[Let's Play] Lone Wolf - Kai Series

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

Post by Beroli »

Dive into the undergrowth. We don't even have a magic weapon, we can't affect the Helghasts.
Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

Dive into the undergrowth, where the named character just happened to end up.
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Re: [Let's Play] Lone Wolf - Kai Series

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Dive for cover.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes registered; diving for cover amidst the thick undergrowth.

311

You come to rest face downwards in a tangle of thick bracken. The ringing clash of steel and the horrible cries of the Helghast are echoing through the trees around you. You are stunned and cannot move until a hand grabs your arm and pulls you upright. It is Rhygar. His face is bloodied and his armor is battered and charred.
     ‘We must flee these demons, Lone Wolf. They are Helghast, the fell captains of Darklord Zagarna. They are invulnerable to normal weapons. Strength and steel will not avail us here.’
     You glimpse the silhouette of Helghast on the forest road above. Their minds bent on the slaughter of Rhygar’s men, they fail to see you both slip away under cover of the wooded hillside.
     To continue, turn to 299.

299

For six hours you run without rest. The Helghast are on the highway and you are forced to make your way through the steep and wooded foothills to avoid the risk of capture. Many times you feel that you just cannot go on, that the pain and the fatigue are too much to bear. But each time you falter, you are spurred on by Rhygar. You marvel at his endurance, for he is not a young man and he is clothed in the heavy armor of a Sommlending knight.
     By nightfall, you have reached the entrance to Tarnalin, the western tunnel through the Hammerdal Mountains. The three tunnels of Durenor were excavated during the Age of the Black Moon and each tunnel is over forty miles long and passes through the huge circle of the Hammerdal range to the capital at their center. The tunnels provide the only access to the city by land.
     Rhygar sits beside you and takes some bread and dried meat from his pack. ‘Eat this, Lone Wolf. You must sustain your strength for the journey to Hammerdal. From this point onwards you will have to venture alone through the Tarnalin. I shall remain here and hold the enemy back for as long as I have the strength to fight. Do not argue with my decision – that your mission should succeed is the only thing that matters.’
     If Rhygar is to hold off the Helghast, he will need a magic weapon as his own sword is of no use against the creatures.
     If you possess a Magic Spear and wish to give it to Rhygar, so that he can use it to defend the tunnel entrance against the Helghast, or if you do not possess a Magic Spear, turn to 118.
     If you possess a Magic Spear but do not wish to give it to Rhygar, turn to 102.

Lone Wolf does not possess a Magic Spear.

118

You bid Rhygar farewell and enter the tunnel of Tarnalin. Over a hundred feet in height and width, the tunnel runs all the way to the capital on the far side of the Hammerdal Range. It is lit by torches for its entire length. The highway through the mountain is usually busy with the traffic of merchants to and from Port Bax, but now the entrance and the interior are deserted, except for an overturned fruit wagon. As you walk deeper into Tarnalin, a sinister doubt invades your mind. Have the Helghast arrived here before you?
     You have been walking for half an hour when you see a strange creature on top of a wagon abandoned in the road ahead. It is little more than two feet high and it resembles an overgrown marsh rat. You assume it is some sort of tunnel dwelling rodent until you notice that he is wearing a splendid jacket of patch-worked leather and carrying what appears to be a crudely made spear. As you get nearer, he suddenly turns to face you. His whiskered nose is sniffing the air and his bright black eyes are peering into the gloom. He sees you and immediately scampers off into the darkness of a smaller tunnel away to your left.
     If you have the Kai Discipline of Animal Kinship, turn to 279.
     If you wish to follow this creature, turn to 23.
     If you wish to ignore it and continue on your way along the main tunnel highway, turn to 340.

Image
118. The strange creature is wearing a splendid jacket of patched leather and carrying what appears to be a spear.

Lone Wolf has the Kai Discipline of Animal Kinship.

279

You recognize the creature to be a Noodnic, an intelligent but mischievous mountain-dwelling native of Durenor. The Noodnics inhabit a maze of smaller shafts and fissures that honeycomb the Hammerdal Mountains and live off whatever they can scavenge and steal from the merchant caravans that travel the Tarnalin. It occurs to you that if you can catch the Noodnic, the tiny humanoid may be able to tell you if there are Helghast hiding in this tunnel.
     If you decide to follow the Noodnic, turn to 23.
     If you choose to let it go, you can continue your subterranean journey by turning to 340.

