[Let's Play] Lone Wolf - Kai Series
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Re: [Let's Play] Lone Wolf - Kai Series
Back to the ship.
- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Lone Wolf - Kai Series
Votes counted; fighting his way back to a Durenese warship won by a 1.5-1 vote.
As you race along the corpse-littered deck, two Drakkarim warriors emerge from a doorway and attack you with their jagged-edged swords. You must fight them one at a time.
You may evade at any stage of the combat by diving overboard into the sea (turn to 286).
If you kill them both in combat, you can escape by jumping to the deck of a Durenese ship that has drawn alongside (turn to 120).

The combat:
(Drakkar 1)
Combat Ratio: 15 + 2 (Mindblast) + 2 (Kai Shield) – 17 = 2
Round 1 Roll: 3
Player Endurance: 24 – 3 = 21
Drakkar 1 Endurance: 25 – 6 = 19
Round 2 Roll: 8
Player Endurance: 21 – 0 = 21
Drakkar 1 Endurance: 19 – 11 = 8
Round 3 Roll: 5
Player Endurance: 21 – 2 = 19
Drakkar 1 Endurance: 8 – 8 = 0
(Drakkar 2)
Combat Ratio: 15 + 2 (Mindblast) + 2 (Kai Shield) – 16 = 3
Round 1 Roll: 1
Player Endurance: 19 – 4 = 15
Drakkar 2 Endurance: 26 – 5 = 21
Round 2 Roll: 3
Player Endurance: 15 – 3 = 12
Drakkar 2 Endurance: 21 – 7 = 14
Round 3 Roll: 4
Player Endurance: 12 – 2 = 10
Drakkar 2 Endurance: 14 – 8 = 6
With the Sommerswerd not activating its special powers against the two Drakkarim, Lone Wolf manages to kill the first Drakkar without taking too much damage. However, several unlucky rolls put Lone Wolf below the 11 ENDURANCE threshold prompting the question on whether to use any items or abilities to help our hero in this fight. In this case, he has the options of either running or using the Crystal Star Pendant’s rerolling ability for any future combat rounds. Should our hero use any of these two options? If the Crystal Star Pendant is used, under what conditions should Lone Wolf use it?
Please make your responses 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: 10/24
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: 33
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’
185
As you race along the corpse-littered deck, two Drakkarim warriors emerge from a doorway and attack you with their jagged-edged swords. You must fight them one at a time.
Drakkar 1:
COMBAT SKILL 17 ENDURANCE 25
Drakkar 2:
COMBAT SKILL 16 ENDURANCE 26
COMBAT SKILL 17 ENDURANCE 25
Drakkar 2:
COMBAT SKILL 16 ENDURANCE 26
You may evade at any stage of the combat by diving overboard into the sea (turn to 286).
If you kill them both in combat, you can escape by jumping to the deck of a Durenese ship that has drawn alongside (turn to 120).

The combat:
(Drakkar 1)
Combat Ratio: 15 + 2 (Mindblast) + 2 (Kai Shield) – 17 = 2
Round 1 Roll: 3
Player Endurance: 24 – 3 = 21
Drakkar 1 Endurance: 25 – 6 = 19
Round 2 Roll: 8
Player Endurance: 21 – 0 = 21
Drakkar 1 Endurance: 19 – 11 = 8
Round 3 Roll: 5
Player Endurance: 21 – 2 = 19
Drakkar 1 Endurance: 8 – 8 = 0
(Drakkar 2)
Combat Ratio: 15 + 2 (Mindblast) + 2 (Kai Shield) – 16 = 3
Round 1 Roll: 1
Player Endurance: 19 – 4 = 15
Drakkar 2 Endurance: 26 – 5 = 21
Round 2 Roll: 3
Player Endurance: 15 – 3 = 12
Drakkar 2 Endurance: 21 – 7 = 14
Round 3 Roll: 4
Player Endurance: 12 – 2 = 10
Drakkar 2 Endurance: 14 – 8 = 6
With the Sommerswerd not activating its special powers against the two Drakkarim, Lone Wolf manages to kill the first Drakkar without taking too much damage. However, several unlucky rolls put Lone Wolf below the 11 ENDURANCE threshold prompting the question on whether to use any items or abilities to help our hero in this fight. In this case, he has the options of either running or using the Crystal Star Pendant’s rerolling ability for any future combat rounds. Should our hero use any of these two options? If the Crystal Star Pendant is used, under what conditions should Lone Wolf use it?
Please make your responses 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: 10/24
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: 33
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
Fight to the death. If we roll a number that would kill us, turn it into a 0.
Orth Plays: Currently Baldur's Gate II
-
Thaluikhain
- Overlord
- Posts: 7564
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Lone Wolf - Kai Series
Keep fighting, yeah.
Re: [Let's Play] Lone Wolf - Kai Series
If I'm reading the Combat Chart right, at a combat ratio of +3 there's no way the Drakkar will kill us before he dies, even if we roll 1s for the next 2 rounds. Even so, I'm for just using the pendant to kill him in the very next round (at End 6 we just need to not roll a 1 to kill him, although we might as well turn the roll into 0 if we're going to use it, of course) if we don't manage to without it.
But either way, no reason to flee. We're definitely winning this one, and there's probably not much of the battle left after this with Vonotar having fled the battlefield.
But either way, no reason to flee. We're definitely winning this one, and there's probably not much of the battle left after this with Vonotar having fled the battlefield.
- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Lone Wolf - Kai Series
Votes registered; Lone Wolf will keep fighting.
The combat, continued:
Round 4 Roll: 2
Player Endurance: 10 – 3 = 7
Drakkar 2 Endurance: 6 – 6 = 0
Fortunately, Lone Wolf deals just enough damage in the next round to send the second Drakkar fascist to Magnamund version of hell. He will now escape by jumping to the deck of a Durenese ship that has drawn alongside him.
Luck is with you. You land safely on the deck of the Kalkarm, a Durenese warship. The soldiers here have fought a desperate battle and repulsed the enemy. Now they are cutting the grappling ropes that are keeping the ship tied to a death-hulk. From out of the smoke strides Lord Axim, his face bloodied and his shield scarred by many sword cuts.
‘Thank the gods you are alive, Lone Wolf. The fight here has been bitter and our losses are high, but I am heartened indeed to see you standing before me now,’ he says, and leads you to the ship’s rail. ‘Look yonder… their flagship is ablaze.’
Through the fog of war you can see that the huge death-hulk is slowly sinking beneath a plume of dense black smoke. The Kalkarm is eventually cut free and slowly it maneuvres out of the tangle of battle wreckage. A wind begins to stir, filling its tattered sails and carrying away the smoke of battle. Lord Axim orders the Royal Arms of Durenor to be hoisted aloft so that other ships can rally to the Kalkarm. For the first time since the battle began, you can now see all the other Durenese ships. It is an amazing sight, for as the enemy flagship sinks beneath the waves, so every death-hulk on the horizon upends and returns to its watery grave.
‘Their sorcery is broken. We have won this battle,’ says Lord Axim. And within the space of a few short minutes, not one of the death-hulks remains to be seen.
Turn to 225.
Seventy Durenese warships left Port Bax, but only fifty now enter the Holmgulf. The battle has claimed many brave men, including Admiral Calfen who died aboard the flagship Durenor, the first ship to be sunk in the engagement. Yet despite the heavy losses, a great victory has been won by the Durenese, a victory which infuses them with a revitalized strength and resolve so that the past ordeal of both the voyage, and the battle, are now forgotten. As their optimism and determination return, all are eager to reach Holmgard and raise the siege.
It is dusk on the thirty-seventh day of your quest when you sight the spires of Holmgard on the horizon. The city still stands defiantly against the army of Darklord Zagarna, although it has been constantly under siege since you left. Flickering in the darkness you can see the small fires which are burning throughout the capital. A confident Lord Axim joins you at the prow.
‘The moonless sky will aid us this night. We shall enter the harbor unseen. Come the dawn, my men will scatter this wretched foe like dead leaves upon the wind of a storm.’
As you enter the Holmgard harbor at the head of the Durenese fleet, you unsheathe the golden Sommerswerd and prepare to fulfil your destiny.
Turn to 350.
Holmgard has suffered greatly since your departure. Many of the shops and houses you remember passing on your way to the quayside are now little more than smoldering heaps of ash. Darklord Zagarna’s army has besieged the main walls of the city for several weeks and it is surrounded by their evil engines of war. The flaming arcs of fireballs can continually be seen shooting through the pre-dawn twilight, raining down flame and destruction on the city’s streets. It is a testimony to the bravery and resourcefulness of the capital that these many fires have quickly been contained and not allowed to spread. The citizens fight the fires as best they can, but they are hungry and desperately exhausted. All know it is only a matter of a few days before they will be forced to surrender.
At first, as it enters the harbor, the fleet is mistaken for the enemy and wailing cries of despair can be heard all along the quay, but as the first of the soldiers set foot in the city and unfurl the royal arms of Durenor, the news of your safe return spreads quickly. The cries of despair have changed to a chorus of cheers: ‘The Kai have returned!’
You are met on the quayside by King Ulnar himself and he welcomes you back to Holmgard with open arms. Upon seeing that you possess the Sommerswerd, he details a company of his Royal Guard to escort you at once to the barbican of the city’s main gate, by way of a passage that runs from the King’s Keep to the North Watch Tower and permits you to move undetected and safely through the city.
You are standing at the top of the grand watchtower, high above the barbican of the city’s North Gate, when the first light of dawn creeps slowly over the eastern horizon. Thousands upon thousands of the black-clad enemy are massed around the city walls, huddled like loathsome insects in the trenches that scar the Holmgard Plain. In the midst of this horde, a great red tent has been erected bearing the symbol of a broken skull. It is the mark of Zagarna, Lord of Kaag, Archlord of Helgedad. His great ambition is the destruction of Holmgard; his fiercest desire is to lead his army personally to victory over the House of Ulnar and claim Sommerlund for his own.
But victory is not to be his this day. Instinctively you raise the Sommerswerd high above your head. The first shaft of dawn sunlight catches upon the tip of the golden sword and a brilliant flash of blinding white flame runs the entire length of the blade. The power of the Sommerswerd electrifies you; it is the most incredible sensation you have ever experienced. Your senses reel and your mind becomes completely focused. Now your body and mind are in complete harmony and you react instinctively. You lower the Sommerswerd and point the blade towards the red battle tent of Darklord Zagarna. There is a mighty roar as the power of the sun-sword increases and a deafening crack when it is unleashed in a searing white beam of fiery energy. The tent explodes and a brilliant fireball of billowing white flame mushrooms skyward. Above the noise of this destruction, a long and terrible sound rends the air. It is the death-cry of Darklord Zagarna. The leader of this evil army has been destroyed.
Gripped with fear and panic, the vast black army rises up from their trenches and runs in chaos from the battered walls of Holmgard. The impossible has happened; their invincible master has been slain. Again the Sommerswerd has returned to defeat them.
King Ulnar commands the army and the allies of Durenor to ride out of the city gates in pursuit of the panic-stricken enemy as they flee back towards the Durncrag Mountains. Victory is sealed with the destruction of Zagarna’s defeated army and the glory of this great victory is yours. Holmgard and its citizens have been spared and the murder of the Kai has finally been avenged.
But for you, Lone Wolf, a life of high adventure has only just begun. A new and deadly challenge awaits you and the Sommerswerd in:

