[Let's Play] Lone Wolf - Kai Series
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Thaluikhain
- Overlord
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Re: [Let's Play] Lone Wolf - Kai Series
Enter the mine.
- 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 go into that mine.
It is impossible to enter the mine on horseback so you are forced to leave your horses at the entrance. The mine is very dark but you are quick to notice that unlit torches hang from the walls at regular intervals (if you possess the Sommerswerd, you notice its light fades over time once you unsheathe it). You each take a torch and light them before continuing. In the flickering light you discover footprints leading to a collapsed section of the tunnel. They continue all the way to the top of a huge mound of earth, which reaches almost to the ceiling, leaving only a small gap.
If you wish to climb the mound and squeeze through the gap near the ceiling, turn to 254.
If you decide to call off the search, you can return to the entrance, remount your horses and retrace your route down the hill track by turning to 191.
Please make your votes on whether to check out the gap or turn back before 9:00 AM PDT to guarantee that they will be counted.
91
It is impossible to enter the mine on horseback so you are forced to leave your horses at the entrance. The mine is very dark but you are quick to notice that unlit torches hang from the walls at regular intervals (if you possess the Sommerswerd, you notice its light fades over time once you unsheathe it). You each take a torch and light them before continuing. In the flickering light you discover footprints leading to a collapsed section of the tunnel. They continue all the way to the top of a huge mound of earth, which reaches almost to the ceiling, leaving only a small gap.
If you wish to climb the mound and squeeze through the gap near the ceiling, turn to 254.
If you decide to call off the search, you can return to the entrance, remount your horses and retrace your route down the hill track by turning to 191.
Please make your votes on whether to check out the gap or turn back 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
This sounds like a bad idea. Back down the hill track.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Lone Wolf - Kai Series
Climb the mound. The missing scouts should be nearby, dead or alive.
- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Lone Wolf - Kai Series
Thank you for your votes. I will break the 1-1 tie by having Lone Wolf climb the mound and squeeze through the gap near the ceiling.
The tunnel continues to descend for several hundred yards until you reach a wide chamber with a timber floor. Two pairs of footprints can clearly be seen in the silt covering the rotten planks and, to your horror, they both seem to disappear into a gaping hole.
Inching your way to the jagged edge, you can make out two bodies lying at the bottom of a muddy shaft. You have found your scouts, but they are both beyond help. As the soft timbers begin to sag, you scurry away from the edge to avoid a similar fate.
Beyond the hole are two exits from this chamber. One passage heads towards the east, the other south.
If you have the Kai Discipline of Tracking, turn to 326.
If you do not possess this skill, you may enter the east tunnel by turning to 156.
Alternatively, you can enter the south tunnel by turning to 101.
Lone Wolf has the Kai Discipline of Tracking.
Suddenly you realize that you have entered a remote section of the Maaken Mines via a disused passage from the foothills of the Maaken Range. For hundreds of years, the ore of this range has been the blessing and the bane of thousands of people drawn here to seek their fortune. They have either found wealth beyond their wildest dreams, or have perished without trace in its labyrinth of cold, damp tunnels. You know that if only you can locate a section of this mine that is still in use, you should be able to follow its tunnels all the way to Ruanon itself. As Ruanon lies to the south, you decide to take the south passage out of the chamber.
To continue, turn to 101.
You follow the tunnel for over two hours before arriving in a huge cavern. The gloomy hall is divided by an underground river that disappears into a wide archway in the south wall. On its opposite bank, you can just make out the shape of another passage leading off to the west. A small rowboat is beached on this side of the river, and two pairs of oars can be seen protruding from behind the moss-covered boulder to which it is tied.
If you wish to use the boat to row across to the other bank and take the west tunnel, turn to 343.
If you decide to take the boat and continue south via the river, turn to 115.
Please make your votes on what to do with the boat before 9:00 AM PDT to guarantee that they will be counted.
254
The tunnel continues to descend for several hundred yards until you reach a wide chamber with a timber floor. Two pairs of footprints can clearly be seen in the silt covering the rotten planks and, to your horror, they both seem to disappear into a gaping hole.
Inching your way to the jagged edge, you can make out two bodies lying at the bottom of a muddy shaft. You have found your scouts, but they are both beyond help. As the soft timbers begin to sag, you scurry away from the edge to avoid a similar fate.
Beyond the hole are two exits from this chamber. One passage heads towards the east, the other south.
If you have the Kai Discipline of Tracking, turn to 326.
If you do not possess this skill, you may enter the east tunnel by turning to 156.
Alternatively, you can enter the south tunnel by turning to 101.
Lone Wolf has the Kai Discipline of Tracking.
