[Let's Play] Lone Wolf - Kai Series
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Re: [Let's Play] Lone Wolf - Kai Series
Buy the helmet.
- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Lone Wolf - Kai Series
Votes counted; buying the Helmet won over the Chainmail Waistcoat by a 1.5-1 vote.
This avenue leads to the Guild Quarter of Holmgard, the wealthiest area of the capital. It is separated from the rest of the city by a boundary wall, topped with iron spikes. There is an arched gateway into the Guild Quarter which is located at the end of Guildway. This entrance is guarded by six soldiers. They are armed with halberds and clad in long coats of polished chainmail. Their purple tabards bear the twin emblems of a sun and a wagon wheel. These are Guild Guardians, part of a small private army maintained by the prosperous guildsfolk of Holmgard.
If you possess a Guild Pass, turn to 364.
If you do not possess this Special Item, turn to 356.
Lone Wolf does not have a Guild Pass.
You stop and observe the Guild Guardians for a few minutes and note that they are turning away anyone approaching the gate. A great many refugees from Toran have now reached Holmgard, and most are seeking sanctuary inside the city walls. With their numbers adding to the crowd with every passing hour, using the city’s streets to travel anywhere quickly has become an impossibility. The King’s Citadel is located on the far side of the Guild Quarter. The quickest route for you to take is through this prosperous district. With this thought foremost in your mind, slowly you make your way alongside the Guildwall and keep a watchful eye open for an opportunity to scale it.
At length, you see the chance you are hoping for. An ancient Sommlending oak stands but a few yards from the base of the Guildwall. One of its uppermost branches overhangs the spikes at the top. Climbing trees was one of your favorite pastimes when you were younger, and your natural ability has greatly improved with age. It does not take you very long to climb the tree and crawl out across the upper branch to the top of the wall. There you take hold of the iron spikes, peer over, and look down at the ground some twenty five feet below. The sight makes you swallow hard. Dropping from this height onto the smooth stone flagstones could be fatal.
If you have a Rope, turn to 405.
If you do not possess this Backpack Item, turn instead to 262.
Lone Wolf does have a Rope.
You secure one end of your rope to a spike and climb down the line into a narrow alleyway, sandwiched between the backs of two large municipal buildings. The empty passage seems very odd after all the chaos and crush of the main city streets. It is as if you have now entered a different world.
You whip your rope, and the looped end flips neatly off the spike. Then quickly you gather it into your backpack and follow this alley to an affluent, tree-lined square.
Turn to 533.
Many well-heeled citizens can be seen in the leafy elegance of this plaza, either talking in small groups or going about their business as if it were just another day. The grandiose opulence of the Guild Quarter makes the rest of Holmgard look desperate and dilapidated by comparison. Contained here, within the safe confines of the Guildwall, are the halls and homes of some of Sommerlund’s richest citizens. It is a cultured and refined environment, insulated by wealth and design from the hustle and bustle of life beyond the Guildwall gates.
Freed at last from the crush of the overcrowded city, you make your way quickly across the square and follow an ornate street sign indicating the way to the King’s Citadel. At the end of a sweet-smelling avenue known as Duana Street, where the exotic emporiums of spice merchants stand side-by-side with florists’ shops and perfumers, you arrive at a waterway. This is a tributary canal of the River Eledil. Nearby you can see a broad stone bridge with black iron railings. Its engraved keystone identifies this crossing as Guild Bridge. On the opposite side of the water stands a magnificent green-roofed building, constructed of ancient stone. It has door-like shutters on all of its tall, arched windows, and fortified circular turrets positioned high on each corner. A date is engraved above its main door: MS 3453. This is the Old Guildhall, the second oldest building in all of Holmgard. The oldest is the King’s Citadel which was completed just three years before work began on the Old Guildhall.
If you possess a Guild Pass, turn to 384.
If you do not possess this Special Item, turn to 451.

533. On the opposite side of the water stands a magnificent green-roofed building, constructed of ancient stone.
Lone Wolf does not possess a Guild Pass.