350. There is a mighty roar as the power of the Sun-sword is unleashed in a searing white beam.
And so, the big bad fascist is slaughtered with Magnamund’s version of the Master Sword in an anti-climactic manner. Congratulations of saving Holmgard without using a single resurrection. Given that this book is one of the harder ones to complete, even with several adjustments made to the Definitive Edition of this adventure to water down the difficulty, that is a pretty big accomplishment to achieve. Lone Wolf’s confirmed fascist kill count is now at 35, indicating that he has gone a long way towards eradicating fascism in Magnamund.
Given Lone Wolf’s existing equipment status and skillset, I will make the following changes to the following restrictions for Book 3:
• Lone Wolf will be given one resurrection, which will work just like the resurrection he used in Book 1 did. If he dies twice, he goes back to the beginning of Book 3. Given the overall experience of this thread’s playerbase, there is a good chance of clearing this adventure without running into this outcome.
• Lone Wolf will be allowed to get himself additional equipment and Gold Crowns at Anskaven’s City Hall as he normally would. This is because I think the difficulty level in Book 3 is high enough without applying the “no restocking” restriction that I stated at the end of Book 1. Depending on how Book 3’s adventure goes, I might also suspend this restriction in future books.
Before we begin tackling The Caverns of Kalte, I will answer any questions about Book 2 to the best of my ability, and provide details about any the following encyclopedic entries that this book contains upon request:
• The Magnamund Archives (there is a picture and short instruction under this heading)
• The Rise of the Kai
• The Warriors of Summerlund
• The Kingdom of Durenor
• Hammerdal
• The Seal of Hammerdal
• Helghast
• Noodnic
• Szall
• The Giak Glossary
This is also a good time to provide any feedback on how running the series has been so far. The point of this Let’s Play is to provide a compelling experience for all participants, and as always, I am willing to take any suggestions on how to improve the experience.
In particular, what are your thoughts about my Microsoft Paint images to illustrate certain scenes of the story? As of now, I believe they have reached the maximum quality level that I can achieve with them. I am specifically looking for answers on whether they improve, worsen, or have no effect on the Lone Wolf experience. If the images are too jarring and turn off readers, I can have turn off this feature in future books.
I will probably keep posting updates once a day due to my work schedule, but I can try to change the content of future posts to make them more user friendly.
Please post any suggestions for future updates, questions that you want answered, or any encyclopedic entries that you want provided by 9:00 AM PDT.
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: 10/24
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: 35
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’
The combat, continued:
Round 4 Roll: 2
Player Endurance: 10 – 3 = 7
Drakkar 2 Endurance: 6 – 6 = 0
Fortunately, Lone Wolf deals just enough damage in the next round to send the second Drakkar fascist to Magnamund version of hell. He will now escape by jumping to the deck of a Durenese ship that has drawn alongside him.
120
Luck is with you. You land safely on the deck of the Kalkarm, a Durenese warship. The soldiers here have fought a desperate battle and repulsed the enemy. Now they are cutting the grappling ropes that are keeping the ship tied to a death-hulk. From out of the smoke strides Lord Axim, his face bloodied and his shield scarred by many sword cuts.
‘Thank the gods you are alive, Lone Wolf. The fight here has been bitter and our losses are high, but I am heartened indeed to see you standing before me now,’ he says, and leads you to the ship’s rail. ‘Look yonder… their flagship is ablaze.’
Through the fog of war you can see that the huge death-hulk is slowly sinking beneath a plume of dense black smoke. The Kalkarm is eventually cut free and slowly it maneuvres out of the tangle of battle wreckage. A wind begins to stir, filling its tattered sails and carrying away the smoke of battle. Lord Axim orders the Royal Arms of Durenor to be hoisted aloft so that other ships can rally to the Kalkarm. For the first time since the battle began, you can now see all the other Durenese ships. It is an amazing sight, for as the enemy flagship sinks beneath the waves, so every death-hulk on the horizon upends and returns to its watery grave.
‘Their sorcery is broken. We have won this battle,’ says Lord Axim. And within the space of a few short minutes, not one of the death-hulks remains to be seen.
Turn to 225.
225
Seventy Durenese warships left Port Bax, but only fifty now enter the Holmgulf. The battle has claimed many brave men, including Admiral Calfen who died aboard the flagship Durenor, the first ship to be sunk in the engagement. Yet despite the heavy losses, a great victory has been won by the Durenese, a victory which infuses them with a revitalized strength and resolve so that the past ordeal of both the voyage, and the battle, are now forgotten. As their optimism and determination return, all are eager to reach Holmgard and raise the siege.
It is dusk on the thirty-seventh day of your quest when you sight the spires of Holmgard on the horizon. The city still stands defiantly against the army of Darklord Zagarna, although it has been constantly under siege since you left. Flickering in the darkness you can see the small fires which are burning throughout the capital. A confident Lord Axim joins you at the prow.
‘The moonless sky will aid us this night. We shall enter the harbor unseen. Come the dawn, my men will scatter this wretched foe like dead leaves upon the wind of a storm.’
As you enter the Holmgard harbor at the head of the Durenese fleet, you unsheathe the golden Sommerswerd and prepare to fulfil your destiny.
Turn to 350.
350
Holmgard has suffered greatly since your departure. Many of the shops and houses you remember passing on your way to the quayside are now little more than smoldering heaps of ash. Darklord Zagarna’s army has besieged the main walls of the city for several weeks and it is surrounded by their evil engines of war. The flaming arcs of fireballs can continually be seen shooting through the pre-dawn twilight, raining down flame and destruction on the city’s streets. It is a testimony to the bravery and resourcefulness of the capital that these many fires have quickly been contained and not allowed to spread. The citizens fight the fires as best they can, but they are hungry and desperately exhausted. All know it is only a matter of a few days before they will be forced to surrender.
At first, as it enters the harbor, the fleet is mistaken for the enemy and wailing cries of despair can be heard all along the quay, but as the first of the soldiers set foot in the city and unfurl the royal arms of Durenor, the news of your safe return spreads quickly. The cries of despair have changed to a chorus of cheers: ‘The Kai have returned!’
You are met on the quayside by King Ulnar himself and he welcomes you back to Holmgard with open arms. Upon seeing that you possess the Sommerswerd, he details a company of his Royal Guard to escort you at once to the barbican of the city’s main gate, by way of a passage that runs from the King’s Keep to the North Watch Tower and permits you to move undetected and safely through the city.
You are standing at the top of the grand watchtower, high above the barbican of the city’s North Gate, when the first light of dawn creeps slowly over the eastern horizon. Thousands upon thousands of the black-clad enemy are massed around the city walls, huddled like loathsome insects in the trenches that scar the Holmgard Plain. In the midst of this horde, a great red tent has been erected bearing the symbol of a broken skull. It is the mark of Zagarna, Lord of Kaag, Archlord of Helgedad. His great ambition is the destruction of Holmgard; his fiercest desire is to lead his army personally to victory over the House of Ulnar and claim Sommerlund for his own.
But victory is not to be his this day. Instinctively you raise the Sommerswerd high above your head. The first shaft of dawn sunlight catches upon the tip of the golden sword and a brilliant flash of blinding white flame runs the entire length of the blade. The power of the Sommerswerd electrifies you; it is the most incredible sensation you have ever experienced. Your senses reel and your mind becomes completely focused. Now your body and mind are in complete harmony and you react instinctively. You lower the Sommerswerd and point the blade towards the red battle tent of Darklord Zagarna. There is a mighty roar as the power of the sun-sword increases and a deafening crack when it is unleashed in a searing white beam of fiery energy. The tent explodes and a brilliant fireball of billowing white flame mushrooms skyward. Above the noise of this destruction, a long and terrible sound rends the air. It is the death-cry of Darklord Zagarna. The leader of this evil army has been destroyed.
Gripped with fear and panic, the vast black army rises up from their trenches and runs in chaos from the battered walls of Holmgard. The impossible has happened; their invincible master has been slain. Again the Sommerswerd has returned to defeat them.
King Ulnar commands the army and the allies of Durenor to ride out of the city gates in pursuit of the panic-stricken enemy as they flee back towards the Durncrag Mountains. Victory is sealed with the destruction of Zagarna’s defeated army and the glory of this great victory is yours. Holmgard and its citizens have been spared and the murder of the Kai has finally been avenged.
But for you, Lone Wolf, a life of high adventure has only just begun. A new and deadly challenge awaits you and the Sommerswerd in:
The Caverns of Kalte