326
Suddenly you realize that you have entered a remote section of the Maaken Mines via a disused passage from the foothills of the Maaken Range. For hundreds of years, the ore of this range has been the blessing and the bane of thousands of people drawn here to seek their fortune. They have either found wealth beyond their wildest dreams, or have perished without trace in its labyrinth of cold, damp tunnels. You know that if only you can locate a section of this mine that is still in use, you should be able to follow its tunnels all the way to Ruanon itself. As Ruanon lies to the south, you decide to take the south passage out of the chamber.
To continue, turn to 101.
101
You follow the tunnel for over two hours before arriving in a huge cavern. The gloomy hall is divided by an underground river that disappears into a wide archway in the south wall. On its opposite bank, you can just make out the shape of another passage leading off to the west. A small rowboat is beached on this side of the river, and two pairs of oars can be seen protruding from behind the moss-covered boulder to which it is tied.
If you wish to use the boat to row across to the other bank and take the west tunnel, turn to 343.
If you decide to take the boat and continue south via the river, turn to 115.
Please make your votes on what to do with the boat 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
Row across to the other bank and take the west tunnel.
Orth Plays: Currently Baldur's Gate II
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Thaluikhain
- Overlord
- Posts: 7564
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Lone Wolf - Kai Series
Continue south by boat.
- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Lone Wolf - Kai Series
Votes counted; rowing across to the other bank to the west tunnel won over continuing south via the river by a 2-1 vote.
You are halfway across the underground river when the inky black water begins to seethe and boil. You cling to the gunwale and urge your men to row for all they are worth, for the turbulent water now threatens to capsize your crowded little boat. Suddenly, a hideous greyish-green tentacle breaks the surface. Like a whiplash it crashes down, splintering wood and cracking bone as it coils around two of your soldiers. Before you can draw your weapon, they have been dragged down into the bubbling depths. Then another tentacle rises, snaking towards you. It stabs at your chest and tries to butt you overboard.
Pick a number from the Random Number Table. If your current ENDURANCE point total is 20 or more, add 3 to the number that you have picked. If your current ENDURANCE point total is 12 or less, deduct 2 from the number you have picked.
If your total is now 5 or lower, turn to 194.
If it is 6 or higher, turn to 61.

343. The rangers are dragged down into the bubbling depths.
Lone Wolf’s current ENDURANCE point total is more than 20. Rolling the die and applying the appropriate modification yielded an 11.
Your lightning reactions have saved you from the river. You sidestep in time to avoid the grip of the sinuous tentacle, and you lash out at it with all your might. The blow opens a wide gash, and an arc of vile green blood sprays across the battered rowboat. Only two of your rangers remain. One stabs at the tentacle that is wrapped around their foot, and the other lies unconscious near your feet, their arm badly broken above the elbow.
If you wish to hack at the tentacle that is coiled around the ranger’s foot, turn to 304.
If you choose to aid the unconscious ranger who is lying at your feet, turn to 136.
If you decide to grab the oars and row for the bank, turn to 189.
Please make your votes on whether to help any of the rangers before 9:00 AM PDT to guarantee that they will be counted.
343
(Illustration overleaf)
(Illustration overleaf)
You are halfway across the underground river when the inky black water begins to seethe and boil. You cling to the gunwale and urge your men to row for all they are worth, for the turbulent water now threatens to capsize your crowded little boat. Suddenly, a hideous greyish-green tentacle breaks the surface. Like a whiplash it crashes down, splintering wood and cracking bone as it coils around two of your soldiers. Before you can draw your weapon, they have been dragged down into the bubbling depths. Then another tentacle rises, snaking towards you. It stabs at your chest and tries to butt you overboard.
Pick a number from the Random Number Table. If your current ENDURANCE point total is 20 or more, add 3 to the number that you have picked. If your current ENDURANCE point total is 12 or less, deduct 2 from the number you have picked.
If your total is now 5 or lower, turn to 194.
If it is 6 or higher, turn to 61.

343. The rangers are dragged down into the bubbling depths.
Lone Wolf’s current ENDURANCE point total is more than 20. Rolling the die and applying the appropriate modification yielded an 11.
61
Your lightning reactions have saved you from the river. You sidestep in time to avoid the grip of the sinuous tentacle, and you lash out at it with all your might. The blow opens a wide gash, and an arc of vile green blood sprays across the battered rowboat. Only two of your rangers remain. One stabs at the tentacle that is wrapped around their foot, and the other lies unconscious near your feet, their arm badly broken above the elbow.
If you wish to hack at the tentacle that is coiled around the ranger’s foot, turn to 304.
If you choose to aid the unconscious ranger who is lying at your feet, turn to 136.
If you decide to grab the oars and row for the bank, turn to 189.
Please make your votes on whether to help any of the rangers before 9:00 AM PDT to guarantee that they will be counted.
