon. As your hand closes upon it, there is a loud crackling noise and a real winged serpent breaks free of its stone mantle. The creature takes to the air and comes speeding towards you, its bony fangs gleaming wetly in the eerie green light. You cannot evade this attack and must fight the creature to the death if you are to survive.

Winged Serpent
(Throne Guardian):
COMBAT SKILL 16       ENDURANCE 18

     This creature is immune to Mindblast.
     If you win the combat, turn to 403.

The combat:
Combat Ratio: 15 + 2 (Kai Shield) + 1 (Sword) – 16 = 2
Round 1 Roll: 5
Player Endurance: 22 – 2 = 20
Winged Serpent Endurance: 18 – 8 = 10
Round 2 Roll: 7
Player Endurance: 20 – 1 = 19
Winged Serpent Endurance: 10 – 10 = 0

As it turns out, Lone Wolf takes out the Winged Serpent in two rounds while losing 3 ENDURANCE points. He seems to be doing much better in combat than he was at the start of the adventure. However, the Winged Serpent was not part of the Darklords’ armies, so this victory will not be included in Lone Wolf’s fascist kill count.

403

As the winged serpent writhes in its final death agonies upon the gray stone floor, a previously hidden portal in the east wall clicks open to reveal a narrow corridor. Fearful that the chamber may contain more tomb guardians like the one you have just defeated, hurriedly you dash through the secret doorway. Your escape is made not a moment too soon. Just seconds after you enter this narrow passageway, swiftly the portal slides shut behind you with an ominous crunching of stone.
     Turn to 310.

310

The narrow corridor ahead gradually ascends. As you reach the top of this slope, a stone portal slides aside to reveal another passageway directly ahead. You step through the opening and the portal closes behind your back with a heart-stopping bang.
     Turn to 31.

31

The corridor soon widens out into a large hall. At the far end there is a stone staircase leading up to a huge door. Two black candles on either side of the steps dimly illuminate the chamber with an unnatural light. You notice that no wax has melted, and as you get nearer you can feel that the candles give off no heat. Ancient engravings cover the floor, the walls, and even the ceiling of this chamber.
     Anxious to leave this evil tomb as quickly as you are able, you examine the door, hoping to find a latch. An ornate pin appears to keep the door secure, but there is also a keyhole in the center of its ancient lock plate.
     If you possess a Golden Key and wish to try it in the lock, turn to 505.
     If you decide to remove the door’s locking pin, turn to 524.
     If you have the Kai Discipline of Mind Over Matter, and wish to use it, turn to 212.

Image
31. An ornate pin appears to keep the door secure, but there is also a keyhole in the center of its ancient lock plate.

Lone Wolf does not have a Golden Key (which is different from the Kai Gold Key that he has), nor does he have the Kai Discipline of Mind Over Matter. So, the only thing for him to do is to remove the door’s locking pin.

524

Just as the ornate pin lifts clear of the lock, there is a deafeningly loud crack of breaking stone.
     Pick a number from the Random Number Table. If you possess the Kai Discipline of Hunting, add 1 to this number. If you possess the Kai Discipline of Sixth Sense, add 2.
     If your total is now 4 or less, turn to 328.
     If your total is now 5-8, turn to 488.
     If your total score is now 9 or higher, turn to 30.

Lone Wolf has both the Kai Discipline of Hunting and the Kai Discipline of Sixth Sense. Rolling the die and applying the appropriate modifications yields a 3 (since the die roll was unfortunately a 0), so we will turn to 328.

328

The little that remains of you now is crushed into the stone stairs beneath a huge block of ancient granite that has just fallen from the ceiling.
     Tragically, your life and your mission to reach Holmgard end here in the Graveyard of the Ancients.

Ouch. Our hero was doing so well, but he meets his first end due to a very unlucky die roll. Because there is only a 1 in 5 chance of death in section 524, we will return to it and hope to roll a better number. Unfortunately, a 1 is rolled this time, and applying the appropriate modifications gives a total of 4. Given that you now know that a total of 4 or less results in instant death, I will use the Crystal Star Pendant’s rerolling power here, since I assume that is what all of you would have voted to do in this scenario. The reroll mercifully gives a 6, and applying the appropriate modifications to it gives a total score of 9, so we will now turn to 30.