You walk across Guild Bridge and follow the street signs to an open plaza that is bordered on three sides by fine art emporiums. On the north side of this marbled square is an ornately decorated gatehouse, part of the Guildwall, and a three-story building that serves as the headquarters and barracks for the Guild Guardians. The guards at the gate are turning away anyone who tries to enter without a pass, but those who are leaving the Guild Quarter are allowed to do so freely. You cross the square and approach the tall gates. Respectfully the guards salute you and open one of the gates to allow you to leave.
Beyond the Guildwall’s northeast gate is a large plaza called Queen Imelda Square, named so in honor of the first queen of Sommerlund. Like the rest of Holmgard, with the notable exception of the Guild Quarter, it is brimful with refugees and anxious citizens. On the far side of the square, you can see the great armored doors of the King’s Citadel. Determinedly, you push your way through the crowd until you reach the gatehouse. The guards stationed here are refusing to allow anyone to enter unless they have a military pass or written permission signed by either Chancellor Galden or by King Ulnar himself. You are contemplating how to get into this stronghold when you see the doors opening to allow a covered army wagon to leave the citadel. It is being drawn by a team of six large horses. The horses are startled by the crowd and the front pair rear up, causing the wagon to smash one of its wheel hubs against the iron door. In the resulting confusion, you see an opportunity to enter. Boldly you run forward, weave through the noisy throng, and slip past the wagon while the gate guards are distracted.
To continue, turn to 195.
Your elation at having finally reached the King’s Citadel is short lived. You have taken barely a dozen steps beyond the stronghold’s main gate when an angry voice rings out:
“Stop that intruder!”
Immediately, you are jumped on by three of the Citadel Guards and wrestled to the ground (lose 1 ENDURANCE point). You try to explain who you are and why you have come here, but the guards are deaf to your pleas.
“Lock this trespasser in the guardroom,” commands the gatehouse sergeant, and at once you are dragged away and thrown unceremoniously into an empty cell. Your weapons and equipment are confiscated, as are your cloak and belt, and then the cell door is slammed shut and locked with a key.
For almost an hour you are left in the cold, dark confinement of this cell to brood on your sorry predicament. After having survived the many perils of your long journey from the monastery to the King’s Citadel, it seems particularly cruel and unfair to have been imprisoned like this immediately upon your arrival. You are beginning to think that you have been forgotten, when you hear a key turning in the lock. The door creaks open and the gatehouse sergeant enters. He is carrying your belongings, neatly folded and stacked in a wickerwork basket.
“I have been instructed to convey apologies to you, young Kai,” he says, proffering you the basket. “Please, when you are ready, you are to accompany me to the household chambers. The King’s physician wants to see you.”
You put on your cloak and adjust your equipment. Then you follow the sergeant as he escorts you through the lower corridors and luxurious chambers of the King’s household. At length you come to a stout oak door, studded with large brass nails. The sergeant raps on the door with his knuckles and a voice from within says: “Enter!”
Turn to 316.
The door opens and you are ushered into a lavishly furnished room with a high arched ceiling and lattice-paned windows. A tall man dressed in white robes greets you. He is standing beside a kettle of boiling water into which he is stirring a handful of crushed leaves and powdered medicaments. He thanks the sergeant and you hear the door click shut behind your back.
“Welcome, young Kai. I see that you have suffered injury. Come, let me give you something to soothe your misfortunes.”
You recognize this man to be a senior physician in the King’s household. He wears the gold embroidered emblem of a dove upon his cap and sleeves, the signs of his respected vocation. He pours some of the boiling liquid from the kettle into a silver goblet and offers it to you.
“My own formula,” he says proudly.
You sip the hot liquid and feel a warm glow spreading throughout your body when you swallow this pleasantly fragrant concoction. (You may restore up to 8 ENDURANCE points to your current total; you may not exceed the total number of points you began with.)
“I assume you have been sent here by your Grand Master?” he says, replacing the kettle carefully upon its burner. “Thanks to your beacon’s warning yesterday morn, the King mustered a defense of the city’s perimeter wall in time to meet the Darklord’s assault from the sky. The fighting continues, but we shall prevail. Prince Pelethar has been dispatched to Alema to destroy a span of the great bridge: This will surely deny Zagarna’s land army a swift march upon the capital to reinforce his skyborne attackers. The enemy is strong, but with these remedies already taken, and the Kai to lead our armies, we shall break this evil horde and send it crawling back to the Darklands to lick its wounds.”