Please make your votes on whether to follow the Redwall Abbey native 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.
Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

Follow the skaven!
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Re: [Let's Play] Lone Wolf - Kai Series

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

Post by JourneymanN00b »

Votes registered; following the Martin the Warrior wannabe.

23

You chase the furry creature as it hurries along a narrow, twisting passage. You stay on its trail for nearly ten minutes without closing the gap between you. You are about to give up the chase when the passage opens out into a huge torch-lit cavern. Here a stunning sight greets your eyes. The cavern houses an entire colony of these strange little humanoids. They are busily sorting and examining a vast collection of curious objects which are heaped in the center of the hall.
     If you have the Kai Discipline of Animal Kinship, turn to 144.
     If you do not have this skill, turn to 295.

Lone Wolf has the Kai Discipline of Animal Kinship.

144

A large Noodnic, wearing a brightly colored cloak of patchwork silks, orders several of his people to arm themselves and drive you out of the hall. But when you speak to them in their own language, a hush of astonishment fills the cavern. Never before have they encountered a human being who could actually speak their tongue. For some of them it is too much to grasp, and they stare at you open-mouthed, their furry little arms hanging loosely by their sides.
     Then the large Noodnic addresses you, saying he is the leader of this colony. His name is Gashgiss. He welcomes you and invites you to join him on top of a raised platform in the center of the chamber.
     ‘Not a Durenese man-man, eh? Where you coming from, eh?’ questions Gashgiss, in his curious, squeaky Noodnic accent.
     You tell him that you are a Sommlending and that you are on your way to Hammerdal. He looks at you nervously, then asks, ‘You not a Blackscreamer, eh?’ You realize that the ‘Blackscreamer’ that Gashgiss refers to are Helghast. You learn from him that two Helghast arrived in Tarnalin over two hours ago. They caused a panic in the main tunnel. Gashgiss knows where they are lying in ambush, waiting for you to appear.
     ‘I’ll show the way past them, eh?’ he offers. You nod your agreement and follow him down the steps of the platform, to the hall below.
     The Noodnics have overcome their shock and react to you now as if you were one of them. Before you leave, a pretty female Noodnic offers you some food for your journey ahead. There is enough for two Meals in the frayed Backpack she gives you (you may also keep the Backpack if you need one). You thank her for her generosity and then follow Gashgiss along one of the many passages leading out of the cavern. After an hour of trekking through the near-darkness, he stops and points towards a shaft of light that is pouring through a crevice in the far distance.
     ‘Go left, you be safe,’ he says.

Image
144. The large Noodnic, wearing a brightly colored cloak of patchwork silks, addresses you.

     You thank Gashgiss for his help and silently you thank the Kai Masters who taught you the skill of Animal Kinship. Their many years of patient instruction probably saved you your life. You squeeze through a fissure in the rock wall and drop to the pathway below. You are thinking how kind and hospitable the Noodnics have been, when you discover that one has stolen all your gold! Adjust your Action Chart accordingly.
     To continue along the tunnel, turn to 349.

349

You have covered nearly three miles before you see a group of wagons in the distance. They have been strung out across the highway to form a barricade. Soldiers in red uniforms line the roofs of the wagons and a large number of people are crowded behind them. You can hear their excited chatter echoing along the tunnel.
     As you get closer, there is a sudden silence as all eyes turn to stare at you. A detachment of ten soldiers, led by a knight whose shield bears the royal arms of Durenor, leaves the wagon barricade and advances towards you.
     If you wish to attack these soldiers, turn to 87.
     If you choose to raise your hands and continue your walk towards them, turn to 284.

Please make your votes on how to deal with these soldiers 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. Meal
6. Meal
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
• Red Pass
BELT POUCH: 0 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.
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Walk peacefully toward them.
Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

Second that.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

Let's not try to kill the people who are supposed to be our allies.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes registered; Lone Wolf will walk towards them with his hands raised.