30

Instinctively, you dive away from the top of the stairs and roll as you land on the stone floor of the chamber below. The speed of your reactions, and your natural agility, have saved your life in this instance. A large granite block has dislodged from the ceiling and crushed the steps on which, just moments ago, you were standing.
     Shaken by this close call, you struggle to your feet and step forward to inspect the damage. A shaft of dull gray light is now seeping into the chamber from above, through the space where the fallen stone block was once positioned. At the top of this shaft-like aperture, you can see a tangle of graveweed and the cloudy gray sky above. The insipid light renews your hopes of escaping from this nightmarish underworld.
     You are able to climb the shaft without too many problems, but as you come near to the surface, you are forced to use your weapon to cut a way out through the tangle of vicious foliage. In so doing you suffer several small cuts to your face and to the back of your hand (lose 1 ENDURANCE point).
     Finally you emerge once again into the necropolis, at a place close to a narrow pathway which is sandwiched between two black stone mausoleums. Looking down into the hole from which you have just escaped, you see a pulsing green light which steadily grows in intensity. Then a cruel, inhuman laugh seems to rise out of the very ground on which you are now standing. It reverberates around the misty graveyard, sending a wave of panic coursing through your veins. Shivering with a sudden fear, you turn away from the hole and run as fast as you are able towards the south gate of this evil necropolis.
     Turn to 87.

87

The moment you pass through the graveyard's south gate, you feel as if a great weight has been lifted from your shoulders. The cleaner air clears your lungs and your head, and the feeling of fear and dread that has haunted you ever since you first set foot in the necropolis now melts away like snow in spring sunshine.
     Revitalized by your successful escape, you pick up your pace and settle down into an easy run towards the distant perimeter fieldworks. This high log wall extends all the way around the city and provides Holmgard with a defensive line running parallel to the main city walls. As you head towards a sentry post, you begin to hear the excited shouts of the guards stationed all along the log wall. They are cheering you on. You give thanks to Kai and Ishir that they recognize you, for you must appear a ragged and suspicious figure. Your cloak is torn and hangs in tatters, your face is scratched and blood-smeared, and the cloying gray dust of the Graveyard of the Ancients covers you from head to toe.
     It is only when you are splashing across a shallow stream, less than a hundred yards from the gate to the sentry post, that the full horror of your Graveyard encounter finally catches up with you. Your heart begins palpitating wildly and all the color drains from your face, leaving you feeling nauseous and with a ghost-like pallor. The last thing you can recall, before shock and exhaustion rob you of consciousness, is falling forwards into the outstretched arms of two Sommlending soldiers who have run from the sentry post to help you. (You may wish to note on your Action Chart that you have survived the perils of the Graveyard of the Ancients for future reference.)
     Turn to 406.

406

You regain consciousness to find yourself lying on a bunk inside a sentry post, close to the wagon gate in the perimeter wall. One of the soldiers, who caught you when you passed out with shock and exhaustion, is now kneeling beside you with a flask of water in his hand. He holds the flask to your parched lips and bids you drink. The cool clear water quenches your thirst and clears your aching head (restore 1 ENDURANCE point).
     You sit up and swing your legs off the bunk. A battle-weary sergeant enters the sentry post and immediately recognizes your Kai cloak and clasp.
     “My liege,” he says respectfully, “where are the Kai? We are in desperate need of their skills and leadership. The enemy press us most cruelly at the outer northern wall, and our casualties are mounting high.”
     Sadly, you inform the brave soldier of the fate that has befallen your kin, and the urgency of your desire to see the King and report the calamity. He is visibly shaken by your news. Dumbstruck by the shock of it, he motions to his man holding the water flask to return to his station on the outer wall, then he asks you to follow him while he tries to locate his commanding officer.
     Eventually he finds his superior officer; a young lieutenant who is busily overseeing the reinforcement of the river barges. When you tell him your account of what has happened, and how you have made your way here alone, he too is visibly shocked by the dire news. With a trembling hand, he signals to his sergeant to go and fetch two horses. While you are waiting for his order to be carried out, the lieutenant offers you some food and wine from his backpack (restore 3 ENDURANCE points).
     You are finishing your meal when the sergeant returns with two saddled horses. The fair-haired young lieutenant motions you to join him, and together you mount up and ride through the encampment towards the main gate of Holmgard.
     Turn to 179.