316. A tall man dressed in white robes is standing beside a kettle of boiling water into which he is stirring a handful of crushed leaves.
It is with regret that you tell the King’s physician what has happened to the Kai, and what befell you during your harrowing flight from the ruined monastery to the capital. The news hits the man like a hammer blow. He shakes his head and tries to say something, however, as the dire consequences of what you have said begin to sink in, he is rendered speechless. Trembling with shock, he reaches into the pocket of his robe and removes a silver disc. Engraved upon its surface is an image of the goddess Ishir.
If you possess a Vordak Gem, turn to 271.
If you do not possess this item, turn to 200.
Lone Wolf does not possess a Vordak Gem.
The physician escorts you to the Chamber of State, a magnificent hall decorated lavishly with works of art and the battle-banners of the House of Ulnar. The guards at the door allow your escort to pass into this hall, but you are told to wait in its antechamber. The physician announces your arrival to the King and permission is granted for you to enter. When he comes out of the chamber to tell you, he says that the King has tasked him with an errand and that you must enter on your own. He wishes you good luck and motions you towards the grand door.
With trepidation, you enter the Chamber of State and hear the great door close behind you. The King and his advisor, Chancellor Galden, are studying a large map spread upon a marble plinth in the center of the chamber. Also standing beside them is Princess Madelon, the King’s beautiful youngest daughter. Their faces are lined with worry and concentration.
The King gives you a formal greeting and then requests that you tell him your news from the Kai Monastery. A somber silence descends upon the hall as you report the death of your kin, and recount all the details of your perilous journey to Holmgard. When you have finished telling your story, the King looks to his Chancellor and his daughter and shakes his head sorrowfully. “We must prepare for the worst,” he says. “Let us pray that Ishir and Kai will deliver us from the evil of Darklord Zagarna.”
At this moment, the great door to the chamber is thrown open and in strides a knight in a visored helm. He is clad from head to toe in silver plate armor, and upon his torn and blood-stained surcoat is embroidered the emblem of a winged horse surmounted by three stars.
Turn to 487.

200 The King and his advisor, Chancellor Galden, are studying a large map spread upon a marble plinth. Also standing beside them is Princess Madelon.
“Pelethar!” exclaims King Ulnar. “I... I did not expect you to return so soon. I trust that you have completed your mission at Alema Bridge?”
The Prince raises the visor of his helm and gives his father a military salute. Then he clicks his armored heels and bows his head in loyal deference. The King turns and looks at you. There is doubt and suspicion blazing in his eyes.
“It would seem your news is not so dire after all, Kai Lord. I wonder, are we to believe everything you have told us?”
Prince Pelethar lifts his head and glowers at you. Slowly he raises his right arm and points at you accusingly. His stern voice booms out around the chamber.
“Impostor!”
The King is shocked by his son’s accusation. He tums to his guards and shouts: “Seize the Kai!”
If you possess a Crystal Star Pendant, turn to 473.
If you do not possess this Special Item, turn to 113.
Lone Wolf does possess a Crystal Star Pendant.
The crystal pendant begins to vibrate, and rays of yellow light are now radiating through the cloth of your tunic. You reach to your neck and pull the pendant from inside your Kai tunic. Looking down, you see that the yellow light is pulsating in waves from the heart of this gem.
“Look, father!” exclaims Princess Madelon. “He is wearing a pendant of the Brotherhood... and it has activated!”
“This can mean but one thing,” gasps King Ulnar, reaching to his sword. “An agent of the Darklords is among us!”
All eyes turn to Prince Pelethar. Everyone is aware that your pendant had remained dormant until the moment he entered the Chamber of State.
Turn to 288.
The Prince bellows with rage, and a terrible transformation takes place before everyone’s disbelieving eyes. The skin on his face starts to blacken and shrivel, as if it is being burnt away by an invisible flame. Then his eyes dissolve in their sockets and are replaced by two glowing embers of crimson fire, and his teeth grow longer and sharper until they resemble the fangs of a snarling wolf.
