[Let's Play] Lone Wolf - Kai Series
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Re: [Let's Play] Lone Wolf - Kai Series
Show the plot token.
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Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series
Show the seal.
- JourneymanN00b
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Re: [Let's Play] Lone Wolf - Kai Series
Votes registered; showing the One Ring to the Knight of the White Mountain.
His look of suspicion rapidly changes to one of surprise.
‘I believed you to be a trickster, young Kai. I must confess that I had intended to teach you a lesson you would not have forgotten in a lifetime. Please forgive my doubts but your story sounded so grave that I refused to believe it for fear it were true. I am sworn to the defense of the border and I cannot leave this tower, but I offer you free choice of any of my possessions if they may aid you on your quest.’
He places the following items on a large oak table and invites you to take your pick. Out of courtesy, you limit yourself to picking any three of the following:
• Broadsword
• Mace
• Quarterstaff
• Healing Potion (Laumspur) – restores 4 ENDURANCE points when consumed after combat
• Enough Food for 3 Meals
• Backpack
• 12 Gold Crowns
As you are about to leave the tower, he points out the direction you should take.
‘When you reach the Rymerift, take the track northwards. You will come to a bridge guarded by the King’s men. When they ask for the password, answer them with the word ‘sunset’. The road beyond the Rymerift leads to Port Bax. Godspeed Lone Wolf.’
You thank the brave warrior and leave his abode. You must abandon your horse at the watchtower, for it would be impossible to pass through the dense trees ahead on horseback.
To continue, turn to 244.

Please make your votes on which 3 items to take before 9:00 AM PDT to guarantee that they will be counted.
15
His look of suspicion rapidly changes to one of surprise.
‘I believed you to be a trickster, young Kai. I must confess that I had intended to teach you a lesson you would not have forgotten in a lifetime. Please forgive my doubts but your story sounded so grave that I refused to believe it for fear it were true. I am sworn to the defense of the border and I cannot leave this tower, but I offer you free choice of any of my possessions if they may aid you on your quest.’
He places the following items on a large oak table and invites you to take your pick. Out of courtesy, you limit yourself to picking any three of the following:
• Broadsword
• Mace
• Quarterstaff
• Healing Potion (Laumspur) – restores 4 ENDURANCE points when consumed after combat
• Enough Food for 3 Meals
• Backpack
• 12 Gold Crowns
As you are about to leave the tower, he points out the direction you should take.
‘When you reach the Rymerift, take the track northwards. You will come to a bridge guarded by the King’s men. When they ask for the password, answer them with the word ‘sunset’. The road beyond the Rymerift leads to Port Bax. Godspeed Lone Wolf.’
You thank the brave warrior and leave his abode. You must abandon your horse at the watchtower, for it would be impossible to pass through the dense trees ahead on horseback.
To continue, turn to 244.

Please make your votes on which 3 items to take before 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Lone Wolf - Kai Series
Take the broadsword, laumspur, and money.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Lone Wolf - Kai Series
We only have space for 2 more gold crowns, but we have an empty backpack, so I vote for meals, potion and broadsword.
- JourneymanN00b
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Re: [Let's Play] Lone Wolf - Kai Series
Thank you for your votes. Lone Wolf will take the broadsword and potion of Laumspur. For the third item, I will break the 1-1 tie and have him take the 3 Meals.
You push on through the dense forest for nearly three hours before you discover a track heading north. It runs parallel to the Rymerift, whose roiling dark waters are over one mile deep. In the distance, you spot a bridge that spans the black water at a narrow point. A small hut with a flat roof has been erected in the center of the bridge, atop of which stand two Durenese soldiers. A sign points across the bridge:
If you have the Kai Discipline of Tracking, turn to 147.
If you decide to cross the bridge, turn to 47.
If you choose to avoid the bridge and continue along the path, turn to 207.