284

Cautiously, the soldiers surround you and take your Weapons and Backpack (in this instance, do not erase these from your Action Chart). Then the knight steps forward and raises the visor of his helm.
     ‘Who are you? What is your purpose here in Tarnalin?’ he demands, in a stern voice.
     You tell him that you are a Kai warrior from Sommerlund on an urgent mission to the court of King Alin. He seems unconvinced by your words, until you show him the Seal of Hammerdal. Then, without hesitation, he orders his men to return all of your belongings and he ushers you through the wall of wagons. Beyond, you can see a horse-drawn carriage waiting in the center of the crowded tunnel. He motions you to climb aboard.
     ‘Back to Hammerdal without delay,’ he orders the driver, and you are thrown back in your seat as the coach moves off at a breakneck speed.
     You soon learn that this knight is Lord Axim of Ryme, commander of King Alin’s personal bodyguard. He was on his way to Port Bax on an errand for the King when the Helghast entered Tarnalin. He and ten soldiers were the only ones to survive a deadly encounter with these evil creatures.
     During your ride through the tunnel of Tarnalin, you must eat a Meal or lose 3 ENDURANCE points. If you possess the Kai Discipline of Hunting, you are unable to use it in this instance. The journey to the capital will take five hours and you are advised by Lord Axim to get some rest while you have the chance. As slowly you drift off to sleep, you begin to dream about the Sommerswerd. You picture a triumphant return to Holmgard and the defeat of Darklord Zagarna’s siege. Perhaps the dream is a good omen; it could be a premonition of things to come.

Image
284. The knight is Lord Axim of Ryme, commander of King Alin’s personal bodyguard.

     To continue, turn to 9.

9

It is early morning on the fifteenth day of your quest when you open your eyes to the breathtaking spectacle of Hammerdal, the mountain city. The capital of Durenor, unlike other cities in the Lastlands, needs no man-made fortifications. The encircling peaks of the Hammerdal Range offer secure natural protection to the people of this splendid city.
     The carriage speeds through the lush farmlands that surround the city. In the approaching distance you can see its many towers and wide, tree-lined avenues. On a hill at the very center of Hammerdal stands the King’s Tower, a magnificent edifice constructed of glass and stone. As the carriage halts at the tower gates, you suddenly realize for the first time that, as a wielder of the Sommerswerd, your destiny is to become part of the oldest legend of the Lastlands.
     If you possess a Magic Spear, it is confiscated by the King’s bodyguard to be destroyed. They have identified it as an incomplete Helghast Bluefire Spear, a weapon of Evil crafted by the Darklords that could betray you in the future, or even endanger King Alin (erase the Magic Spear from your Special Items list).
     To continue, turn to 196.

Image
9. The King’s Tower, a magnificent structure of glass and stone.

Lone Wolf does not possess a Magic Spear.

196

King Alin IV sits alone in his domed tower, viewing his mountain domain through one of the many portals of Caronese glass. You and Lord Axim are formally announced as you enter the chamber and you respectfully bow to the King. Then, Lord Axim removes the Seal of Hammerdal from your finger and walks over to the King’s side. (Erase the Seal of Hammerdal from your Action Chart).
     For nearly an hour they talk, their somber faces reflecting the seriousness of the situation. There is a short pause of silent meditation, then King Alin suddenly arises from his throne and addresses you for the first time.
     ‘Alas, the Darklords are in the ascendance once more, and once more does Sommerlund come in search of our aid. I had prayed that my reign would be remembered as a time of peace and fulfillment, but alas, in my heart, I knew it was to be otherwise.’
     The King removes a golden key from the pocket of his white robe and inserts it in a marble dais standing in the center of the chamber. A gentle humming fills the room as the stone cover slides back to reveal the hilt of a golden sword.
     ‘Take the sword, Lone Wolf. It is foretold that only a true child of Sommerlund can release the powers that lie within its divine blade.’
     As you grasp the sword’s glowing hilt, a tingling sensation runs up your arm and radiates throughout your body.
     If you have the Kai Discipline of Sixth Sense, turn to 79.
     If you do not possess this skill, turn to 123.

Lone Wolf has the Kai Discipline of Sixth Sense.