350. There is a mighty roar as the power of the Sun-sword is unleashed in a searing white beam.
And so, the big bad fascist is slaughtered with Magnamund’s version of the Master Sword in an anti-climactic manner. Congratulations of saving Holmgard without using a single resurrection. Given that this book is one of the harder ones to complete, even with several adjustments made to the Definitive Edition of this adventure to water down the difficulty, that is a pretty big accomplishment to achieve. Lone Wolf’s confirmed fascist kill count is now at 35, indicating that he has gone a long way towards eradicating fascism in Magnamund.
Given Lone Wolf’s existing equipment status and skillset, I will make the following changes to the following restrictions for Book 3:
• Lone Wolf will be given one resurrection, which will work just like the resurrection he used in Book 1 did. If he dies twice, he goes back to the beginning of Book 3. Given the overall experience of this thread’s playerbase, there is a good chance of clearing this adventure without running into this outcome.
• Lone Wolf will be allowed to get himself additional equipment and Gold Crowns at Anskaven’s City Hall as he normally would. This is because I think the difficulty level in Book 3 is high enough without applying the “no restocking” restriction that I stated at the end of Book 1. Depending on how Book 3’s adventure goes, I might also suspend this restriction in future books.
Before we begin tackling The Caverns of Kalte, I will answer any questions about Book 2 to the best of my ability, and provide details about any the following encyclopedic entries that this book contains upon request:
• The Magnamund Archives (there is a picture and short instruction under this heading)
• The Rise of the Kai
• The Warriors of Summerlund
• The Kingdom of Durenor
• Hammerdal
• The Seal of Hammerdal
• Helghast
• Noodnic
• Szall
• The Giak Glossary
This is also a good time to provide any feedback on how running the series has been so far. The point of this Let’s Play is to provide a compelling experience for all participants, and as always, I am willing to take any suggestions on how to improve the experience.
In particular, what are your thoughts about my Microsoft Paint images to illustrate certain scenes of the story? As of now, I believe they have reached the maximum quality level that I can achieve with them. I am specifically looking for answers on whether they improve, worsen, or have no effect on the Lone Wolf experience. If the images are too jarring and turn off readers, I can have turn off this feature in future books.
I will probably keep posting updates once a day due to my work schedule, but I can try to change the content of future posts to make them more user friendly.
Please post any suggestions for future updates, questions that you want answered, or any encyclopedic entries that you want provided by 9:00 AM PDT.
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: 10/24
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: 35
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
The magic spear getting made a Helghast spear makes me wonder: are all changes in the new edition difficulty increases? (And for more specifically if the answer is "no," is the tunnel just as deadly without either the spear or Animal Kinship?)
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Lone Wolf - Kai Series
The Paint art don't affect my experience either way on the whole, so keep doing them if you enjoy them (or stop if you're too busy and it takes too much time).
On the whole, I was never a big fan of Gary Chalk's artwork (at least not in LW), especially with regards to human faces, so in some cases yours are an improvement to me.
Do we get to leave items behind for safekeeping in this edition? Or does that only come in the Magnakai series as well?
On the whole, I was never a big fan of Gary Chalk's artwork (at least not in LW), especially with regards to human faces, so in some cases yours are an improvement to me.
Do we get to leave items behind for safekeeping in this edition? Or does that only come in the Magnakai series as well?
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Re: [Let's Play] Lone Wolf - Kai Series
The answer is a no. As an example, the tunnel can be passed if you follow the Noodnic. If you do not have Animal Kinship, you have a 40% chance of directly reaching Lord Axim’s men without encountering a Helghast. This chance is increased by 30% if you have Tracking, 10% if you have Sixth Sense, and 10% if you have reached the rank of Aspirant (completed Book 1). All bonuses stack, so the player actually has a good chance of avoiding the infamous tunnel Helghast instadeath.
Other beneficial changes include keeping all Special Items except the Seal of Hammerdal if Lone Wolf gets robbed by the fishermen, removing the possibility of getting instakilled by the ship’s mast if Lone Wolf has Hunting, and the Magic Spear giving a +2 COMBAT SKILL bonus (on top of any bonuses from Weaponskill with Spear if Lone Wolf has it).
The Kai Monastery is only in the early stages of rebuilding in Book 3, so there is unfortunately no safekeeping available yet.SGamerz wrote: ↑Wed Jun 14, 2023 1:58 amThe Paint art don't affect my experience either way on the whole, so keep doing them if you enjoy them (or stop if you're too busy and it takes too much time).
On the whole, I was never a big fan of Gary Chalk's artwork (at least not in LW), especially with regards to human faces, so in some cases yours are an improvement to me.![]()
Do we get to leave items behind for safekeeping in this edition? Or does that only come in the Magnakai series as well?
Work is a little intense this week, so I will need a little of time to rest up before I begin Book 3. When I do, I hope everyone will be interested enough to participate in it.
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Lone Wolf - Kai Series
Ok folks. It is time to begin the third Lone Wolf book, The Caverns of Kalte. Below is the cover art of Book 3, created by Alberto Dal Lago, for your reference.

The Story so Far…
Having learned his lesson of not equipping himself before setting off on a quest from the king, Lone Wolf asks the King for money and additional gear before heading off to the icy wastes of Kalte. The King agrees without hesitation and instructs Lone Wolf to Anskaven’s City Hall to receive his equipment.
Rather than try to explain all of the minor changes that the editors made to this book’s THE GAME RULES section, I will simply provide the section again to provide a fresh reference for future books to build on.
THE GAME RULES
The KAI DISCIPLINES section is the same as that in Book 1, except for the following changes:
• Under the Healing paragraph, the direction “If you choose this skill write ‘Healing: +1 ENDURANCE point for each section without combat’ on your Action Chart.” is omitted. (which was obviously a mistake on the editors’ part)
• Different numbers are assigned for each of the weapons under the Weaponskill list.
• The first two sentences of the Animal Kinship paragraph reads: “This skill enables the Kai Lord to communicate with some animals and predict the behavior of others. In some cases, it can permit a Kai Lord control over an animal’s instincts or actions.” (which was probably to improve inconsistency when describing the player between each of the Kai Discipline descriptions)
• The first sentence of the Mind over Matter paragraph reads: “Mastery of this Discipline enables a Kai Lord to move small objects by focusing their concentration.” (probably for the same consistency issues that the above edit was made for)
• The last paragraph is replaced with the following text:
Lone Wolf has the following Kai Disciplines to choose as his extra Kai Discipline to add to his Action Chart:
• Camouflage
• Tracking
• Weaponskill
• Mind Over Matter
The details of these Kai Disciplines can be found in the opening post.
EQUIPMENT
The HOW TO CARRY AND USE YOUR EQUIPMENT section is the same as that in Book 2, only with the following changes:
• The introductory two sentences “Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given capital letters in the text. Unless you are told it is a Special Item or a Weapon, carry it in your Backpack.” are removed.
• In the Special Items section, the last sentence is replaced with the following text: “The maximum number of Special Items that a Kai Lord can carry during an adventure is twelve.”
• In the Gold Crowns section, the second and third sentences are replaced with the following text, “Gold is especially valuable in Kalte, and you may find that your Gold Crowns will be useful, especially if used as a bribe.
• The Food section is replaced with the following text:
KAI WISDOM

Closing Remarks
For this adventure, our hero will be given one resurrection. Upon death, this resurrection will send him back to the point where the first critical mistake was made in order to make the adventure winnable once more. The Action Chart will also be reverted to what it was at that point in the story. If he dies after this resurrection is used, he goes back to the beginning of Book 3. So please make your decisions responsibly. I also would like to remind everyone not to post any spoilers to respect the wishes of anyone who wants to have a blind experience while playing this adventure.
Before we formally begin Book 3’s adventure, please vote for the following choices:
Which additional Kai Discipline should our hero get?
Which two items from the Equipment list should Lone Wolf acquire?
Are there any items that our hero should discard before starting this adventure, if necessary?
Should we modify or create any rules for Lone Wolf to follow under certain scenarios to streamline the experience of playing this adventure?
All votes should be made before 9:00 AM PDT to guarantee that they will be counted.