Lone Wolf does not have the Kai Discipline of Tracking. Please make your votes on whether to cross the bridge or not before 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
6. Animal Kinship
WEAPONS:
1. Broadsword
2.
BACKPACK:
1. Laumspur Potion (+4 ENDURANCE)
2. Meal
3. Meal
4. Meal
5.
6.
7.
8.
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, unused)
• Helmet (+2 ENDURANCE)
• Seal of Hammerdal
• Ticket
BELT POUCH: 48 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 24/24
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: 25
RESURRECTIONS USED: 1
NOTES:
• Visited the Ruins of Raumas
• Survived the perils of the Graveyard of the Ancients
• Visited Gorn Cove
• Bridge password is ‘sunset’
244
You push on through the dense forest for nearly three hours before you discover a track heading north. It runs parallel to the Rymerift, whose roiling dark waters are over one mile deep. In the distance, you spot a bridge that spans the black water at a narrow point. A small hut with a flat roof has been erected in the center of the bridge, atop of which stand two Durenese soldiers. A sign points across the bridge:
Port Bax
If you have the Kai Discipline of Tracking, turn to 147.
If you decide to cross the bridge, turn to 47.
If you choose to avoid the bridge and continue along the path, turn to 207.

Lone Wolf does not have the Kai Discipline of Tracking. Please make your votes on whether to cross the bridge or not before 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
6. Animal Kinship
WEAPONS:
1. Broadsword
2.
BACKPACK:
1. Laumspur Potion (+4 ENDURANCE)
2. Meal
3. Meal
4. Meal
5.
6.
7.
8.
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, unused)
• Helmet (+2 ENDURANCE)
• Seal of Hammerdal
• Ticket
BELT POUCH: 48 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 24/24
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: 25
RESURRECTIONS USED: 1
NOTES:
• Visited the Ruins of Raumas
• Survived the perils of the Graveyard of the Ancients
• Visited Gorn Cove
• Bridge password is ‘sunset’
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Lone Wolf - Kai Series
If the knight was legit, then the direction he gave us must be the truth, so go to the bridge like he told us.
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Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series
Cross the bridge
- JourneymanN00b
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Re: [Let's Play] Lone Wolf - Kai Series
Votes registered, crossing the bridge.
Hurriedly the soldiers descend from the roof of the hut and snatch up their spears. Holding them levelled at your chest, they advance towards you. One of the guards shouts at you: ‘Give the password, stranger!’
If you know the correct password for this bridge, turn to 111.
If you do not, turn to 307.
Lone Wolf knows the correct password for this bridge, which is ‘sunset’.
Reluctantly the guards lower their weapons and allow you to cross the bridge. As you slip past, they stare at you and whisper something to each other. Once you are safely across the shimmering waters of the Rymerift, you hurry on your way in case the guards should change their minds and attempt to try and arrest you.
After nearly an hour of walking along the forest road, you arrive at a junction where a signpost points to the east.
You smile to yourself and set off eastwards, confident that you will reach the city within the hour.
To continue, turn to 265.
At dusk on the tenth day of your quest, you experience your first sight of the magnificent city of Port Bax. Like a diamond set in the green velvet shoreline, the shining towers of the city glimmer in the ashen light of a waxing moon. To the north lie the harbor and the formidable war fleet of the Durenese navy. To the east, beyond the moss-covered city wall, stretches the dense forest of Durenor. And before you, on the crest of a hill, stands a castle tall and proud, the crowning glory of this beautiful sea port.
You enter Port Bax through an unguarded gate in the verdant city wall and make your way through the darkening streets towards the harbor area.
As you turn into a tree-lined avenue, you notice the wide stone steps of a domed building to your right. You stop to read the brass plaque that is fixed to the wall, next to its grand doors.
Despite the late hour, the twin doors are still open.
If you have the Kai Discipline of Tracking, turn to 252.
If you wish to enter the city hall, turn to 84.
If you wish to continue on your way towards the harbor area, turn to 191.