179

Between the perimeter defenses and the high stone walls of the capital, there is a wide area of cleared land known as the Holmgard Pale. The dilapidated hovels and shanty dwellings that pepper these outskirts are usually occupied by petty criminals and other undesirables. Typically, these miscreants end up here after having been thrown out of the city as a punishment for their crimes and misdemeanors. The Holmgard Pale has never been considered a desirable neighborhood, but now it is spilling over with people who are only too pleased to stay here. Most are farmsteaders and villagers. They have fled from their homes in the outlying regions and have come to Holmgard, seeking sanctuary within the city walls. But the capital is near full to bursting with refugees, and those who have been denied entry now have nowhere else to go.
     The broad highway which leads to the main city gatehouse is choked with human traffic, and with each passing hour the crowding increases and the chaos gets worse. The first of the refugees from Toran are now arriving in their wagons, on horseback, and on foot. Amid this growing logjam of people and vehicles, the sergeants of the Holmgard garrison are trying desperately to keep the highway open, for it is the only means by which troops can be sent from the city to reinforce the fierce battle now waging along the northern perimeter wall.
     It takes you and the young officer nearly an hour to cross the Holmgard Pale and reach the city gatehouse, a ride of less than two miles. As finally you approach the grand arch of the gatehouse barbican, you stare in awe at the magnificent walls and towers of Holmgard which have, for many centuries, withstood the ravages of both time and war. Waved on by the hard-pressed gatehouse guards, you pass through the archway and the tunnel beyond, one hundred yards in length, and then emerge onto Vinas Square. This grand plaza, famed for its flagstones of pink Palmyrion marble, usually serves as a marketplace. But today it is teeming with so many desperate people that you can barely catch a glimpse of its famous pink flagstones underfoot.
     You are nearing the middle of the square when the lieutenant is commanded to halt by another officer on horseback. His scarlet and gold epaulettes signify that he is a captain in the King’s Guard Cavalry. Gruffly, he orders the lieutenant to return at once to the perimeter wall. The younger officer attempts to explain why he has left his post, but the captain cuts him short. “Get back to your post at once, lieutenant,” he bellows, “or I’ll see you hang for desertion and cowardice!”
     The lieutenant gives a swift salute and turns his horse around. “Good luck young Kai,” he says to you, and then he urges his horse back towards the gatehouse as fast as the teeming crowds will allow him to pass. Impatiently, the captain bellows at the frightened mass of people to get out of his way as he heads off in the opposite direction, towards a wide avenue on the far side of the square. Beyond this avenue, across the distant rooftops, you can see the tower of the King’s Citadel.
     If you wish to try to follow the captain, turn to 4.
     If you decide that you will stand a better chance of making your way to the King’s Citadel on your own, and by another route, turn instead to 203.

To recap: The winged serpent comes to life to attack Lone Wolf, who kills it without too much difficulty. Lone Wolf manages to escape the Graveyard of the Ancients, although it costs him a resurrection and the use of the Crystal Star Pendant to accomplish this. He enters Holmgard, and now has the choice to follow a mean King’s Guard Cavalry captain or devise another way to get to the King’s Citadel. Please make your votes on the best course of action to get to the King’s Citadel by 9:00 AM PDT to guarantee that they will be counted.

ACTION CHART
KAI DISCIPLINES:
1. Sixth Sense
2. Healing: +1 ENDURANCE point for each section without combat
3. Hunting: no need for a Meal when instructed to eat
4. Mindblast: +2 COMBAT SKILL points
5. Mindshield: no points lost when attacked by Mindblast
WEAPONS:
1. Sword (+1 COMBAT SKILL)
2. Double-bladed Axe (+1 COMBAT SKILL)
BACKPACK:
1. Laumspur (+4 ENDURANCE)
2. Kai Battle Crystal
3. Potion of Laumspur (+4 ENDURANCE)
4. Laumspur (+4 ENDURANCE)
5. Laumspur (+4 ENDURANCE)
6. Alether (+2 COMBAT SKILL for one fight)
7. Potion of Laumspur (+4 ENDURANCE)
8. Coil of Rope
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, used)
BELT POUCH: 16 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 22/22
RULES:
• When in combat, stop to ask whether to use any items or abilities if ENDURANCE is less than 11 or Combat Ratio is less than -4
FASCIST KILL COUNT: 20
RESURRECTIONS USED: 1
NOTES:
• Visited the Ruins of Raumas
• Survived the perils of the Graveyard of the Ancients
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Follow the man.
Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

Follow captain
SGamerz
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

Follow
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JourneymanN00b
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes registered; following the mean captain.

4

You follow in the wake of the captain as he forces his horse through the crowd, caring little for those who do not get out of his way in time to avoid being trampled under his horse’s hooves. You find it impossible to be so callous towards your fellow Sommlending, and you lose sight of this hard-hearted officer before you reach the far side of the square. The broad avenue is just as crowded as the square and your horse is of no advantage to you here. Reluctantly, you decide that it will be better for you to dismount and continue on foot.
     Fifty yards along the avenue, you see another street leading off to your right. A nameplate fixed to a tavern on the corner of this street identifies it as Fars Lane.
     If you wish to enter Fars Lane, turn to 289.
     If you decide to continue along the main avenue, turn to 203.