The Story so Far…
The recap: Because of the kingdom-wide protests against Vonotar, this adventure’s big bad fascist, King Ulnar V sends Lone Wolf, now a Fryearl noble, to Kalte so that he can capture, but not kill, the said fascist.In the northern land of Sommerlund, it has been the custom for many centuries for parents to send their most gifted children to the monastery of the Kai on the occasion of their seventh birthday. There they are taught the skills and disciplines of their noble ancestors. The Kai are masters of their art, and the children in their charge love and respect them in spite of the hardships of their training.
You are Lone Wolf, and you are now the last of the Kai of Sommerlund. One year ago, your beloved homeland was invaded by the ancient enemy of your people – the Darklords of Helgedad. The initial attack devastated the Kai Monastery. All of your brave warrior order were in attendance for the feast of Fehmarn – the celebration of the first day of Spring. You were the sole survivor.
You made a perilous journey to Holmgard, the capital of Sommerlund, where King Ulnar V had sent you upon a desperate quest for help. Your mission was fraught with great dangers and great urgency, for Sommerlund was being swiftly overrun. During your quest, you learned that your country had been betrayed by one of its own magicians – Vonotar the Traitor, in exchange for the promise of the secrets of the evil Right-handed magic wielded by the Nadziranim, the sorcerers of the Darklands. He married it with his own magic and obtained an unprecedented power. His agents were abroad, seeking to kill you at every opportunity, but your skill and determination crushed their evil aims. You destroyed the enemy leader Darklord Zagarna, Archlord of the Darklands, at the gates of Holmgard having returned from Durenor at the head of a great allied fleet.
Much of Sommerlund was ruined during the invasion. The rich farmlands were laid waste and many towns and villages were razed. But the Sommlending are a resilient people and, undaunted by the task ahead, they set about rebuilding Sommerlund with such determination that now, one year later, the scars inflicted by Darklord Zagarna and his mighty army are few.
For the crucial part that you played in the great victory, the King bestowed upon you the rank and title of ‘Fryearl of Sommerlund’. It is a rare honor for one so young. The ruins of the Kai Monastery and much of the surrounding lands are now ‘Fryelund’ under your protection.
Work to rebuild the monastery was about to commence when disturbing news from the north prompted the King to summon you back to the capital. Many merchants, returning from the summer trading expeditions to Kalte, told of the fall of the Brumalmarc – the leader of the Kaltese people, who are commonly referred to as ‘Ice Barbarians’ by the Lastlanders after years of sporadic and bloody raids. The description they gave of the hunchbacked magician who has succeeded the fierce Brumalmarc fits only one man – Vonotar the Traitor.
After the defeat of Darklord Zagarna’s army, Vonotar escaped to the frozen wastes of Kalte. He made his way to the ice fortress of Ikaya where, by deception, he tricked the cruel Brumalmarc into adopting him as his personal magician. It was a mistake that cost the barbarian leader his fortress and his life.
The news that Vonotar still lives spread like wildfire throughout Sommerlund. Thousands of Sommlending marched to the capital and demanded of the king that Vonotar be made to pay for his treachery. So great was the outcry that the King gave his solemn pledge that the evil traitor would be brought back to Holmgard and made to stand trial for his crimes.
For you, Lone Wolf, the King’s promise is one that only you can keep. It is the start of a quest that will pit you against a hated foe in a place colder and harsher than any you have known. It will take you to the Caverns of Kalte.
Having learned his lesson of not equipping himself before setting off on a quest from the king, Lone Wolf asks the King for money and additional gear before heading off to the icy wastes of Kalte. The King agrees without hesitation and instructs Lone Wolf to Anskaven’s City Hall to receive his equipment.
Rather than try to explain all of the minor changes that the editors made to this book’s THE GAME RULES section, I will simply provide the section again to provide a fresh reference for future books to build on.
THE GAME RULES
As with the previous two adventures, the Action Chart will be hand-made and will be periodically displayed, and a 10-sided die will be used instead of the Random Number Table. Our hero will retain the COMBAT SKILL, ENDURANCE points, and Kai Disciplines that he had at the end of Book 2. Due to Lone Wolf’s Healing Kai Discipline and the lengthy amount of time that has passed between Books 2 and 3, all of his lost ENDURANCE points are fully recovered before starting this adventure.You keep a record of your adventure on the Action Chart that you will find in the front of this book, or by using this link:
https://www.magnamund.com/downloads (Transcribed from the QR code found in this section)
During your training as a Kai Initiate, you have developed your fighting prowess (COMBAT SKILL) and your physical stamina (ENDURANCE). Before you begin, you will need to measure how effective your training has been. To do this, take a pencil and, with your eyes closed, point with the blunt end of it to the Random Number Table. If you pick 0 it counts as zero.
Using this method, the first number that you pick from the Random Number Table represents your COMBAT SKILL. Add 10 to the number you chose and write the total in the COMBAT SKILL section of your Action Chart (i.e. if your pencil fell on the number 4 in the Random Number Table, you should write down a COMBAT SKILL of 14). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore desirable.
The second number that you pick from the Random Number Table represents your ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart (i.e. if your pencil fell on the number 6 on the Random Number Table you should write down an ENDURANCE points score of 26).
If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never go above the number with which you start your adventure.
Play Option:
Pick three numbers from the Random Number Table first. Then choose which one among them represents your COMBAT SKILL, and which one represents your ENDURANCE.
Example:
Your pencil successively fell on the numbers 1, 4, and 7 on the Random Number Table. You may choose that your COMBAT SKILL is 17 and your ENDURANCE is 24. Alternatively, you may choose that your COMBAT SKILL is 14 and your ENDURANCE is 27, and so on.
Playing Tip: You may find it more convenient to use a 10-sided die instead of the Random Number Table.
If you have successfully completed any of the previous adventures in the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points, and Kai Disciplines which you may now carry over with you to Book 3. However, if you deem it necessary, all lost ENDURANCE points may be recovered before starting Book 3. You may also carry over any Weapons, Backpack Items and Special Items that you held at the end of your last adventure and these should be entered on your new Action Chart. You are still limited to 2 Weapons, 8 Backpack Items and 12 Special Items. Through the experience you have gained in your last adventure you have learned a new skill, and you may now choose one extra Kai Discipline to add to your Action Chart.
The KAI DISCIPLINES section is the same as that in Book 1, except for the following changes:
• Under the Healing paragraph, the direction “If you choose this skill write ‘Healing: +1 ENDURANCE point for each section without combat’ on your Action Chart.” is omitted. (which was obviously a mistake on the editors’ part)
• Different numbers are assigned for each of the weapons under the Weaponskill list.
• The first two sentences of the Animal Kinship paragraph reads: “This skill enables the Kai Lord to communicate with some animals and predict the behavior of others. In some cases, it can permit a Kai Lord control over an animal’s instincts or actions.” (which was probably to improve inconsistency when describing the player between each of the Kai Discipline descriptions)
• The first sentence of the Mind over Matter paragraph reads: “Mastery of this Discipline enables a Kai Lord to move small objects by focusing their concentration.” (probably for the same consistency issues that the above edit was made for)
• The last paragraph is replaced with the following text:
As with the first two books, The Play Option for the Healing Kai Discipline referenced in the opening post will not be used when running Book 3, since I feel that this adventure’s difficulty level is high enough without limiting the number of ENDURANCE points that can be restored using Healing.If you successfully complete the mission as set in Lone Wolf Book 3, you may add a further Kai Discipline of your choice to your Action Chart at the start of Book 4. This additional skill, together with your other skills, and any equipment, including Special Items that you have picked up in Books 1-3 may then be used in the next adventure of the Lone Wolf series: The Chasm of Doom.
Lone Wolf has the following Kai Disciplines to choose as his extra Kai Discipline to add to his Action Chart:
• Camouflage
• Tracking
• Weaponskill
• Mind Over Matter
The details of these Kai Disciplines can be found in the opening post.
EQUIPMENT
Rolling the die yielded a 7, which means that he is given 17 Gold Crowns at the start of this adventure.Before leaving the northern port of Anskaven, you are escorted to the City Hall and equipped with special winter boots, a tunic, a fur-lined cloak and mittens. You are given a Map of Kalte and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may now enter this number in the ‘Gold Crowns’ section of your Action Chart. (If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total of any Crowns you may already possess. Remember you can only carry fifty Crowns. (If your Backpack was lost or damaged, you are given a replacement.)
Before you set sail, you are given the choice of the following items (in addition to those you already possess, but remember you may only carry two Weapons). You may take any two of the following:
If you are already carrying Weapons from Books 1-2, you can take this opportunity to exchange one or both of them.
SWORD (WEAPONS)
SHORT SWORD (WEAPONS)
PADDED LEATHER WAISTCOAT (SPECIAL ITEMS).
This adds 2 ENDURANCE points to your total. If you possess a Battered Padded Leather Waistcoat, you can replace it with this Special Item to your advantage. You may also wear it under a Chainmail Waistcoat if you possess one.
SPEAR (WEAPONS)
MACE (WEAPONS)
WARHAMMER (WEAPONS)
AXE (WEAPONS)
POTION OF LAUMSPUR (BACKPACK ITEM)
This powerful Healing Potion can restore 4 ENDURANCE points to your total, when swallowed after combat. There is only enough for one dose.
QUARTERSTAFF (WEAPONS)
SPECIAL RATIONS (MEALS).
This counts as one Meal. (See ‘How to Carry and Use Your Equipment’ before deciding.)
BROADSWORD (WEAPONS)
DAGGER (WEAPONS)
List the two items you choose on your Action Chart, under the heading given in brackets, and make a note of any effect it may have on your ENDURANCE points or COMBAT SKILL.
The HOW TO CARRY AND USE YOUR EQUIPMENT section is the same as that in Book 2, only with the following changes:
• The introductory two sentences “Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given capital letters in the text. Unless you are told it is a Special Item or a Weapon, carry it in your Backpack.” are removed.
• In the Special Items section, the last sentence is replaced with the following text: “The maximum number of Special Items that a Kai Lord can carry during an adventure is twelve.”
• In the Gold Crowns section, the second and third sentences are replaced with the following text, “Gold is especially valuable in Kalte, and you may find that your Gold Crowns will be useful, especially if used as a bribe.
• The Food section is replaced with the following text:
The RULES FOR COMBAT and LEVELS OF KAI TRAINING sections are the same as those in the opening post.Stored on your ice-sledge, along with your tent and other equipment, is enough food for you to complete your mission. If this food, or any you may have in your Backpack, is unavailable to you when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. As Kalte is an icy desert you will be unable to use the Kai Discipline of Hunting to obtain a Meal (see ‘Hunting’ in the Kai Disciplines section).
KAI WISDOM
Kalte MapYour mission will be fraught with great danger. Kalte is a bleak and hostile land and your foe is a master of cunning. Use the map at the front of this book to help you plot your course to the ice fortress of Ikaya. Make notes as you progress through the story, for they will be of help to you in future adventures.
Many things that you find will aid you during your mission. Some Items will be of use in future Lone Wolf adventures and others may be red herrings of no real use at all, so try to be selective in what you decide to keep.
There are several ways to the ice fortress of Ikaya, but only one will ensure you can capture Vonotar and return to Sommerlund with a minimum of danger. A wise choice of Kai Disciplines and a great deal of courage should enable any player to complete the mission, no matter how low their initial COMBAT SKILL or ENDURANCE points score may be. Successful completion of previous Lone Wolf adventures is not essential for the completion and success of this quest.
The betrayal of your country can only be avenged by bringing Vonotar the Traitor to justice. This is your mission.
For Sommerlund and the Kai!