“A Helghast!” shrieks Princess Madelon. “Ishir preserve us!”

288. The Helghast swings this cursed sword around in a swift, scything arc, decapitating the guards where they stand.
The King’s Guards release you from their grasp. They draw their swords and bravely they rush across the chamber floor to attack the hideous creature. The Helghast makes no attempt to defend itself from their blows, and when they thrust the tips of their sharp blades into its face, they pierce no flesh and draw no blood.
With a chilling laugh of disdain, the creature unsheathes its sword. But this is not Prince Pelethar’s sword. Once freed from its scabbard, this blade glows vividly blue and radiates an icy chill that make you shiver with cold and fear. The Helghast swings this cursed sword around in a swift, scything arc. Its blue blade bites through the necks of both guards in quick succession, decapitating them where they stand.
If you possess the Kai Discipline of Mindshield, turn to 429.
If you do not possess this skill, turn to 52.
Lone Wolf possesses the Kai Discipline of Mindshield.
The Helghast directs a powerful psychic attack at you, and you react only just in time to protect your mind from its searing effect. As the attack weakens and dissolves away, you sense that the Helghast is surprised by the unexpected resilience of your psychic defenses.
Turn to 382.
Princess Madelon runs to her father who has now retreated from the Helghast and is taking cover behind his throne. Chancellor Galden makes a desperate attempt to reach the main door in the hope that he can summon the help of the citadel guards. He is less than ten paces from the closed door when the Helghast unsheathes a dagger from inside Prince Pelethar's surcoat. Its needle-sharp stiletto blade glows fiercely scarlet. The Helghast does not take aim at the fleeing Chancellor, rather he tosses his cursed blade casually into the air.

The moment it reaches the top of its arc, suddenly it changes direction and whistles like an arrow towards the Chancellor’s back. The blade strikes him in the neck, severing his spinal cord between the second and third vertebrae. Chancellor Galden is dead before his body hits the marble floor of the chamber.
Turn to 13.
The Helghast turns towards King Ulnar and Princess Madelon and makes them a chilling offer:
“Give me the Kai... and your lives shall be spared!”
If you wish to give yourself up to the Helghast in order to save the lives of your King and Princess, turn to 523.
If you choose to denounce the Helghast’s offer as nothing more than a cruel deception, in the belief that this supernatural creature is incapable of showing mercy to any human, turn to 138.
To recap: Lone Wolf manages to make it to the King’s Citadel, and after a misunderstanding with the Citadel Guards, finally reaches King Ulnar at the Chamber of State and tells him of the death of his comrades. A Helghast then enters the Chamber of State disguised as the late Prince Pelethar. Thanks to Lone Wolf’s Crystal Star Pendant, the Helghast’s ruse collapses, and this powerful fascist soon starts its killing spree and slaughters two guards and Chancellor Galden. The Helghast then offers to spare King Ulnar and Princess Madelon’s lives if they give up Lone Wolf. Please make your votes on whether appeasement is the way to go by 9:00 AM PDT to guarantee that they will be counted.
ACTION CHART
KAI DISCIPLINES:
1. Sixth Sense
2. Healing: +1 ENDURANCE point for each section without combat
3. Hunting: no need for a Meal when instructed to eat
4. Mindblast: +2 COMBAT SKILL points
5. Mindshield: no points lost when attacked by Mindblast
WEAPONS:
1. Sword (+1 COMBAT SKILL)
2. Double-bladed Axe (+1 COMBAT SKILL)
BACKPACK:
1. Laumspur (+4 ENDURANCE)
2. Kai Battle Crystal
3. Potion of Laumspur (+4 ENDURANCE)
4. Laumspur (+4 ENDURANCE)
5. Laumspur (+4 ENDURANCE)
6. Alether (+2 COMBAT SKILL for one fight)
7. Potion of Laumspur (+4 ENDURANCE)
8. Coil of Rope
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, used)
• Helmet (+2 ENDURANCE)
BELT POUCH: 10 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 24/24
RULES:
• When in combat, stop to ask whether to use any items or abilities if ENDURANCE is less than 11 or Combat Ratio is less than -4
FASCIST KILL COUNT: 20
RESURRECTIONS USED: 1
NOTES:
• Visited the Ruins of Raumas
• Survived the perils of the Graveyard of the Ancients
145
This avenue leads to the Guild Quarter of Holmgard, the wealthiest area of the capital. It is separated from the rest of the city by a boundary wall, topped with iron spikes. There is an arched gateway into the Guild Quarter which is located at the end of Guildway. This entrance is guarded by six soldiers. They are armed with halberds and clad in long coats of polished chainmail. Their purple tabards bear the twin emblems of a sun and a wagon wheel. These are Guild Guardians, part of a small private army maintained by the prosperous guildsfolk of Holmgard.