79

The power that is coursing through your body so overwhelms your senses that you become oblivious to your surroundings. Instinctively, you raise the blade above your head where a shaft of sunlight catches upon its very tip and floods the chamber with a blinding glow. In this moment, the true power of the Sommerswerd is revealed to you.
     This weapon was forged long before the Sommlending, the Durenese or the Darklords dwelt in Northern Magnamund. Its divine maker was the god Kai himself, assisted by the Nuoma, the spirit-like demigods who serve Him on the Plane of Light. To release the power that it contains, only a Kai may wield it. Should it be used in combat by anyone who is not a Kai warrior, its power will gradually fade until it is forever lost.
     The Sommerswerd is a Weapon-like Special Item. When used in combat, it will add 8 points to your COMBAT SKILL (or 10 points if you possess the Kai Discipline of Weaponskill with Sword, Short Sword, or Broadsword. It may be treated like a one-handed sword regardless of your Weaponskill bonus. Seasoned players seeking a more challenging experience may also read the alternative rules about this Special Item in the ‘Power of the Sommerswerd’ section in the Appendix of this book). It has the ability to absorb any magic that is used against its bearer and it doubles the total of all ENDURANCE points lost by undead enemies (e.g. Helghast) in combat. It is the only goodly weapon in Magnamund that can destroy a Darklord, and it is for this reason that Darklord Zagarna is bent on thwarting your quest.

Image
79. At that moment the true power of the Sommerswerd is revealed to you.

     You now realize you hold the only instrument of power in Magnamund that can save your people. Slowly the glowing light fades and you become aware of Lord Axim’s hand upon your shoulder.
     ‘Come, Lone Wolf, there is much to prepare for your return to Sommerlund.’
     You sheathe the Sommerswerd in its jeweled scabbard and follow Lord Axim as he leaves the King’s chamber.
     Make the necessary adjustments to your COMBAT SKILL total now that you possess the Sommerswerd. Be sure to note the powers of this powerful weapon under the Special Items section of your Action Chart.
     To continue, turn to 40.

Important Note: For those of you who are new to the series, the Sommerswerd lives up to built up reputation as an impressive super weapon. However, this weapon’s attributes as currently written severely lowers the difficulty in future books, without giving too much away. Since I assume that this thread’s playerbase will continue to have some seasoned players, we will be taking a look at the ‘Power of the Sommerswerd’ section in this book’s Appendix to give you an idea on how I will be adjusting the Sommeswerd’s powers to provide this adventure with an appropriate difficulty level.

THE POWER OF THE SOMMERSWERD

The most powerful goodly weapon to be found in Aon. The Sommerswerd was forged by the god Kai with the assistance of the Nuoma – a race of demigods who serve him on the Plane of Light. It harnesses the power of the Sun Star – the manifestation of Kai’s power in Aon, and is the bane of the champions of Darkness, especially the Darklords of Helgedad. The Sommerswerd can only be wielded by the Kai Lords of Sommerlund, empowered as they are by the grace of Kai.
Advanced Mode

This medium difficulty option makes the golden blade a Special Item, which can only be used in sections where it is specifically mentioned. You can benefit from the Sommerswerd’s normal bonuses to COMBAT SKILL, but only in situations where a specific mention of the weapon is made, such as the text asking ‘if you possess the Sommerswerd’ before a battle.
Veteran Mode

With this hard difficulty option, the might of the Sommerswerd grows stronger as Lone Wolf rises in rank. After the Sommerswerd’s eruption of power against Zagarna, its long-dormant strength is diminished and needs time to recover. In Veteran mode, you may use the Advanced mode rules – making the Sommerswerd a Special Item usable only at certain times – but in addition, its base COMBAT SKILL bonus is only +4 in the Kai series, +6 in the Magnakai series, and +8 in the Grand Master series.

Image

Make no mistake, even with the Sommerswerd at its full strength, many fights will be hard. You will need all your wits and no small measure of luck to defeat the Darklords and emerge victorious. Feel free to experiment with these options. As long as your journey feels challenging and exciting to you, there is no wrong way to play.
To keep the Sommerswerd from being too overpowered, I will be applying the Advanced Mode (medium difficulty) option. Because I believe that the Sommerswerd is too large a weapon for the two weapon limit not to realistically apply, I will list the Sommerswerd as a weapon. However, the Sommerswerd can be used like a normal sword in combat sections where it is not specifically mentioned.