Last edited by JourneymanN00b on Mon Jul 31, 2023 6:46 pm, edited 1 time in total.
Say No To Fascism. The left is the one true way to go.
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Thaluikhain
- Overlord
- Posts: 7564
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Lone Wolf - Kai Series
Hack at the tentacle around the ranger's foot.
Re: [Let's Play] Lone Wolf - Kai Series
Hack at the tentacle.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Lone Wolf - Kai Series
Hack the tentacle.
- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Lone Wolf - Kai Series
Votes registered; hacking at the tentacle that is coiled around the ranger’s foot.
One blow is enough to sever the writhing tentacle and free the ranger. They shout their thanks and quickly slice the tip from another rubbery limb as it rises out of the slime-stained river. Suddenly, there is a tremendous crack as yet another tentacle punches its way through the bottom of the boat. The boat is lifted high into the air and you are hurled head-first into the icy cold water.
Pick a number from the Random Number Table.
If the number you have picked is 4 or lower, turn to 47.
If the number is 5 or higher, turn to 234.
Rolling the die yielded a 4.
You manage to gulp down a lungful of air before the dark waters close over your upturned face. A large tentacle brushes your foot, and you lash out just in time to prevent it from ensnaring you. The creature is badly wounded but it is determined still to claim your life in return for the injury you have dealt it.
You are unable to drink any potions before this combat.
If you win the combat in three rounds or less, turn to 32.
If you win the combat but it lasts four rounds or longer, turn instead to 340.
The combat:
Combat Ratio: 15 + 2 (Silver Helm) + 2 (Mindblast) + 2 (Kai Shield) – 16 = 5
Round 1 Roll: 6
Player Endurance: 24 – 1 = 23
Giant Meresquid Endurance: 37 – 11 = 26
Round 2 Roll: 5
Player Endurance: 23 – 2 = 21
Giant Meresquid Endurance: 26 – 10 = 16
Round 3 Roll: 3
Player Endurance: 21 – 3 = 18
Giant Meresquid Endurance: 16 – 8 = 8
Round 4 Roll: 1
Player Endurance: 18 – 4 = 14
Giant Meresquid Endurance: 8 – 6 = 2
Round 5 Roll: 3
Player Endurance: 14 – 3 = 11
Giant Meresquid Endurance: 2 – 8 = -6
Lone Wolf has a surprisingly hard time killing the Giant Meresquid, as it takes five rounds to win the combat. He loses 13 ENDURANCE points from his struggle.
Your head begins to spin and your legs feel as heavy as lead due to a lack of oxygen (lose 2 ENDURANCE points).
To continue, turn to 32.
The hideous creature uncoils itself from your legs and dives deeply into the water. You are elated by your victory, but your lungs feel as if they are on fire. You claw your way upward until eventually you break the surface, choking and gasping for air. A splintered oar floating nearby on the surface of this dark and dreadful river is the only sign that remains of your rowboat or your companions.
Once you are safely out of the water, you check your Backpack and your pockets and discover that nothing was lost during your struggle in the water. This discovery comes as cold comfort now that your brave company is no more.
Steeling yourself to face dangers that may still lie ahead, you resolve to reach Ruanon and lift the veil of mystery that surrounds this remote Sommlending town. You pause to allow yourself one last look at the river and you offer up a prayer to the god Kai to watch over the souls of the brave rangers who lost their lives here. Then, silently and with your head bowed, you turn away from these perilous black waters and make your way into the west tunnel.
To continue, turn to 309.
For three hours you explore this winding passageway before arriving at a great hall where several tunnels, all at different depths, meet up. A series of wide stone ramps connect each tunnel to those immediately above and below. Four levels below you, teams of miners are pushing wagon loads of ore. Others, dressed in red armor, stand guard over the wagon-pushers and urge them on with whips and curses.
The tunnel in which you now stand is on the highest level. You realize that the only way you can proceed from here is by descending the ramp to a tunnel on a lower level. To your dismay, you notice that each of the ramps is guarded by armed bandits. Inching forward, you peer over the edge of the ramp; two guards are sitting near the tunnel entrance below. They are laughing and giggling and pointing at an empty wine flagon that lies at their feet. After watching them for several minutes, you decide they are probably too drunk to notice you. You decide to make a dash for the tunnel.
Pick a number from the Random Number Table. If you possess the Kai Discipline of Camouflage, add 4 to the number you have picked.
If your total is now 5 or lower, turn to 138.
If your total is 6 or higher, turn to 244.
Lone Wolf does not have the Kai Discipline of Camouflage. Rolling the die yielded a 2.