Closing Remarks
For this adventure, our hero will be given one resurrection. Upon death, this resurrection will send him back to the point where the first critical mistake was made in order to make the adventure winnable once more. The Action Chart will also be reverted to what it was at that point in the story. If he dies after this resurrection is used, he goes back to the beginning of Book 3. So please make your decisions responsibly. I also would like to remind everyone not to post any spoilers to respect the wishes of anyone who wants to have a blind experience while playing this adventure.
Before we formally begin Book 3’s adventure, please vote for the following choices:
Which additional Kai Discipline should our hero get?
Which two items from the Equipment list should Lone Wolf acquire?
Are there any items that our hero should discard before starting this adventure, if necessary?
Should we modify or create any rules for Lone Wolf to follow under certain scenarios to streamline the experience of playing this adventure?
All votes should be made 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
Mind Over Matter.
The Potion of Laumspur and the Padded Leather Waistcoat.
The Potion of Laumspur and the Padded Leather Waistcoat.
Orth Plays: Currently Baldur's Gate II
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Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series
Well, since we've got the magic sword, getting swordskill would be technically useful, but the others seem cooler, especially Mind Over Matter.
(I do like that the book is about "our" side responding to the threat, rather than just holding off the bad guys)
(I do like that the book is about "our" side responding to the threat, rather than just holding off the bad guys)
Re: [Let's Play] Lone Wolf - Kai Series
Tracking for Kai Discipline.
Take the Waistcoat and the potion. We still have plenty of meals from the last adventure, and no reason to pick up random mundane weapons in this book since we don't have Weaponskill and Sommerswerd already takes up a slot (no way we're going to be dropping that for anything) so we might as well just use that for all combats. With only 1 slot to spare, the only reason we should pick up new weapons at all is if they carry some bonus or are obvious plot coupons.
Since there's no safekeeping mechanism yet anyway, it doesn't really matter when or where we drop stuff to free up slots, so no need to discard anything yet. We can always discard them when we need the space, and having a bit of junk items with us is useful for any potential encounters that may cause us to lose random items.
Take the Waistcoat and the potion. We still have plenty of meals from the last adventure, and no reason to pick up random mundane weapons in this book since we don't have Weaponskill and Sommerswerd already takes up a slot (no way we're going to be dropping that for anything) so we might as well just use that for all combats. With only 1 slot to spare, the only reason we should pick up new weapons at all is if they carry some bonus or are obvious plot coupons.
Since there's no safekeeping mechanism yet anyway, it doesn't really matter when or where we drop stuff to free up slots, so no need to discard anything yet. We can always discard them when we need the space, and having a bit of junk items with us is useful for any potential encounters that may cause us to lose random items.
Last edited by SGamerz on Sat Jun 17, 2023 9:44 am, edited 1 time in total.
Re: [Let's Play] Lone Wolf - Kai Series
We can't pick swordskill though, only random-weaponskill.Thaluikhain wrote: ↑Sat Jun 17, 2023 9:38 amWell, since we've got the magic sword, getting swordskill would be technically useful, but the others seem cooler, especially Mind Over Matter.
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Thaluikhain
- Overlord
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Re: [Let's Play] Lone Wolf - Kai Series
Oh right, so odds are we'll be using the magic sword and most options are thus useless.SGamerz wrote: ↑Sat Jun 17, 2023 9:44 amWe can't pick swordskill though, only random-weaponskill.Thaluikhain wrote: ↑Sat Jun 17, 2023 9:38 amWell, since we've got the magic sword, getting swordskill would be technically useful, but the others seem cooler, especially Mind Over Matter.![]()
Re: [Let's Play] Lone Wolf - Kai Series
Yeah, in the Kai series, the alternative weapon options have always been a non-factor after Book 1 because of the Sommerswerd's OP bonus, since there was never reason to use anything else. This could have changed a bit when JourneymanN00b rules that the SS only get the bonus for specific combats...but then he also ruled that it counts as a weapon, and because we still can't leave items behind for safekeeping between games, we have to keep letting it occupy 50% of our weapon slots anyway, and we might as well use it if we have to lug it around, so there's little reason to invest in any other weapon types, because this item is obviously too important for any player to ever want to discard by choice and replace with another weapon. So somehow, this aspect of the series remains consistent between the old and new versions.Thaluikhain wrote: ↑Sat Jun 17, 2023 9:46 amOh right, so odds are we'll be using the magic sword and most options are thus useless.SGamerz wrote: ↑Sat Jun 17, 2023 9:44 amWe can't pick swordskill though, only random-weaponskill.Thaluikhain wrote: ↑Sat Jun 17, 2023 9:38 amWell, since we've got the magic sword, getting swordskill would be technically useful, but the others seem cooler, especially Mind Over Matter.![]()
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Re: [Let's Play] Lone Wolf - Kai Series
After counting up the votes, it looks like Lone Wolf will be learning Mind Over Matter, which won over Tracking, take the Padded Leather Waistcoat and Potion of Laumspur, and not discard anything yet.
Even before you accepted the task of bringing Vonotar to justice, preparations were being made for your voyage to Kalte. The captain of the Sommlending warship Cardonal, having returned from a long Kaltersee patrol, was ordered to await your arrival at Anskaven. During the night, food, ice equipment, and Kanu-dog teams were taken on board. The mission was highly secret. Only senior members of the crew were told the true nature of the voyage that lay ahead.
The plan is to set you ashore at Halle Bluff, drop anchor, and await your return. An elite team of trusted guides will lead you from the bluff to Ikaya. Once inside the ice fortress, you are to hunt down and capture Vonotar, and then return with your guides to the ship. Your mission must be accomplished within thirty days at most, for winter is closing in and no ship can withstand the grip of the Kalte pack-ice. If you do not return in time, the captain will be forced to set sail without you.
For six days, the Cardonal sails across the stormy Kaltersee without running into a storm; but every day the temperature steadily drops until a layer of ice covers the decks. On the morning of the seventh day, the snow-capped island of Tola is sighted on the horizon. Soon after, a light wind rises from the west.
At first, there appears to be little danger, but within half an hour a furious blizzard is blowing, and all sight of land quickly vanishes in the scudding drift. All day the furious gale rages. Tremendous winds slice the tops of the huge grey waves and water crashes over the decks, masts and rigging of the ship, freezing almost immediately into solid ice. The sides of the ship become several feet thick with seawater. It is not until early evening that the weather clears, and although the wind still blows strongly, the force of the gale is spent.