If you possess a Guild Pass, turn to 364.
If you do not possess this Special Item, turn to 356.
Lone Wolf does not have a Guild Pass.
356
You stop and observe the Guild Guardians for a few minutes and note that they are turning away anyone approaching the gate. A great many refugees from Toran have now reached Holmgard, and most are seeking sanctuary inside the city walls. With their numbers adding to the crowd with every passing hour, using the city’s streets to travel anywhere quickly has become an impossibility. The King’s Citadel is located on the far side of the Guild Quarter. The quickest route for you to take is through this prosperous district. With this thought foremost in your mind, slowly you make your way alongside the Guildwall and keep a watchful eye open for an opportunity to scale it.
At length, you see the chance you are hoping for. An ancient Sommlending oak stands but a few yards from the base of the Guildwall. One of its uppermost branches overhangs the spikes at the top. Climbing trees was one of your favorite pastimes when you were younger, and your natural ability has greatly improved with age. It does not take you very long to climb the tree and crawl out across the upper branch to the top of the wall. There you take hold of the iron spikes, peer over, and look down at the ground some twenty five feet below. The sight makes you swallow hard. Dropping from this height onto the smooth stone flagstones could be fatal.
If you have a Rope, turn to 405.
If you do not possess this Backpack Item, turn instead to 262.
Lone Wolf does have a Rope.
405
You secure one end of your rope to a spike and climb down the line into a narrow alleyway, sandwiched between the backs of two large municipal buildings. The empty passage seems very odd after all the chaos and crush of the main city streets. It is as if you have now entered a different world.
You whip your rope, and the looped end flips neatly off the spike. Then quickly you gather it into your backpack and follow this alley to an affluent, tree-lined square.
Turn to 533.
533
Many well-heeled citizens can be seen in the leafy elegance of this plaza, either talking in small groups or going about their business as if it were just another day. The grandiose opulence of the Guild Quarter makes the rest of Holmgard look desperate and dilapidated by comparison. Contained here, within the safe confines of the Guildwall, are the halls and homes of some of Sommerlund’s richest citizens. It is a cultured and refined environment, insulated by wealth and design from the hustle and bustle of life beyond the Guildwall gates.
Freed at last from the crush of the overcrowded city, you make your way quickly across the square and follow an ornate street sign indicating the way to the King’s Citadel. At the end of a sweet-smelling avenue known as Duana Street, where the exotic emporiums of spice merchants stand side-by-side with florists’ shops and perfumers, you arrive at a waterway. This is a tributary canal of the River Eledil. Nearby you can see a broad stone bridge with black iron railings. Its engraved keystone identifies this crossing as Guild Bridge. On the opposite side of the water stands a magnificent green-roofed building, constructed of ancient stone. It has door-like shutters on all of its tall, arched windows, and fortified circular turrets positioned high on each corner. A date is engraved above its main door: MS 3453. This is the Old Guildhall, the second oldest building in all of Holmgard. The oldest is the King’s Citadel which was completed just three years before work began on the Old Guildhall.
If you possess a Guild Pass, turn to 384.
If you do not possess this Special Item, turn to 451.

533. On the opposite side of the water stands a magnificent green-roofed building, constructed of ancient stone.
Lone Wolf does not possess a Guild Pass.
451
You walk across Guild Bridge and follow the street signs to an open plaza that is bordered on three sides by fine art emporiums. On the north side of this marbled square is an ornately decorated gatehouse, part of the Guildwall, and a three-story building that serves as the headquarters and barracks for the Guild Guardians. The guards at the gate are turning away anyone who tries to enter without a pass, but those who are leaving the Guild Quarter are allowed to do so freely. You cross the square and approach the tall gates. Respectfully the guards salute you and open one of the gates to allow you to leave.