You are halfway down the ramp when a guard turns to face you. He blinks and rubs his bloodshot eyes in disbelief. You seize your advantage and sprint at the man, hoping to reach him before he fully comes to his senses. Just as he begins to shout, you strike and send him tumbling over the edge of the ramp. The other guard draws his sword and staggers to his feet. He is obviously very drunk and is maddened by your attack. With a low growl he springs towards you like a rabid dog.
You can evade combat at any time by running into the tunnel on this level (turn to 81).
If you win the combat, turn to 152.
The combat:
Combat Ratio: 15 + 2 (Silver Helm) + 2 (Mindblast) + 2 (Kai Shield) – 13 = 8
Round 1 Roll: 3
Player Endurance: 11 – 2 = 9
Drunken Guard Endurance: 29 – 9 = 20
Here’s the recap: The creature, which turned out to be a Giant Meresquid, breaks the boat and forces Lone Wolf to fight it underwater. Killing it turned out to be surprisingly hard, as Lone Wolf loses a total of 15 ENDURANCE points from the lack of oxygen and the Giant Meresquid’s blows before the creature retreats. None of his companions survive the attack, making Lone Wolf alone again, true to his name. He gains 2 ENDURANCE points from the 2 noncombat sections after the ordeal. Lone Wolf reaches a guarded mine tunnel and attempts to sneak past the drunken guards, but unfortunately gets noticed and is forced to fight one of the guards. The first round puts 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 can either run or use the Crystal Star Pendant’s rerolling ability for any future combat rounds. Should Lone Wolf use either option? If the Crystal Star Pendant is used, under what conditions should Lone Wolf use it?
Please make your choices 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
8. Tracking
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. Alether Concentrate (+4 COMBAT SKILL for one fight)
3. Long Rope (Slot 1)
4. Long Rope (Slot 2)
5. Concentrated Laumspur Potion (+5 ENDURANCE)
6. Laumspur Potion (+4 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)
• Silver Helm (+2 COMBAT SKILL)
• Ticket
• Red Pass
• Padded Leather Waistcoat (+2 ENDURANCE)
• Firesphere
• Blue Stone Triangle
• Scroll
BELT POUCH: 17 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 9/24
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: 37
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
• Visited a hut on ‘Raider’s Road’
304
One blow is enough to sever the writhing tentacle and free the ranger. They shout their thanks and quickly slice the tip from another rubbery limb as it rises out of the slime-stained river. Suddenly, there is a tremendous crack as yet another tentacle punches its way through the bottom of the boat. The boat is lifted high into the air and you are hurled head-first into the icy cold water.
Pick a number from the Random Number Table.
If the number you have picked is 4 or lower, turn to 47.
If the number is 5 or higher, turn to 234.
Rolling the die yielded a 4.
47
You manage to gulp down a lungful of air before the dark waters close over your upturned face. A large tentacle brushes your foot, and you lash out just in time to prevent it from ensnaring you. The creature is badly wounded but it is determined still to claim your life in return for the injury you have dealt it.
Giant Meresquid:
COMBAT SKILL 16 ENDURANCE 37
COMBAT SKILL 16 ENDURANCE 37
You are unable to drink any potions before this combat.
If you win the combat in three rounds or less, turn to 32.
If you win the combat but it lasts four rounds or longer, turn instead to 340.
The combat:
Combat Ratio: 15 + 2 (Silver Helm) + 2 (Mindblast) + 2 (Kai Shield) – 16 = 5
Round 1 Roll: 6
Player Endurance: 24 – 1 = 23
Giant Meresquid Endurance: 37 – 11 = 26
Round 2 Roll: 5
Player Endurance: 23 – 2 = 21
Giant Meresquid Endurance: 26 – 10 = 16
Round 3 Roll: 3
Player Endurance: 21 – 3 = 18
Giant Meresquid Endurance: 16 – 8 = 8
Round 4 Roll: 1
Player Endurance: 18 – 4 = 14
Giant Meresquid Endurance: 8 – 6 = 2
Round 5 Roll: 3
Player Endurance: 14 – 3 = 11
Giant Meresquid Endurance: 2 – 8 = -6
Lone Wolf has a surprisingly hard time killing the Giant Meresquid, as it takes five rounds to win the combat. He loses 13 ENDURANCE points from his struggle.
340
Your head begins to spin and your legs feel as heavy as lead due to a lack of oxygen (lose 2 ENDURANCE points).
To continue, turn to 32.
32
The hideous creature uncoils itself from your legs and dives deeply into the water. You are elated by your victory, but your lungs feel as if they are on fire. You claw your way upward until eventually you break the surface, choking and gasping for air. A splintered oar floating nearby on the surface of this dark and dreadful river is the only sign that remains of your rowboat or your companions.
Once you are safely out of the water, you check your Backpack and your pockets and discover that nothing was lost during your struggle in the water. This discovery comes as cold comfort now that your brave company is no more.