You are soon to discover that the gale has blown the ship nearly thirty miles off course, along the lip of the Ljuk ice shelf. You know that to return to Halle Bluff would waste a precious day, so you decide to land on the ice shelf and start your mission from there.
As the last of the Kanu-dogs are carried ashore, your guides tell you of the two possible routes to Ikaya from here. The first route involves a hundred and thirty mile trek to Cloudmaker Mountain and then, following the difficult terrain of the Viad Glacier, a further hundred miles must be covered before you arrive at the ice fortress. The alternative route involves a longer journey of nearly one hundred and eighty miles into the Hrod Basin, followed by a trek of a hundred miles through Storm Giant Pass to Ikaya. Even if the weather and your luck hold good, either route will involve ten days of hard trekking before you reach your goal. You should consult the map of Kalte before making your decision.
If you wish to attempt the shorter but more difficult Viad Glacier route, turn to 160.
If you wish to take the longer but easier Hrod Basin and Storm Giant Pass route, turn to 273.
Please make your votes on which way to take to get to Ikaya 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
7. Mind Over Matter
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. Laumspur Potion (+4 ENDURANCE)
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
• Padded Leather Waistcoat (+2 ENDURANCE)
BELT POUCH: 17 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 26/26
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: 35
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’
1
Even before you accepted the task of bringing Vonotar to justice, preparations were being made for your voyage to Kalte. The captain of the Sommlending warship Cardonal, having returned from a long Kaltersee patrol, was ordered to await your arrival at Anskaven. During the night, food, ice equipment, and Kanu-dog teams were taken on board. The mission was highly secret. Only senior members of the crew were told the true nature of the voyage that lay ahead.
The plan is to set you ashore at Halle Bluff, drop anchor, and await your return. An elite team of trusted guides will lead you from the bluff to Ikaya. Once inside the ice fortress, you are to hunt down and capture Vonotar, and then return with your guides to the ship. Your mission must be accomplished within thirty days at most, for winter is closing in and no ship can withstand the grip of the Kalte pack-ice. If you do not return in time, the captain will be forced to set sail without you.
For six days, the Cardonal sails across the stormy Kaltersee without running into a storm; but every day the temperature steadily drops until a layer of ice covers the decks. On the morning of the seventh day, the snow-capped island of Tola is sighted on the horizon. Soon after, a light wind rises from the west.
At first, there appears to be little danger, but within half an hour a furious blizzard is blowing, and all sight of land quickly vanishes in the scudding drift. All day the furious gale rages. Tremendous winds slice the tops of the huge grey waves and water crashes over the decks, masts and rigging of the ship, freezing almost immediately into solid ice. The sides of the ship become several feet thick with seawater. It is not until early evening that the weather clears, and although the wind still blows strongly, the force of the gale is spent.

You are soon to discover that the gale has blown the ship nearly thirty miles off course, along the lip of the Ljuk ice shelf. You know that to return to Halle Bluff would waste a precious day, so you decide to land on the ice shelf and start your mission from there.
As the last of the Kanu-dogs are carried ashore, your guides tell you of the two possible routes to Ikaya from here. The first route involves a hundred and thirty mile trek to Cloudmaker Mountain and then, following the difficult terrain of the Viad Glacier, a further hundred miles must be covered before you arrive at the ice fortress. The alternative route involves a longer journey of nearly one hundred and eighty miles into the Hrod Basin, followed by a trek of a hundred miles through Storm Giant Pass to Ikaya. Even if the weather and your luck hold good, either route will involve ten days of hard trekking before you reach your goal. You should consult the map of Kalte before making your decision.
If you wish to attempt the shorter but more difficult Viad Glacier route, turn to 160.
If you wish to take the longer but easier Hrod Basin and Storm Giant Pass route, turn to 273.
Please make your votes on which way to take to get to Ikaya 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
7. Mind Over Matter
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. Laumspur Potion (+4 ENDURANCE)
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
• Padded Leather Waistcoat (+2 ENDURANCE)
BELT POUCH: 17 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 26/26
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: 35
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
280 miles vs. 230 miles. I vote for Hrod Basin and Storm Giant Pass.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Lone Wolf - Kai Series
Hrod Basin
- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Lone Wolf - Kai Series
Votes registered; taking the Hrod Basin and Storm Giant Pass route.
You are to travel to Ikaya by sledge. Two sledges have been loaded with enough food, and equipment for the mission, and each is drawn by a team of six Kanu-dogs. This sturdy breed is native to Kalte and makes for ideal sledge dogs. Their thick tawny coats and powerful chests, as well as their renowned vigor and enthusiasm make them well suited to the harsh work ahead.
Your three guides, Irian, Fenor and Dyce, are all experienced trappers. They are skilled at surviving in this icy desert, and they have experience of its many unseen dangers. Once the dogs are in harness, you and Irian climb aboard your sledge and signal to the others to lead the way.
Staring across the frozen expanse of the Ljuk ice shelf, you see the white glare of the Hrod Basin edge.
‘“Ice-blink” they call it,’ says Irian, his eyes glinting from deep inside the hood of his fur jacket. ‘It’s the reflection of the ice shelf. It looks no more than four miles away at most, but in fact it’s nearer forty. The air of Kalte can be very deceptive.’
The weather is bright and windless and you make excellent progress on the first day. As darkness sets in, you decide to set up camp for the night. The sledges are drawn together and the tent is erected in the salient away from the wind.
If you have the Kai Discipline of Sixth Sense, turn to 35.
If you do not possess this skill, turn to 112.
Lone Wolf has the Kai Discipline of Sixth Sense.
You get an uneasy feeling that someone or something is watching you. You leave the tent and scan the darkness, searching for some sign of life, but the snow and endless ice hide everything. Reluctantly, you return to the tent and drift off to sleep with one hand by your weapon, in case you fall victim to a night attack.
Turn to 291.
When you awake, you sense that something has changed. It takes nearly a minute to realize that the incessant howling of the night winds has ceased.
‘It’s a beautiful morning,’ says Irian cheerfully, his head appearing through the tent flap.
Quickly you climb out of your sleeping furs and stare out over the icy landscape. The Kalte air is fresh and clear. You see a strong mirage in the distance that seems to throw the land up much higher than it could possibly be.
‘We should make it to The Rock by nightfall,’ says Fenor, as he busily pulls a reluctant Kanu-dog into its harness. ‘Best to make camp there tonight. The shelter is good. This far from the sea, a blizzard can whip across the shelf from nowhere in a few minutes. I’ve known trappers to be blown for miles if they’re careless or unlucky enough to be caught out on the shelf with no cover.’
Throughout the day, the Kanu-dogs pull strong and true for the going is smooth across the ice shelf. By nightfall you reach The Rock, a splinter of granite that has thrust through the ice shelf. Its curious shape reminds you of the King’s citadel in Holmgard. You make camp to the leeward side of The Rock, to avoid the worst of the night winds.
Pick a number from the Random Number Table.
If the number you have picked is 0-4, turn to 103.
If it is 5-9, turn to 220.
Rolling the die yielded a 2, so we will turn to 103.
The following day, a strong wind rises from the north. Hour upon hour, it blows relentlessly into your face. The Ljuk ice shelf becomes a mass of twisted slabs of ice, jutting upwards at every possible angle. Progress is slow and difficult. By midday, you are shivering with cold. Your lips are cracked and bleeding and the icy blasts have covered you with a thin film of snow.
You steer your sledge through a narrow passage at the edge of the ice shelf where it meets the Hrod Basin. Here you are sheltered from the wind, and for the first time today you can see ahead quite clearly.
Suddenly, shrieks from above warn you that you are not the only ones seeking shelter here. Within the space of a few short seconds, three large Baknar jump down from the ice wall and land with a crash on the sledges. Your fellow driver, Irian, is thrown against the ice and is knocked unconscious.

103. The three Baknar jump from the ice wall and land with a crash on the sledges.
You are prevented from going to his aid by a hungry carnivorous Baknar. There is no hope of evading this ravenous creature – you must fight it to the death.
If you win the combat, turn to 305.
The combat:
Combat Ratio: 15 + 2 (Mindblast) + 2 (Kai Shield) – 19 = 0
Round 1 Roll: 4
Player Endurance: 26 – 3 = 23
Baknar Endurance: 30 – 6 = 24
Round 2 Roll: 4
Player Endurance: 23 – 3 = 20
Baknar Endurance: 24 – 6 = 18
Round 3 Roll: 5
Player Endurance: 20 – 2 = 18
Baknar Endurance: 18 – 7 = 11
Round 4 Roll: 0
Player Endurance: 18 – 0 = 18
Baknar Endurance: 11 – 12 = -1
Lone Wolf slaughters the Baknar in four rounds, although the Baknar manages to deal 8 ENDURANCE points worth of damage to our hero in the process.
The heavy beast rolls off the sledge and lies motionless on the ice. Fenor has managed to light a torch and he is thrusting the flaming brand at the other two Baknar. They are terrified by the fire and quickly turn and flee. You cheer as they disappear and turn to congratulate your brave guides, but you are stunned to see they have already started to skin the dead Baknar. You watch with growing disgust as Dyce opens the beast from throat to belly with his sharp hunting knife. He quickly pulls back the white fur and scoops out handfuls of thick gelatinous oil from under the skin. The smell of this oil is horrible, so horrible in fact that even the Kanu-dogs bury their noses into the snow to avoid it. You cannot believe your eyes when the two guides start to rub this vile oil all over their faces and inside their clothes.