Image

Please make your votes on whether to give in to fascism or keep to the mainstream by 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Stay on the main avenue, we have no reason to leave it.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

There's a new landmark, so enter the lane and check out the tavern. Besides, the detour may be less crowded and make for easier progress (and less risk of getting trampled by other similarly-callous officers).
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JourneymanN00b
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Thank you for your votes. I will break the tie by having Lone Wolf give in to fascism in order to satisfy his Fars Lane curiosity.

289

You force your way through the crush of confused and frightened people that fill this tree-lined thoroughfare. You pass by a parade of elegant, timber-framed shops and notice that their doors have all been boarded over and nailed shut. Their owners are keeping a watchful eye from the upper story windows, fearful that the crowd may try to break in and loot their emporiums. Then you come to one establishment where the door is unbarred. A sign hanging overhead says: Prince Fedor Tavern. Two burly men, clad in brown leather tunics and armed with nail-studded cudgels, are standing guard in the doorway.
     If you wish to attempt to enter this inn, turn to 501.
     If you decide to continue along Fars Lane, turn to 77.

Image

Please make your votes on whether to enter the inn or keep going by 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Go into the inn.
Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

Always go to the pub in fantasy games, its a rule
SGamerz
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

It's named after the dead prince, we need to go in and drink a toast to his name.
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JourneymanN00b
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes registered; trying to enter the inn.

501

The mean-looking guards cross their cudgels to prevent you from passing through the doorway of this palatial tavern.
     “Five Gold Crowns,” growls the man standing to the left of the door. “Entry charge,” says the one standing to the right.
     If you wish to pay this exorbitant entrance charge, turn to 443.
     If you choose not to pay, you can continue along Fars Lane by turning to 77.

Image

Please make your votes on whether to pay up and make our hero the best matey of these two Klubba wannabes or to run away by 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

5 gold for a chance for something to be in there maybe? Nah, walk on.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

Eh, I say pay up. We haven't had much use for gold, and Dever is not really big on shopping lists, so not much point hoarding them.
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Leave. What does a tavern have to do with warning the king, anyway?
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JourneymanN00b
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes counted; Lone Wolf will run away along Fars Lane in order to avoid being whacked by the Klubba wannabes’ cudgels, as that won over paying up 5 Kremkoins Gold Crowns by a 2-1 vote.

77

At the end of Fars Lane you come to a place called Escutcheon Square. In the middle of this plaza stands a statue of a proud Sommlending warrior on a rearing warhorse. Engraved upon its stone plinth is the name of this warrior king, and the dates of his birth and death:

Image

     Tor III was the great-grandfather of King Ulnar. Although he was a brave and courageous warrior, he is most famously remembered for saving Holmgard from destruction during the Great Fire of MS 4935.
     You push your way through the crowd that fills this square and enter a broad avenue called Guildway. On the corner of this busy street you see one shop that is still open for business. The sign fixed to the awning above its iron-banded door says:

RENDAR BUCKLAR
Weaponsmith & Armorer

     If you wish to enter this weapons shop, turn to 414.
     If you choose to pass by the shop, you can continue along Guildway by turning to 145.

Please make your votes on whether the weapons shop is worth a visit or not by 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Sure, we can check it out.
Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

Oh, to the shop!
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

Enter the shop.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes registered; entering the shop.

414

This armory is doing a brisk trade. The portly owner and his three sons are busily selling weapons and armor to a shop full of anxious citizens who are seeking the means to protect themselves against Zagarna’s forces. Normally this shop is one of the best-equipped private armories in all of Holmgard, but now their vast stock has almost sold out. On a blackboard by the counter is a shortlist of their remaining items:

• Backpack – 2 Gold Crowns
• Helmet – 6 Gold Crowns (+2 ENDURANCE points; Special Item)
• Dagger – 2 Gold Crowns
• Quarterstaff – 2 Gold Crowns
• Sword – 4 Gold Crowns
• Axe – 3 Gold Crowns
• Chainmail Waistcoat – 12 Gold Crowns (+4 ENDURANCE points; Special Item; if you possess a Battered Padded Leather Waistcoat, you may wear it under the Chainmail Waistcoat.)
• Broadsword – 6 Gold Crowns

     If you wish to purchase any of the above items, make the necessary adjustments to your Action Chart.
     To leave the armory and continue along Guildway, turn to 145.

Image

Lone Wolf already has a Backpack, and can only carry one Backpack at a time. I will assume that nobody is interested in purchasing any weapons, which leaves our hero with the Helmet and Chainmail Waistcoat. However, he only has 16 Gold Crowns, so he can only buy one of these two items, assuming anyone is interested in either of them.

Please make your votes on what items to buy, if any, by 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Buy the chainmail waistcoat from the Zelda-quoting merchant.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

Half vote for the helmet, so we have more than 4 gold left. The pub wanted 5 to enter, for example.
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