Steeling yourself to face dangers that may still lie ahead, you resolve to reach Ruanon and lift the veil of mystery that surrounds this remote Sommlending town. You pause to allow yourself one last look at the river and you offer up a prayer to the god Kai to watch over the souls of the brave rangers who lost their lives here. Then, silently and with your head bowed, you turn away from these perilous black waters and make your way into the west tunnel.
To continue, turn to 309.
309
For three hours you explore this winding passageway before arriving at a great hall where several tunnels, all at different depths, meet up. A series of wide stone ramps connect each tunnel to those immediately above and below. Four levels below you, teams of miners are pushing wagon loads of ore. Others, dressed in red armor, stand guard over the wagon-pushers and urge them on with whips and curses.
The tunnel in which you now stand is on the highest level. You realize that the only way you can proceed from here is by descending the ramp to a tunnel on a lower level. To your dismay, you notice that each of the ramps is guarded by armed bandits. Inching forward, you peer over the edge of the ramp; two guards are sitting near the tunnel entrance below. They are laughing and giggling and pointing at an empty wine flagon that lies at their feet. After watching them for several minutes, you decide they are probably too drunk to notice you. You decide to make a dash for the tunnel.
Pick a number from the Random Number Table. If you possess the Kai Discipline of Camouflage, add 4 to the number you have picked.
If your total is now 5 or lower, turn to 138.
If your total is 6 or higher, turn to 244.
Lone Wolf does not have the Kai Discipline of Camouflage. Rolling the die yielded a 2.
138
You are halfway down the ramp when a guard turns to face you. He blinks and rubs his bloodshot eyes in disbelief. You seize your advantage and sprint at the man, hoping to reach him before he fully comes to his senses. Just as he begins to shout, you strike and send him tumbling over the edge of the ramp. The other guard draws his sword and staggers to his feet. He is obviously very drunk and is maddened by your attack. With a low growl he springs towards you like a rabid dog.
Drunken Guard:
COMBAT SKILL 13 ENDURANCE 29
COMBAT SKILL 13 ENDURANCE 29
You can evade combat at any time by running into the tunnel on this level (turn to 81).
If you win the combat, turn to 152.
The combat:
Combat Ratio: 15 + 2 (Silver Helm) + 2 (Mindblast) + 2 (Kai Shield) – 13 = 8
Round 1 Roll: 3
Player Endurance: 11 – 2 = 9
Drunken Guard Endurance: 29 – 9 = 20
Here’s the recap: The creature, which turned out to be a Giant Meresquid, breaks the boat and forces Lone Wolf to fight it underwater. Killing it turned out to be surprisingly hard, as Lone Wolf loses a total of 15 ENDURANCE points from the lack of oxygen and the Giant Meresquid’s blows before the creature retreats. None of his companions survive the attack, making Lone Wolf alone again, true to his name. He gains 2 ENDURANCE points from the 2 noncombat sections after the ordeal. Lone Wolf reaches a guarded mine tunnel and attempts to sneak past the drunken guards, but unfortunately gets noticed and is forced to fight one of the guards. The first round puts 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 can either run or use the Crystal Star Pendant’s rerolling ability for any future combat rounds. Should Lone Wolf use either option? If the Crystal Star Pendant is used, under what conditions should Lone Wolf use it?
Please make your choices 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
8. Tracking
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. Alether Concentrate (+4 COMBAT SKILL for one fight)
3. Long Rope (Slot 1)
4. Long Rope (Slot 2)
5. Concentrated Laumspur Potion (+5 ENDURANCE)
6. Laumspur Potion (+4 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)
• Silver Helm (+2 COMBAT SKILL)
• Ticket
• Red Pass
• Padded Leather Waistcoat (+2 ENDURANCE)
• Firesphere
• Blue Stone Triangle
• Scroll
BELT POUCH: 17 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 9/24
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: 37
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
• Visited a hut on ‘Raider’s Road’
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Lone Wolf - Kai Series
Combat Ratio +15. Just keep fighting, unless the result rolled would kill us, in which case use the Crystal Star Pendant.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Lone Wolf - Kai Series
Keep fighting. He will only kill us if we roll 1 three rounds in a row (and even then, he dies with us), so use the Crystal Star only if that happens.
But drink a Laumspur after the fight.
But drink a Laumspur after the fight.
- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Lone Wolf - Kai Series
Thank you for your votes. Lone Wolf will keep fighting and only use the Crystal Star Pendant if he will die otherwise.