305. They have already started to skin the dead Baknar.
‘Baknar Oil,’ shouts Fenor enthusiastically. ‘Nothing quite like it for keeping you warm and dry.’
He pulls his hand from the skinned torso of the beast and offers you a palmful of the putrid jelly.
If you choose to accept his offer, turn to 8.
If the thought of smelling like a vat of rancid cheese does not appeal to you, turn instead to 281.
To recap: Lone Wolf runs into a Baknar and slaughters it, losing 8 ENDURANCE points in the fight. While our hero regains 1 ENDURANCE point from the following noncombat section, his guides waste no time and skin the corpse of the wampa look-alike. After slathering its foul-smelling body fluids all over themselves, Lone Wolf is offered the opportunity to do the same. Please make your votes on whether to partake in this practice in keeping warm, and whether to consume any potions, 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
7. Mind Over Matter
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. Laumspur Potion (+4 ENDURANCE)
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
• Padded Leather Waistcoat (+2 ENDURANCE)
BELT POUCH: 17 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 19/26
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: 35
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’
273
You are to travel to Ikaya by sledge. Two sledges have been loaded with enough food, and equipment for the mission, and each is drawn by a team of six Kanu-dogs. This sturdy breed is native to Kalte and makes for ideal sledge dogs. Their thick tawny coats and powerful chests, as well as their renowned vigor and enthusiasm make them well suited to the harsh work ahead.
Your three guides, Irian, Fenor and Dyce, are all experienced trappers. They are skilled at surviving in this icy desert, and they have experience of its many unseen dangers. Once the dogs are in harness, you and Irian climb aboard your sledge and signal to the others to lead the way.
Staring across the frozen expanse of the Ljuk ice shelf, you see the white glare of the Hrod Basin edge.
‘“Ice-blink” they call it,’ says Irian, his eyes glinting from deep inside the hood of his fur jacket. ‘It’s the reflection of the ice shelf. It looks no more than four miles away at most, but in fact it’s nearer forty. The air of Kalte can be very deceptive.’
The weather is bright and windless and you make excellent progress on the first day. As darkness sets in, you decide to set up camp for the night. The sledges are drawn together and the tent is erected in the salient away from the wind.
If you have the Kai Discipline of Sixth Sense, turn to 35.
If you do not possess this skill, turn to 112.
Lone Wolf has the Kai Discipline of Sixth Sense.
35
You get an uneasy feeling that someone or something is watching you. You leave the tent and scan the darkness, searching for some sign of life, but the snow and endless ice hide everything. Reluctantly, you return to the tent and drift off to sleep with one hand by your weapon, in case you fall victim to a night attack.
Turn to 291.
291
When you awake, you sense that something has changed. It takes nearly a minute to realize that the incessant howling of the night winds has ceased.
‘It’s a beautiful morning,’ says Irian cheerfully, his head appearing through the tent flap.
Quickly you climb out of your sleeping furs and stare out over the icy landscape. The Kalte air is fresh and clear. You see a strong mirage in the distance that seems to throw the land up much higher than it could possibly be.
‘We should make it to The Rock by nightfall,’ says Fenor, as he busily pulls a reluctant Kanu-dog into its harness. ‘Best to make camp there tonight. The shelter is good. This far from the sea, a blizzard can whip across the shelf from nowhere in a few minutes. I’ve known trappers to be blown for miles if they’re careless or unlucky enough to be caught out on the shelf with no cover.’
Throughout the day, the Kanu-dogs pull strong and true for the going is smooth across the ice shelf. By nightfall you reach The Rock, a splinter of granite that has thrust through the ice shelf. Its curious shape reminds you of the King’s citadel in Holmgard. You make camp to the leeward side of The Rock, to avoid the worst of the night winds.
Pick a number from the Random Number Table.
If the number you have picked is 0-4, turn to 103.
If it is 5-9, turn to 220.
Rolling the die yielded a 2, so we will turn to 103.
103
(Illustration overleaf)
(Illustration overleaf)
The following day, a strong wind rises from the north. Hour upon hour, it blows relentlessly into your face. The Ljuk ice shelf becomes a mass of twisted slabs of ice, jutting upwards at every possible angle. Progress is slow and difficult. By midday, you are shivering with cold. Your lips are cracked and bleeding and the icy blasts have covered you with a thin film of snow.
You steer your sledge through a narrow passage at the edge of the ice shelf where it meets the Hrod Basin. Here you are sheltered from the wind, and for the first time today you can see ahead quite clearly.
Suddenly, shrieks from above warn you that you are not the only ones seeking shelter here. Within the space of a few short seconds, three large Baknar jump down from the ice wall and land with a crash on the sledges. Your fellow driver, Irian, is thrown against the ice and is knocked unconscious.

103. The three Baknar jump from the ice wall and land with a crash on the sledges.
You are prevented from going to his aid by a hungry carnivorous Baknar. There is no hope of evading this ravenous creature – you must fight it to the death.
Baknar:
COMBAT SKILL 19 ENDURANCE 30
COMBAT SKILL 19 ENDURANCE 30
If you win the combat, turn to 305.
The combat:
Combat Ratio: 15 + 2 (Mindblast) + 2 (Kai Shield) – 19 = 0
Round 1 Roll: 4
Player Endurance: 26 – 3 = 23
Baknar Endurance: 30 – 6 = 24
Round 2 Roll: 4
Player Endurance: 23 – 3 = 20
Baknar Endurance: 24 – 6 = 18
Round 3 Roll: 5
Player Endurance: 20 – 2 = 18
Baknar Endurance: 18 – 7 = 11
Round 4 Roll: 0
Player Endurance: 18 – 0 = 18
Baknar Endurance: 11 – 12 = -1
Lone Wolf slaughters the Baknar in four rounds, although the Baknar manages to deal 8 ENDURANCE points worth of damage to our hero in the process.
305
The heavy beast rolls off the sledge and lies motionless on the ice. Fenor has managed to light a torch and he is thrusting the flaming brand at the other two Baknar. They are terrified by the fire and quickly turn and flee. You cheer as they disappear and turn to congratulate your brave guides, but you are stunned to see they have already started to skin the dead Baknar. You watch with growing disgust as Dyce opens the beast from throat to belly with his sharp hunting knife. He quickly pulls back the white fur and scoops out handfuls of thick gelatinous oil from under the skin. The smell of this oil is horrible, so horrible in fact that even the Kanu-dogs bury their noses into the snow to avoid it. You cannot believe your eyes when the two guides start to rub this vile oil all over their faces and inside their clothes.