40

The muster of the army and the preparation of the Durenese fleet takes fourteen days to complete, during which time you remain as a guest of the king in Hammerdal. As each day passes, you despair for your besieged countrymen of Holmgard and pray that they have enough strength to resist the forces of Darklord Zagarna until you are able to return.
     Every day of your reluctant exile you devote long periods to exercise and meditation. You are also visited by a Durenese herbwarden called Madin Rendalim. He is famous throughout the Lastlands for his knowledge and skill in the healing arts. He restores all the ENDURANCE points you may have lost so far on your adventure, and he gives you an especially potent Laumspur potion that will restore 5 ENDURANCE points if swallowed after combat. (Mark this Concentrated Laumspur Potion as a Backpack Item on your Action Chart. If your Backpack is full, you must discard an item in its favor. If you do not have a Backpack, you are outfitted with one by Rendalim.)
     Madin Rendalim is also the bearer of some sad news. The body of Lord-lieutenant Rhygar has been found in the forest near to the entrance to Tarnalin. From the nature of his fatal wounds, it is believed that he was killed by a Helghast.
     If you have the Kai Discipline of Sixth Sense, turn to 97.
     If you do not possess this skill, turn to 242.

Lone Wolf has the Kai Discipline of Sixth Sense.

97

During your rigorous training exercises with the Sommerswerd, you have become aware that your Kai Discipline of Sixth Sense is more sensitive than it has ever been before. You knew exactly the nature of Madin Rendalim’s sad news before he actually told you. You may find that your improved Sixth Sense will be an important advantage upon your return to Holmgard.
     Turn to 152.

152

It is early in the morning of the thirty-third day of your quest when you ride into Port Bax with Lord Axim at your side. The preparations for war have been completed. The galleons of the Durenese war fleet lie at anchor in the harbor, impatiently awaiting the order to set sail for Sommerlund. On board each ship are many brave soldiers from the mountain kingdom, a tough army of skilled warriors, eager to face Darklord Zagarna’s forces in battle. Each man has sworn to avenge their besieged Sommlending allies, or die in the attempt.
     You are to sail back to Holmgard aboard the flagship Durenor, a warship whose great curving prow and tall masts emphasize its sheer power and strength. You and Lord Axim are taken aboard and welcomed by Admiral Calfen, commander of the fleet, and then the fleet prepares to set sail.
     In less than an hour, the harbor of Port Bax lies far behind you. The domes of the city are now merely dots on the horizon.
     Pick a number from the Random Number Table.
     If the number you have picked is 0-3, turn to 216.
     If the number is 4-6, turn to 49.
     If the number is 7-9, turn to 193.

Rolling the die yields a 6, so we will turn to 49.

49

For three days and nights, the fleet of Durenor spreads canvas and sails swiftly towards the Holmgulf. But although the voyage is fast, each ship in the fleet is cursed by misfortune. Sails tear, ropes mysteriously untie themselves and timbers warp and leak. The men become short-tempered in the cramped quarters and fighting, sometimes to the death, is commonplace. By the third night of the voyage, Lord Axim is close to despair.
     ‘Never have I suffered such a wretched journey. No enemy has been sighted nor battle fought, yet half my men are either ill or wounded, and we have lost two of our finest ships. We have been jinxed by an evil moon. How I pray that it would wane, for even if we were to arrive in Holmgard this very night I fear we are too weak to break Zagarna’s siege.’
     As he speaks, you can see the sun rising on the eastern horizon. You pray that this day will see an end to the bad luck that has dogged your voyage so far, but the calm waters that now surround the fleet harbor a new and sinister threat.
     To continue, turn to 100.

100

A veil of sea fog has rolled across the placid ocean from the broken spine of land known as the Kirlundin Isles. Strange dark shapes are lurking in the mist (if you possess a Crystal Star Pendant, you notice rays of yellow light are now radiating from it). They are growing larger, and slowly the indistinct outline of several ships become plain to see.
     ‘All hands on deck!’ The admiral’s cry is repeated along the many decks of the Durenese fleet. ‘Prepare for battle!’
     As the black ships approach from out of the fog, a horrific sight befalls you. They are death-hulks, sunken ships crewed by the living corpses of drowned sailors. They have been summoned to the surface by dark wizardry, and they are closing fast for battle. Suddenly the fog vanishes completely, and now you can see that the death-hulks are string out in a line which bars the entrance to the Holmgulf. In the center of the enemy formation is their sinister flagship. Swiftly it turns and sails towards you, a huge ram protruding from its black, barnacled prow. As the head of the ram rips its way through the hull of the Durenor, you hear the admiral’s last desperate order.