Lone Wolf does not have the Kai Discipline of Tracking. Please make your votes on whether to enter this political building or ditch it for the sea before 9:00 AM PDT to guarantee that they will be counted.
47
Hurriedly the soldiers descend from the roof of the hut and snatch up their spears. Holding them levelled at your chest, they advance towards you. One of the guards shouts at you: ‘Give the password, stranger!’
If you know the correct password for this bridge, turn to 111.
If you do not, turn to 307.
Lone Wolf knows the correct password for this bridge, which is ‘sunset’.
111
Reluctantly the guards lower their weapons and allow you to cross the bridge. As you slip past, they stare at you and whisper something to each other. Once you are safely across the shimmering waters of the Rymerift, you hurry on your way in case the guards should change their minds and attempt to try and arrest you.
After nearly an hour of walking along the forest road, you arrive at a junction where a signpost points to the east.
Port Bax – 3 Miles
You smile to yourself and set off eastwards, confident that you will reach the city within the hour.
To continue, turn to 265.
265
At dusk on the tenth day of your quest, you experience your first sight of the magnificent city of Port Bax. Like a diamond set in the green velvet shoreline, the shining towers of the city glimmer in the ashen light of a waxing moon. To the north lie the harbor and the formidable war fleet of the Durenese navy. To the east, beyond the moss-covered city wall, stretches the dense forest of Durenor. And before you, on the crest of a hill, stands a castle tall and proud, the crowning glory of this beautiful sea port.
You enter Port Bax through an unguarded gate in the verdant city wall and make your way through the darkening streets towards the harbor area.
As you turn into a tree-lined avenue, you notice the wide stone steps of a domed building to your right. You stop to read the brass plaque that is fixed to the wall, next to its grand doors.
City Hall
Despite the late hour, the twin doors are still open.
If you have the Kai Discipline of Tracking, turn to 252.
If you wish to enter the city hall, turn to 84.
If you wish to continue on your way towards the harbor area, turn to 191.

Lone Wolf does not have the Kai Discipline of Tracking. Please make your votes on whether to enter this political building or ditch it for the sea before 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Lone Wolf - Kai Series
Go into City Hall, I find it unlikely that we'll simply be allowed to stroll onto a ship and if we need to show the Seal of Hammerdal to someone it should be someone in authority in private, not a random sea captain.
Orth Plays: Currently Baldur's Gate II
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Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series
To city hall.
- JourneymanN00b
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Re: [Let's Play] Lone Wolf - Kai Series
Votes registered, Lone Wolf will get himself involved even further with politics.
Just inside the main door sits a kindly old man with a long beard. He is studying a huge leather-bound book that rests on a lectern before him. He is so engrossed with his reading that he has not noticed you have entered the city hall.
If you wish to approach the man and ask him the way to the consulate of Sommerlund, turn to 211.
If you decide to leave the city hall and attempt to find your own way to the consulate, turn to 191.

Please make your votes on whether to ask for help or not before 9:00 AM PDT to guarantee that they will be counted.
84
Just inside the main door sits a kindly old man with a long beard. He is studying a huge leather-bound book that rests on a lectern before him. He is so engrossed with his reading that he has not noticed you have entered the city hall.
If you wish to approach the man and ask him the way to the consulate of Sommerlund, turn to 211.
If you decide to leave the city hall and attempt to find your own way to the consulate, turn to 191.

Please make your votes on whether to ask for help or not before 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Lone Wolf - Kai Series
On the one hand, I'm sure every random bureaucrat has been replaced by a Helghast. On the other hand, ask him.
Orth Plays: Currently Baldur's Gate II
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Thaluikhain
- Overlord
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- Joined: Thu Sep 29, 2016 3:30 pm
- JourneymanN00b
- King
- Posts: 6127
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Re: [Let's Play] Lone Wolf - Kai Series
Votes registered; asking the old man the way to the Sommerlund consulate.
‘The consulate of Sommerlund?’ he says with surprise, taken aback by your sudden and unexpected appearance. Quickly composing himself, he says, ‘Why, of course! It is in Alin Square, down at the harbor. Turn right when you leave and right again at the end of the avenue. That will take you directly to the Red Gate. Of course, you’ll need a red pass to enter, as the Sommlending consulate is in the naval quadrant of the city. It’s a restricted area.’
You ask the man how you can obtain a red pass.
‘From the captain of the port watch,’ he says. ‘You’re obviously a stranger to Port Bax. There are few indeed that do not know the answer to that question! The port watchtower is at the end of the avenue, just as you make a turn for the Red Gate.’
You thank the old man for his help and leave the city hall.
To continue, turn to 191.
At the end of the avenue, the cobbled street turns abruptly to the right. Opposite this point is a tall, white stone building with a plaque fixed above the door.