305. They have already started to skin the dead Baknar.
‘Baknar Oil,’ shouts Fenor enthusiastically. ‘Nothing quite like it for keeping you warm and dry.’
He pulls his hand from the skinned torso of the beast and offers you a palmful of the putrid jelly.
If you choose to accept his offer, turn to 8.
If the thought of smelling like a vat of rancid cheese does not appeal to you, turn instead to 281.
To recap: Lone Wolf runs into a Baknar and slaughters it, losing 8 ENDURANCE points in the fight. While our hero regains 1 ENDURANCE point from the following noncombat section, his guides waste no time and skin the corpse of the wampa look-alike. After slathering its foul-smelling body fluids all over themselves, Lone Wolf is offered the opportunity to do the same. Please make your votes on whether to partake in this practice in keeping warm, and whether to consume any potions, 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
7. Mind Over Matter
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. Laumspur Potion (+4 ENDURANCE)
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
• Padded Leather Waistcoat (+2 ENDURANCE)
BELT POUCH: 17 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 19/26
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: 35
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
Accept his offer. No time to be squeamish.
Don't drink anything.
Don't drink anything.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Lone Wolf - Kai Series
Apply the smelly oil, drink a Laumspur potion. We let too many of them go to waste during the early part of last book, might as well use them while we can benefit from them.
-
Thaluikhain
- Overlord
- Posts: 7564
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Lone Wolf - Kai Series
Accept, don't drink.
- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Lone Wolf - Kai Series
Votes registered; Lone Wolf will accept Fenor’s offer to cover himself in the fluids of the dead wampa look-alike. No potions will be consumed, as that option was chosen by a 2-1 vote.
The smell is utterly revolting, and desperately you try to hold your breath as you smear handfuls of the slimy grease inside your jacket. As the oil penetrates your skin, you feel a warm and comfortable glow, as if you are standing near to a fire. The more grease you apply, the warmer you become. You also notice that the awful smell is beginning to fade.
(You may wish to note on your Action Chart that you have applied this oil. However, it does not take up any space and its effects last for the duration of this adventure only).
‘Once it’s in your skin, you lose your sense of smell,’ says Fenor.
‘Just as well,’ replies Dyce. ‘I don’t think I could stand living with myself otherwise!’
Baknar oil gives excellent insulation from the bitter cold of Kalte, and it may save you valuable ENDURANCE points in the near future.
Irian regains consciousness and is soon scooping out the Baknar carcass for himself. Light is now fading fast and you decide to pitch camp in this narrow pass. You prepare a meal, and then you each take it in turns to sit watch, just in case the Baknar decide to return.
To continue, turn to 325.
The next morning arrives bright and windless. The sun pierces the thin layer of cloud, bathing the east in a soft pink glow. This beautiful vision reminds you of a lesson your Kai masters once taught you, that the light of Kalte is unlike anywhere else upon the face of Magnamund.
With tent and equipment packed, you leave the pass and venture out onto the Hrod Basin. One hundred miles of open ice now lie between you and Storm Giant Pass. At first, the journey is easy. The Basin has been worn smooth by the wind and no crevasses lurk unseen beneath the hard, dense snow. But at dawn on the third day, events take a turn for the worse. You are awoken from a deep sleep by Dyce. He is shaking your shoulder and he is very frightened.
‘What’s wrong?’ you ask, still bleary-eyed and sleepy.
‘Ice Barbarians… on the horizon. Twenty, maybe more. Five wind sledges and a warrior escort. I think they’ve seen us.’
In an instant, you have all climbed out of your sleeping furs and begun to pack away the tent. Dyce is correct, they are Ice Barbarians and they are heading towards you from the west.
‘If they catch us, we’re as good as dead,’ says Fenor, as he ties the last of the equipment to the sledge.
The Ice Barbarians of Kalte are fierce nomads. For thousands of years they have traveled this icy desert, trapping animals for furs and herding mammoths. Their only contact with the rest of Magnamund is through the trading post of Ljuk. In summer, when the coast around Ljuk is free from ice, they journey there to trade their furs for weapons and tools as there is no iron or wood in Kalte. In the past they have raided the Lastlands for resources when they were in short supply, and even allied themselves with the Darklords at least once, attacking Durenor with their assistance. Rumors claim that they hate all but their own kind, and will kill anyone who dares to trespass in their icy domain. Soon you hear their war-cries. They are less than three miles distant, and for the first time since you landed, you pray for a blizzard to hide your escape.
Turn to 216.
You have covered less than a mile when the first of the Ice Barbarian scouts on skis appear to the north. At first, there are only two of these fearsome-looking warriors, but they are soon joined by three more. They are large, muscular, and bedecked with furs. Black-haired, they mostly have thin eyes, brown skin and sharp cheekbones. Some of them wear bone armor. Despite their size, they glide across the snow with an almost feline grace and speed. Each of them has a pole attached to his back from which a small flag flutters.
Suddenly, a bone-tipped arrow whistles close by your knee and embeds itself in the sledge. A Kaltese scout skis past to your right. He is less than ten yards away and you can clearly see his honorific tattoos and bone amulets. You realize that what you mistook for muscle and fur is in fact a Kaltese child. Each scout is carrying a large backpack containing a small child armed with a bone bow from which they fire a constant stream of arrows. Their fathers ski closer and closer to your sledge.
Then Irian falls with an arrow buried in his back. Dyce runs to his aid but he is shot down before he has barely taken a dozen steps. Fenor is also hit. An arrow passes straight through his throat. Bravely he staggers on for nearly a minute before collapsing motionless in the snow. You are now on your own.
An Ice Barbarian scout skis past to your left and returns towards you, head on. He has a spear under one arm which is leveled at your chest.
If you choose to fight the oncoming Kaltese scout, turn to 158.
If you decide to try to escape, turn to 149.

216. Each Ice Barbarian scout is carrying a backpack containing a child armed with a bone bow.
To recap: Lone Wolf manages to endure the smell and warm himself up with the wampa look-alike’s fluids. During the noncombat sections where he restores 3 ENDURANCE points from Healing, he runs into a large group of troglodyte fascists with a history of allying with the Darklords. Lone Wolf’s guides go the way of most Fighting Fantasy companions at the hands of these fascist trogolodytes, and one such fascist trogolodyte is about to attack Lone Wolf. Please make your votes on whether to fight or escape from the said fascist trogolodyte 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
7. Mind Over Matter
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. Laumspur Potion (+4 ENDURANCE)
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
• Padded Leather Waistcoat (+2 ENDURANCE)
BELT POUCH: 17 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 22/26
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: 35
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’
• Applied Baknar oil
8
The smell is utterly revolting, and desperately you try to hold your breath as you smear handfuls of the slimy grease inside your jacket. As the oil penetrates your skin, you feel a warm and comfortable glow, as if you are standing near to a fire. The more grease you apply, the warmer you become. You also notice that the awful smell is beginning to fade.
(You may wish to note on your Action Chart that you have applied this oil. However, it does not take up any space and its effects last for the duration of this adventure only).
‘Once it’s in your skin, you lose your sense of smell,’ says Fenor.
‘Just as well,’ replies Dyce. ‘I don’t think I could stand living with myself otherwise!’
Baknar oil gives excellent insulation from the bitter cold of Kalte, and it may save you valuable ENDURANCE points in the near future.
Irian regains consciousness and is soon scooping out the Baknar carcass for himself. Light is now fading fast and you decide to pitch camp in this narrow pass. You prepare a meal, and then you each take it in turns to sit watch, just in case the Baknar decide to return.
To continue, turn to 325.
325
The next morning arrives bright and windless. The sun pierces the thin layer of cloud, bathing the east in a soft pink glow. This beautiful vision reminds you of a lesson your Kai masters once taught you, that the light of Kalte is unlike anywhere else upon the face of Magnamund.
With tent and equipment packed, you leave the pass and venture out onto the Hrod Basin. One hundred miles of open ice now lie between you and Storm Giant Pass. At first, the journey is easy. The Basin has been worn smooth by the wind and no crevasses lurk unseen beneath the hard, dense snow. But at dawn on the third day, events take a turn for the worse. You are awoken from a deep sleep by Dyce. He is shaking your shoulder and he is very frightened.
‘What’s wrong?’ you ask, still bleary-eyed and sleepy.
‘Ice Barbarians… on the horizon. Twenty, maybe more. Five wind sledges and a warrior escort. I think they’ve seen us.’
In an instant, you have all climbed out of your sleeping furs and begun to pack away the tent. Dyce is correct, they are Ice Barbarians and they are heading towards you from the west.
‘If they catch us, we’re as good as dead,’ says Fenor, as he ties the last of the equipment to the sledge.
The Ice Barbarians of Kalte are fierce nomads. For thousands of years they have traveled this icy desert, trapping animals for furs and herding mammoths. Their only contact with the rest of Magnamund is through the trading post of Ljuk. In summer, when the coast around Ljuk is free from ice, they journey there to trade their furs for weapons and tools as there is no iron or wood in Kalte. In the past they have raided the Lastlands for resources when they were in short supply, and even allied themselves with the Darklords at least once, attacking Durenor with their assistance. Rumors claim that they hate all but their own kind, and will kill anyone who dares to trespass in their icy domain. Soon you hear their war-cries. They are less than three miles distant, and for the first time since you landed, you pray for a blizzard to hide your escape.
Turn to 216.
216
You have covered less than a mile when the first of the Ice Barbarian scouts on skis appear to the north. At first, there are only two of these fearsome-looking warriors, but they are soon joined by three more. They are large, muscular, and bedecked with furs. Black-haired, they mostly have thin eyes, brown skin and sharp cheekbones. Some of them wear bone armor. Despite their size, they glide across the snow with an almost feline grace and speed. Each of them has a pole attached to his back from which a small flag flutters.
Suddenly, a bone-tipped arrow whistles close by your knee and embeds itself in the sledge. A Kaltese scout skis past to your right. He is less than ten yards away and you can clearly see his honorific tattoos and bone amulets. You realize that what you mistook for muscle and fur is in fact a Kaltese child. Each scout is carrying a large backpack containing a small child armed with a bone bow from which they fire a constant stream of arrows. Their fathers ski closer and closer to your sledge.
Then Irian falls with an arrow buried in his back. Dyce runs to his aid but he is shot down before he has barely taken a dozen steps. Fenor is also hit. An arrow passes straight through his throat. Bravely he staggers on for nearly a minute before collapsing motionless in the snow. You are now on your own.
An Ice Barbarian scout skis past to your left and returns towards you, head on. He has a spear under one arm which is leveled at your chest.
If you choose to fight the oncoming Kaltese scout, turn to 158.
If you decide to try to escape, turn to 149.

216. Each Ice Barbarian scout is carrying a backpack containing a child armed with a bone bow.
To recap: Lone Wolf manages to endure the smell and warm himself up with the wampa look-alike’s fluids. During the noncombat sections where he restores 3 ENDURANCE points from Healing, he runs into a large group of troglodyte fascists with a history of allying with the Darklords. Lone Wolf’s guides go the way of most Fighting Fantasy companions at the hands of these fascist trogolodytes, and one such fascist trogolodyte is about to attack Lone Wolf. Please make your votes on whether to fight or escape from the said fascist trogolodyte 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
7. Mind Over Matter
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. Laumspur Potion (+4 ENDURANCE)
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
• Padded Leather Waistcoat (+2 ENDURANCE)
BELT POUCH: 17 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 22/26
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: 35
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’
• Applied Baknar oil
Say No To Fascism. The left is the one true way to go.