The rest of the combat:
Round 2 Roll: 6
Player Endurance: 9 – 1 = 8
Drunken Guard Endurance: 20 – 12 = 8
Round 3 Roll: 8
Player Endurance: 8 – 0 = 8
Drunken Guard Endurance: 8 – 16 = -8
Luckily, Lone Wolf only takes one more ENDURANCE point of damage before he manages to kill the Drunken Guard.
A quick search of the body reveals the following items:
• Sword
• 6 Gold Crowns
• Enough food for two Meals
• Brass Key
You may take any of these items but remember to mark them on your Action Chart.
As you turn to enter the tunnel, a guard appears on the ramp below. He sees you and sounds the alarm by blowing on a war-horn strung around his neck. You do not care to stay long enough to witness the response to his alarm signal. With its clangorous sound ringing in your ears, you make your escape into the tunnel at a run.
Turn to 81.
As requested, a Laumspur potion will be used here. Combined with the 1 ENDURANCE point regained from the noncombat section thanks to his Healing Discipline, this puts his current ENDURANCE to 13. I assume that he will take the 6 Gold Crowns, the two Meals, and the Brass Key, but should he replace his Broadsword with the Sword? Please make your votes on whether to do so or not before 9:00 AM PDT to guarantee that they will be counted.
ACTION CHART
KAI DISCIPLINES:
1. Sixth Sense
2. Healing: +1 ENDURANCE point for each section without combat
3. Hunting: no need for a Meal when instructed to eat
4. Mindblast: +2 COMBAT SKILL points
5. Mindshield: no points lost when attacked by Mindblast
6. Animal Kinship
7. Mind Over Matter
8. Tracking
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. Alether Concentrate (+4 COMBAT SKILL for one fight)
3. Long Rope (Slot 1)
4. Long Rope (Slot 2)
5. Concentrated Laumspur Potion (+5 ENDURANCE)
6. Meal
7. Meal
8. Brass Key
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, unused)
• Silver Helm (+2 COMBAT SKILL)
• Ticket
• Red Pass
• Padded Leather Waistcoat (+2 ENDURANCE)
• Firesphere
• Blue Stone Triangle
• Scroll
BELT POUCH: 23 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 13/24
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: 38
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
• Visited a hut on ‘Raider’s Road’
The rest of the combat:
Round 2 Roll: 6
Player Endurance: 9 – 1 = 8
Drunken Guard Endurance: 20 – 12 = 8
Round 3 Roll: 8
Player Endurance: 8 – 0 = 8
Drunken Guard Endurance: 8 – 16 = -8
Luckily, Lone Wolf only takes one more ENDURANCE point of damage before he manages to kill the Drunken Guard.
152
A quick search of the body reveals the following items:
• Sword
• 6 Gold Crowns
• Enough food for two Meals
• Brass Key
You may take any of these items but remember to mark them on your Action Chart.
As you turn to enter the tunnel, a guard appears on the ramp below. He sees you and sounds the alarm by blowing on a war-horn strung around his neck. You do not care to stay long enough to witness the response to his alarm signal. With its clangorous sound ringing in your ears, you make your escape into the tunnel at a run.
Turn to 81.
As requested, a Laumspur potion will be used here. Combined with the 1 ENDURANCE point regained from the noncombat section thanks to his Healing Discipline, this puts his current ENDURANCE to 13. I assume that he will take the 6 Gold Crowns, the two Meals, and the Brass Key, but should he replace his Broadsword with the Sword? Please make your votes on whether to do so or not before 9:00 AM PDT to guarantee that they will be counted.
ACTION CHART
KAI DISCIPLINES:
1. Sixth Sense
2. Healing: +1 ENDURANCE point for each section without combat
3. Hunting: no need for a Meal when instructed to eat
4. Mindblast: +2 COMBAT SKILL points
5. Mindshield: no points lost when attacked by Mindblast
6. Animal Kinship
7. Mind Over Matter
8. Tracking
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. Alether Concentrate (+4 COMBAT SKILL for one fight)
3. Long Rope (Slot 1)
4. Long Rope (Slot 2)
5. Concentrated Laumspur Potion (+5 ENDURANCE)
6. Meal
7. Meal
8. Brass Key
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, unused)
• Silver Helm (+2 COMBAT SKILL)
• Ticket
• Red Pass
• Padded Leather Waistcoat (+2 ENDURANCE)
• Firesphere
• Blue Stone Triangle
• Scroll
BELT POUCH: 23 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 13/24
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: 38
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
• Visited a hut on ‘Raider’s Road’
Last edited by JourneymanN00b on Sat Aug 05, 2023 3:46 am, edited 1 time in total.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Lone Wolf - Kai Series
The only reason to switch weapon is Weaponskill, and we don't have that, so don't bother. Even if we want some variety in weapon type, the Sommerswerd is already usable as both sword and broadsword, so it makes zero difference.
- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Lone Wolf - Kai Series
Vote registered; Lone Wolf will not switch weapons.
The hoarse cries of the guard echo along the tunnel. Soon, you come to a section where repairs are in progress. A wooden prop standing in the center of the passageway supports a cracked roof beam directly above. If you could knock away this pit prop it might cause the roof to fall in, which would seal off the passageway behind you.
You can now hear the running footsteps of more than one guard approaching.
If you wish to knock away the pit prop, turn to 173.
If you decide to ignore the roof support and press on with your escape along the tunnel, turn instead to 224.
Lone Wolf gains 1 ENDURANCE point from the noncombat section. Please make your votes on whether to use his legs to kick or run 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
8. Tracking
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. Alether Concentrate (+4 COMBAT SKILL for one fight)
3. Long Rope (Slot 1)
4. Long Rope (Slot 2)
5. Concentrated Laumspur Potion (+5 ENDURANCE)
6. Meal
7. Meal
8. Brass Key
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, unused)
• Silver Helm (+2 COMBAT SKILL)
• Ticket
• Red Pass
• Padded Leather Waistcoat (+2 ENDURANCE)
• Firesphere
• Blue Stone Triangle
• Scroll
BELT POUCH: 23 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 14/24
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: 38
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
• Visited a hut on ‘Raider’s Road’
81
The hoarse cries of the guard echo along the tunnel. Soon, you come to a section where repairs are in progress. A wooden prop standing in the center of the passageway supports a cracked roof beam directly above. If you could knock away this pit prop it might cause the roof to fall in, which would seal off the passageway behind you.
You can now hear the running footsteps of more than one guard approaching.
If you wish to knock away the pit prop, turn to 173.
If you decide to ignore the roof support and press on with your escape along the tunnel, turn instead to 224.
Lone Wolf gains 1 ENDURANCE point from the noncombat section. Please make your votes on whether to use his legs to kick or run 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
8. Tracking
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. Alether Concentrate (+4 COMBAT SKILL for one fight)
3. Long Rope (Slot 1)
4. Long Rope (Slot 2)
5. Concentrated Laumspur Potion (+5 ENDURANCE)
6. Meal
7. Meal
8. Brass Key
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, unused)
• Silver Helm (+2 COMBAT SKILL)
• Ticket
• Red Pass
• Padded Leather Waistcoat (+2 ENDURANCE)
• Firesphere
• Blue Stone Triangle
• Scroll
BELT POUCH: 23 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 14/24
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: 38
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
• Visited a hut on ‘Raider’s Road’
Last edited by JourneymanN00b on Sat Aug 05, 2023 3:47 am, edited 1 time in total.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Lone Wolf - Kai Series
Let's not cave in the roof above us. Keep running.
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
Oh, but collapsing the roof seems like fun. Half vote for that.
Re: [Let's Play] Lone Wolf - Kai Series
Collapse the roof to block our pursuers.
- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Lone Wolf - Kai Series
Votes counted; knocking away the pit prop won over ignoring it by a 1.5-1 vote.
The wooden pillar is stout and firm. It will take a heavy blow to dislodge it.
If you possess the Sommerswerd, turn to 275.
If you do not possess the Sommerswerd, pick a number from the Random Number Table.
If you possess either a Pick or a Shovel, add 2 to the number you have picked.
If your total is now 5 or lower, turn to 143.
If it is 6 or higher, turn to 179.
Lone Wolf possesses the Sommerswerd.
With one slice of your golden sword, the timber splinters in two. A shudder runs through the ground and, with one almighty roar, a deluge of earth and stone crashes down and completely fills the tunnel. Clouds of dust engulf you and the force of the blast throws you roughly to the floor and extinguishes all of the torches in this area (lose 1 ENDURANCE point).
Staggering to your feet, you stumble along the dust-choked tunnel to where the wall torches are still burning.
To continue, turn to 335.
The tunnel soon emerges into a large chamber which is divided by a deep mine shaft. A dark-skinned warrior in tatty leather armor stands guard at the entrance to the wooden bridge spanning the shaft. He is whittling at a block of wood and grumbling to himself about how unfair it is that he is always given the most boring duties. On the far side of the chamber, a tunnel disappears into the west wall. You know that if you are to reach the tunnel you must first get past the guard and across the bridge.

If you possess the Kai Discipline of Camouflage, and wish to use it, turn to 35.
If you have the Kai Discipline of Mind Over Matter, and wish to use it, turn to 317.
If you possess neither of the above Kai Disciplines, or if you choose not to use your skill, you will have to launch a surprise attack on the guard. Turn to 147.