You can see that the cobbled street continues on for a few dozen yards before it ends at a high stone wall. There is a large red gate into this wall and it is guarded by two soldiers. Beyond the gate, you can make out the masts of several ships moored in the harbor.
If you wish to enter the port watchtower, turn to 318.
If you choose to approach the red gate, turn to 246.
Please make your votes on whether to enter the port watchtower or the red gate before 9:00 AM PDT to guarantee that they will be counted.
211
‘The consulate of Sommerlund?’ he says with surprise, taken aback by your sudden and unexpected appearance. Quickly composing himself, he says, ‘Why, of course! It is in Alin Square, down at the harbor. Turn right when you leave and right again at the end of the avenue. That will take you directly to the Red Gate. Of course, you’ll need a red pass to enter, as the Sommlending consulate is in the naval quadrant of the city. It’s a restricted area.’
You ask the man how you can obtain a red pass.
‘From the captain of the port watch,’ he says. ‘You’re obviously a stranger to Port Bax. There are few indeed that do not know the answer to that question! The port watchtower is at the end of the avenue, just as you make a turn for the Red Gate.’
You thank the old man for his help and leave the city hall.
To continue, turn to 191.
191
At the end of the avenue, the cobbled street turns abruptly to the right. Opposite this point is a tall, white stone building with a plaque fixed above the door.

You can see that the cobbled street continues on for a few dozen yards before it ends at a high stone wall. There is a large red gate into this wall and it is guarded by two soldiers. Beyond the gate, you can make out the masts of several ships moored in the harbor.
If you wish to enter the port watchtower, turn to 318.
If you choose to approach the red gate, turn to 246.
Please make your votes on whether to enter the port watchtower or the red gate before 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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Thaluikhain
- Overlord
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- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Lone Wolf - Kai Series
Port tower, I guess.
Re: [Let's Play] Lone Wolf - Kai Series
Approach the port tower.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Lone Wolf - Kai Series
Port tower to get that red pass.
- JourneymanN00b
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Re: [Let's Play] Lone Wolf - Kai Series
Votes registered; entering the port watchtower.
You are standing in a large, empty hall. Opposite are two doors, seemingly identical except for what is engraved on their polished surfaces.
If you wish to enter the door marked ‘White Passes’, turn to 75.
If you wish to enter the door marked ‘Red Passes’, turn to 62.
If you wish to leave this building and approach the guards at the end of the street, turn to 246.

Please make your votes on which way to go next before 9:00 AM PDT to guarantee that they will be counted.
318
You are standing in a large, empty hall. Opposite are two doors, seemingly identical except for what is engraved on their polished surfaces.
If you wish to enter the door marked ‘White Passes’, turn to 75.
If you wish to enter the door marked ‘Red Passes’, turn to 62.
If you wish to leave this building and approach the guards at the end of the street, turn to 246.

Please make your votes on which way to go next before 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
- Overlord
- Posts: 7564
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Lone Wolf - Kai Series
Red pass, but now I wonder what we could do with a white pass.
- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Lone Wolf - Kai Series
Votes registered; entering the door marked ‘Red Passes’.
You enter a large room which is filled with leather-bound ledgers and reams of files. A man wearing the uniform of a Durenese naval officer is seated at a large desk opposite the door. He peers at you inquisitively from behind a huge book and says:
‘You must have pressing business in the naval quadrant to apply for a red pass at this late hour. I shall need to see your access papers and proof of your commanding officer’s authorization.’

If you have the Seal of Hammerdal and if you wish to show it to him, turn to 263.
If you do not have the Seal of Hammerdal, or if you do not wish to take the risk of revealing it, but if you have collected the necessary Access Papers on your quest, turn to 126.
If you have neither the Seal of Hammerdal, nor the documents, you must apologize for disturbing the officer and leave the room at once. You can return to the outer hall by turning to 318.
Lone Wolf has the Seal of Hammerdal, but not the necessary Access Papers. Based on the intent of the previous versions of this adventure, he is left with no choice but to risk showing the officer his One Ring.
The man stares at the Seal with a look of shocked dismay. Without saying a word, he gets up from his chair and beckons you to follow him up a flight of spiral steps that lead to a domed chamber. Here you meet the captain of the Port Watch. She listens intently as you tell of the war now raging in Sommerlund, and of the nature of your urgent mission to Durenor.
‘Issue a red pass immediately,’ she orders. ‘Top priority!’
You collect your Red Pass, leave the port watchtower, and hurry along the street towards the harbor guards. (Mark the Red Pass on your Action Chart as a Special Item.)
Turn to 246.
One of the guards steps forward and demands to see your pass.
If you have a White Pass, turn to 170.
If you have a Red Pass, turn to 202.
If you do not have a pass, you will be refused entry to the harbor. Turn to 327.
Lone Wolf has a Red Pass.
The soldier salutes and allows you to pass through the red gate. You return his salute and walk into an open square lit by the tall beacons lining the quayside. To your relief, you catch sight of the marble pillars of the Sommerlund Consulate. The familiar sun-flag of your country flying above it in the fresh night breeze.