Image
100. Their sinister flagship swiftly sails towards you, a huge ram protruding from its black prow.

     ‘Abandon ship!’
     You are now in the thick of the enemy fleet and the Durenor is sinking fast.
     If you wish to jump onto the deck of the death-hulk flagship, turn to 30.
     If you wish to dive into the sea and try to swim to the safety of another Durenese ship, turn to 267.

To recap: Lone Wolf convinces the soldiers of his mission to get this world’s Master Sword. The leader of the soldiers, Lord Axim, gives our hero a free ride. After eating a Meal during the trip, Lone Wolf finally reaches King Alin’s tower, where he trades in his One Ring for the said Master Sword. During his two weeks of training, Lone Wolf gets a Concentrated Laumspur Potion from the famous healer Madin Rendalim. At the end of his training, Lone Wolf joins the Durense fleet as it sets sail to Holmgard to eliminate the fascist siege there. However, the fleet runs into three days of bad luck that weakens the fleet, and battles a group of death-hulk ships. The death-hulk flagship rams Lone Wolf’s ship, and our hero is now compelled to abandon it. Please make your votes on whether he should board the Flying Dutchman or swim for his life 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. Sommerswerd (In sections where it is specifically mentioned, +8 COMBAT SKILL and double damage against undead)
BACKPACK:
1. Laumspur Potion (+4 ENDURANCE)
2. Meal
3. Meal
4. Meal
5. Meal
6. Concentrated Laumspur Potion (+5 ENDURANCE)
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)
• Ticket
• Red Pass
BELT POUCH: 0 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.
Thaluikhain
Overlord
Posts: 7564
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

Jump onto enemy ship.
SGamerz
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

JourneymanN00b wrote: ↑
Thu Jun 08, 2023 4:32 pm
Important Note: For those of you who are new to the series, the Sommerswerd lives up to built up reputation as an impressive super weapon. However, this weapon’s attributes as currently written severely lowers the difficulty in future books, without giving too much away.
If you're doing this for the sake of difficulty balance, then I trust that you would make modifications as well when the Sommerswerd severely RAISES the difficulty of future books, which happens a hell lot more in the later books?

Also, this should at most last till the end of the Magnakai series...many of the Grand Master Series are well-nigh unplayable without the Sommerswerd's bonus, and a carried-over Lone Wolf may actually be weaker compared a newly-generated one without it it.

JourneymanN00b wrote: ↑
Thu Jun 08, 2023 4:32 pm
Because I believe that the Sommerswerd is too large a weapon for the two weapon limit not to realistically apply, I will list the Sommerswerd as a weapon. However, the Sommerswerd can be used like a normal sword in combat sections where it is not specifically mentioned。
This means it won't be counted in the maximum 12 Special Items rules, right?

****

Jump to the enemy ship.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

If you're doing this for the sake of difficulty balance, then I trust that you would make modifications as well when the Sommerswerd severely RAISES the difficulty of future books, which happens a hell lot more in the later books?

Also, this should at most last till the end of the Magnakai series...many of the Grand Master Series are well-nigh unplayable without the Sommerswerd's bonus, and a carried-over Lone Wolf may actually be weaker compared a newly-generated one without it it.
I will certainly make modifications to water down the difficulty to appropriate levels in these scenarios. The key phrase is appropriate. These adjustments will be made on a case-by case basis.

***
This means it won't be counted in the maximum 12 Special Items rules, right?

The Sommerswerd will not be counted towards that limit. For weapon-like Special Items, I will have it either count towards the weapon limit or the Special Items limit, but never both.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes registered; Lone Wolf will board the Flying Dutchman.