Lone Wolf has the Kai Discipline of Mind Over Matter, but not the Kai Discipline of Camouflage. He also gains a net of 1 ENDURANCE point from the 2 noncombat sections that do not involve Lone Wolf taking damage from the blast. Please make your votes on whether to use Mind Over Matter or not before 9:00 AM PDT to guarantee that they will be counted.
ACTION CHART
KAI DISCIPLINES:
1. Sixth Sense
2. Healing: +1 ENDURANCE point for each section without combat
3. Hunting: no need for a Meal when instructed to eat
4. Mindblast: +2 COMBAT SKILL points
5. Mindshield: no points lost when attacked by Mindblast
6. Animal Kinship
7. Mind Over Matter
8. Tracking
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. Alether Concentrate (+4 COMBAT SKILL for one fight)
3. Long Rope (Slot 1)
4. Long Rope (Slot 2)
5. Concentrated Laumspur Potion (+5 ENDURANCE)
6. Meal
7. Meal
8. Brass Key
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, unused)
• Silver Helm (+2 COMBAT SKILL)
• Ticket
• Red Pass
• Padded Leather Waistcoat (+2 ENDURANCE)
• Firesphere
• Blue Stone Triangle
• Scroll
BELT POUCH: 23 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 15/24
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: 38
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
• Visited a hut on ‘Raider’s Road’
173
The wooden pillar is stout and firm. It will take a heavy blow to dislodge it.
If you possess the Sommerswerd, turn to 275.
If you do not possess the Sommerswerd, pick a number from the Random Number Table.
If you possess either a Pick or a Shovel, add 2 to the number you have picked.
If your total is now 5 or lower, turn to 143.
If it is 6 or higher, turn to 179.
Lone Wolf possesses the Sommerswerd.
275
With one slice of your golden sword, the timber splinters in two. A shudder runs through the ground and, with one almighty roar, a deluge of earth and stone crashes down and completely fills the tunnel. Clouds of dust engulf you and the force of the blast throws you roughly to the floor and extinguishes all of the torches in this area (lose 1 ENDURANCE point).
Staggering to your feet, you stumble along the dust-choked tunnel to where the wall torches are still burning.
To continue, turn to 335.
335
The tunnel soon emerges into a large chamber which is divided by a deep mine shaft. A dark-skinned warrior in tatty leather armor stands guard at the entrance to the wooden bridge spanning the shaft. He is whittling at a block of wood and grumbling to himself about how unfair it is that he is always given the most boring duties. On the far side of the chamber, a tunnel disappears into the west wall. You know that if you are to reach the tunnel you must first get past the guard and across the bridge.

If you possess the Kai Discipline of Camouflage, and wish to use it, turn to 35.
If you have the Kai Discipline of Mind Over Matter, and wish to use it, turn to 317.
If you possess neither of the above Kai Disciplines, or if you choose not to use your skill, you will have to launch a surprise attack on the guard. Turn to 147.
Lone Wolf has the Kai Discipline of Mind Over Matter, but not the Kai Discipline of Camouflage. He also gains a net of 1 ENDURANCE point from the 2 noncombat sections that do not involve Lone Wolf taking damage from the blast. Please make your votes on whether to use Mind Over Matter or not before 9:00 AM PDT to guarantee that they will be counted.
ACTION CHART
KAI DISCIPLINES:
1. Sixth Sense
2. Healing: +1 ENDURANCE point for each section without combat
3. Hunting: no need for a Meal when instructed to eat
4. Mindblast: +2 COMBAT SKILL points
5. Mindshield: no points lost when attacked by Mindblast
6. Animal Kinship
7. Mind Over Matter
8. Tracking
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. Alether Concentrate (+4 COMBAT SKILL for one fight)
3. Long Rope (Slot 1)
4. Long Rope (Slot 2)
5. Concentrated Laumspur Potion (+5 ENDURANCE)
6. Meal
7. Meal
8. Brass Key
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, unused)
• Silver Helm (+2 COMBAT SKILL)
• Ticket
• Red Pass
• Padded Leather Waistcoat (+2 ENDURANCE)
• Firesphere
• Blue Stone Triangle
• Scroll
BELT POUCH: 23 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 15/24
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: 38
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
• Visited a hut on ‘Raider’s Road’
Last edited by JourneymanN00b on Sat Aug 05, 2023 3:47 am, edited 1 time in total.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Lone Wolf - Kai Series
Use Mind Over Matter.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Lone Wolf - Kai Series
I don't recall Dever ever punishing players for passing a discipline check, so use Mind Over Matter.
(I do recall one very rare occasion where using a discipline is a bad choice, but that was in the Grand Master series with the option to use a Magnakai discipline that every player would already have, so there was no checks involved.)
(I do recall one very rare occasion where using a discipline is a bad choice, but that was in the Grand Master series with the option to use a Magnakai discipline that every player would already have, so there was no checks involved.)