As you climb the stone steps, your Kai Cloak and tunic are recognized by the Sommlending guards on duty at the main door. They disappear inside and quickly return in the company of a tall, gray-haired official. His anguished expression suddenly changes to a smile of joy as he beholds your travel-stained Kai uniform.
‘Hope beyond hope! Thank the gods that you live, Lone Wolf. The scant news that has reached us from the west has caused us great alarm.’
You are ushered inside and taken immediately to the envoy of Sommerlund, Lord-lieutenant Rhygar.
To continue, turn to 31.
Your first meeting with the Lord-lieutenant comes as something of a shock. You had perhaps been half-expecting him to be a servile old man, typical of the envoys from the southern lands that seem to plague your King’s Court with their delegations, but the man clad in heavy chainmail standing before you now is neither old nor servile. You are soon to learn that Lord-lieutenant Rhygar is an exceptional man.
Born of a Sommlending father and a Durenese mother, he has become something of a legend in this city. In the last decade, he has led an alliance of the two nations to victory against the invading Ice Barbarians of Kalte. Wise in peace, fierce in war, you could not have wished for better company on your quest for the Sommerswerd.
Rhygar orders that a sumptuous meal be served. It is by far the best food you have tasted since the war began. During the feast, you recall the events that have brought you to Port Bax and reflect on the daunting challenge that still lies before you. After the meal, Rhygar sends for his physician who attends to your wounds. His skill and his potions restore 6 ENDURANCE points. Then he advises you to sleep, for you are to leave with the Lord-lieutenant for Hammerdal first thing in the morning.

Shortly after dawn of the next day, you are taken to an enclosed garden at the rear of the consulate where Rhygar and three of his best soldiers await you on horseback. They are to be your bodyguard and guides on the 230-mile ride to Hammerdal. The streets of Port Bax are just beginning to come to life as you ride through the town. Passing under a moss-covered city gate, you now feel very confident that your mission will succeed.
Pick a number from the Random Number Table.
If the number you have picked is 0-4, turn to 176.
If it is 5-9, turn to 254.
Rolling the die yields a 0, so we will turn to 176.
For three days and nights, you have ridden along the highway as it travels up the river valley of the Durenon. In the distance are the peaks of the Hammerdal Mountains, one of the highest ranges in all Magnamund. The capital of Durenor lies at the very center of those mountains.
It is now the morning of the fourteenth day of your quest. You have made camp near a waterfall where the fast-flowing Durenon drops over 120 feet. You are about to leave, when a group of six hooded riders appears on the forested highway above, blocking your exit from the camp. Lord-lieutenant Rhygar demands that they let you pass, adding that you bear a royal dispatch. In Durenor, it is a treasonable offense to hinder a King’s messenger. Unfortunately, the cloaked riders are not impressed by his warning and they remain where they are.