30

You land on the rotting timbers and crash straight through to the deck below. You are unharmed by the fall, but the stench of decay that now fills your nostrils is overwhelming. You clamber to your feet and unsheathe the Sommerswerd. Four ghastly zombies stagger out of the gloom, their eye sockets glowing with scarlet flames and their twisted hands extended towards your throat. You must fight these gruesome creatures as one enemy.

Zombie Crew:
COMBAT SKILL 13       ENDURANCE 16

     They are an undead enemy, so remember to double all ENDURANCE points that they lose due to the power of the Sommerswerd. They are immune to Mindblast.
     If you win the fight, turn to 258.

The combat:
Combat Ratio: 15 + 8 (Sommerswerd) + 2 (Kai Shield) – 13 = 12
Round 1 Roll: 0
Player Endurance: 24 – 0 = 24
Zombie Crew is instantly killed

Thanks to a lucky roll, Lone Wolf eradicates the Zombie Crew in one go without taking any damage in the process.

258

The cloying stench of the ship is making you choke (lose 1 ENDURANCE point). You must get out of this vile-smelling hold or you fear you will suffocate.
     If you have the Kai Discipline of Sixth Sense, turn to 272.
     If you wish to climb through the shattered deck, turn to 17.
     If you choose to leave the hold by way of a door set into the far wall, turn to 5.

Lone Wolf has the Kai Discipline of Sixth Sense.

272

Someone or something is approaching the door of the ship’s hold from the other side. If you were to climb out through the shattered decking, you would leave your legs vulnerable to attack from below. However, there is no other way out of this fetid place. You sense that an evil creature is coming closer. Its power is greater than that of the zombie crewmen. You place your trust in the power of the Sommerswerd to protect you from the approaching evil, and you raise its golden blade in readiness for combat.
     To continue, turn to 5.

5

The door bursts open and in rushes a Helghast, its black sword raised high above its ghastly head. You strike the creature a powerful blow and open a terrible gash in its chest. It lets out a hideous shriek and staggers backwards. Although badly wounded, it quickly summons its supernatural strength, leaping forward in a frenzied attack. You must fight this fell creature to the death.

Wounded Helghast:
COMBAT SKILL 22       ENDURANCE 20

     It is an undead creature. Double all ENDURANCE points that it loses in combat, due to the power of the Sommerswerd. It is immune to Mindblast. If you destroy this creature, you may leave the ship’s hold by the open door.
     To continue, turn to 166.

The combat:
Combat Ratio: 15 + 8 (Sommerswerd) + 2 (Kai Shield) – 22 = 3
Round 1 Roll: 8
Player Endurance: 24 – 0 = 24
Wounded Helghast Endurance: 20 – 24 = -4

Lone Wolf flawlessly destroys the Wounded Helghast in one round as well, and silently congratulates himself for slaughtering his thirtieth fascist.

166
(Illustration overleaf)

You make your way up a flight of stairs and onto the crowded deck. A fierce battle rages all around you as the Durenese fleet is engulfed by the rush of the ghostly death-hulks. Suddenly, a flash of searing flame shoots from a tower at the rear of the death-hulk you are on and explodes into the side of a Durenese warship less than fifty yards away. You watch with horror as soldiers leap from the deck with their clothes and hair aflame.
     If you wish to investigate the tower, turn to 328.
     If you wish to escape from this ship by jumping overboard, turn to 267.

Image
166. Soldiers leap from the deck, their clothes and hair aflame.

To recap: Lone Wolf crashes through the Flying Dutchman’s upper deck and slaughters a Zombie Crew of four and a Helghast with his Master Sword, bringing his confirmed fascist kill count to 30. Upon making his way back up the upper deck, Lone Wolf sees a nearby Durenese warship get hit with a flash of flame coming from the Flying Dutchman’s tower. Please make your votes on whether to head to the tower or abandon ship 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. Sommerswerd (In sections where it is specifically mentioned, +8 COMBAT SKILL and double damage against undead)
BACKPACK:
1. Laumspur Potion (+4 ENDURANCE)
2. Meal
3. Meal
4. Meal
5. Meal
6. Concentrated Laumspur Potion (+5 ENDURANCE)
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)
• Ticket
• Red Pass
BELT POUCH: 0 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: 30
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’
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Investigate the tower. We have a weapon that will absorb hostile magic.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

Investigate the tower.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

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

Post by JourneymanN00b »

Votes registered; heading to the tower.