176. Lord-lieutenant Rhygar demands that they let you pass as you bear a royal dispatch.
‘If you do not care for reason, perhaps our swords will turn your tails,’ says Rhygar. He draws his sword and orders his men to attack the cloaked riders.
If you have the Kai Discipline of Sixth Sense or a Crystal Star Pendant, turn to 322.
If you wish to follow Rhygar, turn to 45.
If you do not wish to attack the riders, turn to 277.
Lone Wolf has the Kai Discipline of Sixth Sense.
There is a strong aura of evil surrounding these cloaked riders. You are warned that you should not follow Rhygar and his men on their impetuous charge. You shout a warning to them in the hope it will halt their attack, but it is already too late. You cannot be heard above their battle-cries and the thunder of their horses’ hooves.
To continue, turn to 277.
As Rhygar and his men gallop nearer to the riders, one of the cloaked horsemen draws a black staff from beneath his robes. A fierce blue flame shoots from its twisted tip and explodes beneath Rhygar’s horse, toppling him and sending Rhygar head over heels into the dense undergrowth. Furiously, Rhygar’s men attack the cloaked riders with their swords. Their sharp blades slice clean through their enemies’ cloaks and bodies, but to no effect. These are Helghast, evil undead agents of Darklord Zagarna. They have the ability to adopt human form yet they are invulnerable to normal weapons. The cloaked staff-bearer gives a hideous laugh that tears at your mind. He is using a very powerful Mindblast against you. You know you are outnumbered by a superior enemy and you must act quickly if you are to survive this ambush.
If you wish to abandon your horse and dive for cover amidst the thick undergrowth, turn to 311.
If you decide to aid Rhygar’s courageous men, turn to 59.
Here’s the recap: Lone Wolf finally manages to get through Port Bax’s layers of bureaucracy, and reach the Sommlending consulate. After being wined, dined, and rested, Lone Wolf gains some bodyguards on his trip to Hammerdal. However, six Helghasts intercept Lone Wolf and his company along the way. With his bodyguard being the incompetent figures against these elite fascists, Lone Wolf now has the choice of either running for his life or attempting to help his bodyguards. Please make your votes on what Lone Wolf should do to survive this ambush before 9:00 AM PDT to guarantee that they will be counted.
62
You enter a large room which is filled with leather-bound ledgers and reams of files. A man wearing the uniform of a Durenese naval officer is seated at a large desk opposite the door. He peers at you inquisitively from behind a huge book and says:
‘You must have pressing business in the naval quadrant to apply for a red pass at this late hour. I shall need to see your access papers and proof of your commanding officer’s authorization.’

If you have the Seal of Hammerdal and if you wish to show it to him, turn to 263.
If you do not have the Seal of Hammerdal, or if you do not wish to take the risk of revealing it, but if you have collected the necessary Access Papers on your quest, turn to 126.
If you have neither the Seal of Hammerdal, nor the documents, you must apologize for disturbing the officer and leave the room at once. You can return to the outer hall by turning to 318.
Lone Wolf has the Seal of Hammerdal, but not the necessary Access Papers. Based on the intent of the previous versions of this adventure, he is left with no choice but to risk showing the officer his One Ring.
263
The man stares at the Seal with a look of shocked dismay. Without saying a word, he gets up from his chair and beckons you to follow him up a flight of spiral steps that lead to a domed chamber. Here you meet the captain of the Port Watch. She listens intently as you tell of the war now raging in Sommerlund, and of the nature of your urgent mission to Durenor.
‘Issue a red pass immediately,’ she orders. ‘Top priority!’
You collect your Red Pass, leave the port watchtower, and hurry along the street towards the harbor guards. (Mark the Red Pass on your Action Chart as a Special Item.)
Turn to 246.
246
One of the guards steps forward and demands to see your pass.
If you have a White Pass, turn to 170.
If you have a Red Pass, turn to 202.
If you do not have a pass, you will be refused entry to the harbor. Turn to 327.
Lone Wolf has a Red Pass.
202
The soldier salutes and allows you to pass through the red gate. You return his salute and walk into an open square lit by the tall beacons lining the quayside. To your relief, you catch sight of the marble pillars of the Sommerlund Consulate. The familiar sun-flag of your country flying above it in the fresh night breeze.

As you climb the stone steps, your Kai Cloak and tunic are recognized by the Sommlending guards on duty at the main door. They disappear inside and quickly return in the company of a tall, gray-haired official. His anguished expression suddenly changes to a smile of joy as he beholds your travel-stained Kai uniform.
‘Hope beyond hope! Thank the gods that you live, Lone Wolf. The scant news that has reached us from the west has caused us great alarm.’
You are ushered inside and taken immediately to the envoy of Sommerlund, Lord-lieutenant Rhygar.
To continue, turn to 31.
31
Your first meeting with the Lord-lieutenant comes as something of a shock. You had perhaps been half-expecting him to be a servile old man, typical of the envoys from the southern lands that seem to plague your King’s Court with their delegations, but the man clad in heavy chainmail standing before you now is neither old nor servile. You are soon to learn that Lord-lieutenant Rhygar is an exceptional man.
Born of a Sommlending father and a Durenese mother, he has become something of a legend in this city. In the last decade, he has led an alliance of the two nations to victory against the invading Ice Barbarians of Kalte. Wise in peace, fierce in war, you could not have wished for better company on your quest for the Sommerswerd.
Rhygar orders that a sumptuous meal be served. It is by far the best food you have tasted since the war began. During the feast, you recall the events that have brought you to Port Bax and reflect on the daunting challenge that still lies before you. After the meal, Rhygar sends for his physician who attends to your wounds. His skill and his potions restore 6 ENDURANCE points. Then he advises you to sleep, for you are to leave with the Lord-lieutenant for Hammerdal first thing in the morning.

Shortly after dawn of the next day, you are taken to an enclosed garden at the rear of the consulate where Rhygar and three of his best soldiers await you on horseback. They are to be your bodyguard and guides on the 230-mile ride to Hammerdal. The streets of Port Bax are just beginning to come to life as you ride through the town. Passing under a moss-covered city gate, you now feel very confident that your mission will succeed.
Pick a number from the Random Number Table.
If the number you have picked is 0-4, turn to 176.
If it is 5-9, turn to 254.
Rolling the die yields a 0, so we will turn to 176.
176
For three days and nights, you have ridden along the highway as it travels up the river valley of the Durenon. In the distance are the peaks of the Hammerdal Mountains, one of the highest ranges in all Magnamund. The capital of Durenor lies at the very center of those mountains.
It is now the morning of the fourteenth day of your quest. You have made camp near a waterfall where the fast-flowing Durenon drops over 120 feet. You are about to leave, when a group of six hooded riders appears on the forested highway above, blocking your exit from the camp. Lord-lieutenant Rhygar demands that they let you pass, adding that you bear a royal dispatch. In Durenor, it is a treasonable offense to hinder a King’s messenger. Unfortunately, the cloaked riders are not impressed by his warning and they remain where they are.

176. Lord-lieutenant Rhygar demands that they let you pass as you bear a royal dispatch.
‘If you do not care for reason, perhaps our swords will turn your tails,’ says Rhygar. He draws his sword and orders his men to attack the cloaked riders.
If you have the Kai Discipline of Sixth Sense or a Crystal Star Pendant, turn to 322.
If you wish to follow Rhygar, turn to 45.
If you do not wish to attack the riders, turn to 277.
Lone Wolf has the Kai Discipline of Sixth Sense.
322
There is a strong aura of evil surrounding these cloaked riders. You are warned that you should not follow Rhygar and his men on their impetuous charge. You shout a warning to them in the hope it will halt their attack, but it is already too late. You cannot be heard above their battle-cries and the thunder of their horses’ hooves.
To continue, turn to 277.
277
As Rhygar and his men gallop nearer to the riders, one of the cloaked horsemen draws a black staff from beneath his robes. A fierce blue flame shoots from its twisted tip and explodes beneath Rhygar’s horse, toppling him and sending Rhygar head over heels into the dense undergrowth. Furiously, Rhygar’s men attack the cloaked riders with their swords. Their sharp blades slice clean through their enemies’ cloaks and bodies, but to no effect. These are Helghast, evil undead agents of Darklord Zagarna. They have the ability to adopt human form yet they are invulnerable to normal weapons. The cloaked staff-bearer gives a hideous laugh that tears at your mind. He is using a very powerful Mindblast against you. You know you are outnumbered by a superior enemy and you must act quickly if you are to survive this ambush.
If you wish to abandon your horse and dive for cover amidst the thick undergrowth, turn to 311.
If you decide to aid Rhygar’s courageous men, turn to 59.
Here’s the recap: Lone Wolf finally manages to get through Port Bax’s layers of bureaucracy, and reach the Sommlending consulate. After being wined, dined, and rested, Lone Wolf gains some bodyguards on his trip to Hammerdal. However, six Helghasts intercept Lone Wolf and his company along the way. With his bodyguard being the incompetent figures against these elite fascists, Lone Wolf now has the choice of either running for his life or attempting to help his bodyguards. Please make your votes on what Lone Wolf should do to survive this ambush before 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.