328

Two zombies try to block your passage, but you cleave them in half with one sweep of the glowing Sommerswerd. You are at the foot of the tower and you can now see a hunchbacked man swathed in crimson robes above you. He wears a tall, curved tokmor, a magician’s head-dress. It bears the emblem of a writhing serpent. In his right hand he is holding is a black staff.
     If you have ever visited the Ruins of Raumas (regardless of whether or not you have the Kai Discipline of Tracking), turn to 113.
     If you have the Kai Discipline of Tracking, turn to 204.
     If you wish to climb the tower and attack the hunchbacked man, turn to 73.
     If you wish to attempt to escape from this ship by jumping overboard, turn to 267.

Lone Wolf has visited the Ruins of Raumas.

113

He is Vonotar the Traitor, renegade wizard from the Magicians’ Guild of Toran. He is a master of the Brotherhood’s magic, and he now possesses even greater dark magical powers which Darklord Zagarna himself has bestowed upon him, uniting the two opposite paths of magic for the first time in history. It was Vonotar’s agents who tried to assassinate you during your quest, and now you are looking at his evil face, a chilling memory floods your mind. You are not entirely sure, for you arrived too late to see him closely, but you suspect that this hunchbacked man is the sorcerer who was present when your old Kai tutor, Master Storm Hawk, was murdered. It was during a reconnaissance mission to determine the purpose of a Giak war party which had infiltrated the Northern Durncrags, months before the Monastery was attacked. It is he who commands the death-hulk fleet. Destroy Vonotar and you will destroy the evil force which gives power to the death-hulks and their crews.
     You may climb the tower and attack Vonotar by turning to 73.
     If you do not wish to risk your life against this powerful magician, you can escape from this ship by jumping overboard. Turn to 267.

Image

Please make your votes on whether to assault Vonotar the Red 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. Sommerswerd (In sections where it is specifically mentioned, +8 COMBAT SKILL and double damage against undead)
BACKPACK:
1. Laumspur Potion (+4 ENDURANCE)
2. Meal
3. Meal
4. Meal
5. Meal
6. Concentrated Laumspur Potion (+5 ENDURANCE)
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)
• Ticket
• Red Pass
BELT POUCH: 0 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: 32
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’
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Attack him!
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

Kill the wizard.

(I like how it just lets us kill the two random zombies, rather than making us roll for it)
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

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

Post by JourneymanN00b »

Votes registered; Lone Wolf will attack the Saruman wannabe.

73

The climb is very difficult, for you have only one hand free; the other holds the glowing hilt of the Sommerswerd.
     You eventually reach the rim of the tower and quickly hook a leg over the narrow ledge. You are about to enter the tower and attack when a thin voice makes you freeze in your tracks.
     ‘How I shall delight in the irony of your death, Lone Wolf.’
     The sorcerer is standing in the far corner of the tower. The twisted fingers of his right hand are pointing at your head.
     ‘Your quest has failed, Lone Wolf. Now you must die!’
     There is a crack like thunder, then a blinding flash of orange flame shoots from his hand directly towards your face.

Image

     Turn to 336.

336

In a fraction of a second, the searing burst of flame changes direction in mid-air and is drawn towards the blade of the Sommerswerd. The bolt of energy disappears into the golden blade like water into a drain. (Remember, the Sommerswerd has the power to absorb magic. In this instance, this power has saved you from certain death.)
     The sorcerer curses you, pulls a jewel from his ornate tokmor, and throws it at your feet. There is a flash of scarlet flame and a cloud of choking green gas billows up in your face, filling your nostrils with its acidic smell. You are forced to jump to the deck below to avoid the poisonous gas, and you catch a glimpse of the sorcerer as he frantically paddles a small boat away from the death-hulk flagship.
     If you wish to dive into the sea and swim after him, turn to 109.
     If you decide to fight your way back to a Durenese warship, turn to 185.

Please make your votes on whether to pursue the fascist wizard or head back to the Durenese fleet before 9:00 AM PDT to guarantee that they will be counted.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Swim after him.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

Half vote for fight our way back to friendly ship, as he seems like he's going to become a recurring villain.
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