Beyond the Guildwall’s northeast gate is a large plaza called Queen Imelda Square, named so in honor of the first queen of Sommerlund. Like the rest of Holmgard, with the notable exception of the Guild Quarter, it is brimful with refugees and anxious citizens. On the far side of the square, you can see the great armored doors of the King’s Citadel. Determinedly, you push your way through the crowd until you reach the gatehouse. The guards stationed here are refusing to allow anyone to enter unless they have a military pass or written permission signed by either Chancellor Galden or by King Ulnar himself. You are contemplating how to get into this stronghold when you see the doors opening to allow a covered army wagon to leave the citadel. It is being drawn by a team of six large horses. The horses are startled by the crowd and the front pair rear up, causing the wagon to smash one of its wheel hubs against the iron door. In the resulting confusion, you see an opportunity to enter. Boldly you run forward, weave through the noisy throng, and slip past the wagon while the gate guards are distracted.
To continue, turn to 195.
195
Your elation at having finally reached the King’s Citadel is short lived. You have taken barely a dozen steps beyond the stronghold’s main gate when an angry voice rings out:
“Stop that intruder!”
Immediately, you are jumped on by three of the Citadel Guards and wrestled to the ground (lose 1 ENDURANCE point). You try to explain who you are and why you have come here, but the guards are deaf to your pleas.
“Lock this trespasser in the guardroom,” commands the gatehouse sergeant, and at once you are dragged away and thrown unceremoniously into an empty cell. Your weapons and equipment are confiscated, as are your cloak and belt, and then the cell door is slammed shut and locked with a key.
For almost an hour you are left in the cold, dark confinement of this cell to brood on your sorry predicament. After having survived the many perils of your long journey from the monastery to the King’s Citadel, it seems particularly cruel and unfair to have been imprisoned like this immediately upon your arrival. You are beginning to think that you have been forgotten, when you hear a key turning in the lock. The door creaks open and the gatehouse sergeant enters. He is carrying your belongings, neatly folded and stacked in a wickerwork basket.
“I have been instructed to convey apologies to you, young Kai,” he says, proffering you the basket. “Please, when you are ready, you are to accompany me to the household chambers. The King’s physician wants to see you.”
You put on your cloak and adjust your equipment. Then you follow the sergeant as he escorts you through the lower corridors and luxurious chambers of the King’s household. At length you come to a stout oak door, studded with large brass nails. The sergeant raps on the door with his knuckles and a voice from within says: “Enter!”
Turn to 316.
316
The door opens and you are ushered into a lavishly furnished room with a high arched ceiling and lattice-paned windows. A tall man dressed in white robes greets you. He is standing beside a kettle of boiling water into which he is stirring a handful of crushed leaves and powdered medicaments. He thanks the sergeant and you hear the door click shut behind your back.
“Welcome, young Kai. I see that you have suffered injury. Come, let me give you something to soothe your misfortunes.”
You recognize this man to be a senior physician in the King’s household. He wears the gold embroidered emblem of a dove upon his cap and sleeves, the signs of his respected vocation. He pours some of the boiling liquid from the kettle into a silver goblet and offers it to you.
“My own formula,” he says proudly.
You sip the hot liquid and feel a warm glow spreading throughout your body when you swallow this pleasantly fragrant concoction. (You may restore up to 8 ENDURANCE points to your current total; you may not exceed the total number of points you began with.)
“I assume you have been sent here by your Grand Master?” he says, replacing the kettle carefully upon its burner. “Thanks to your beacon’s warning yesterday morn, the King mustered a defense of the city’s perimeter wall in time to meet the Darklord’s assault from the sky. The fighting continues, but we shall prevail. Prince Pelethar has been dispatched to Alema to destroy a span of the great bridge: This will surely deny Zagarna’s land army a swift march upon the capital to reinforce his skyborne attackers. The enemy is strong, but with these remedies already taken, and the Kai to lead our armies, we shall break this evil horde and send it crawling back to the Darklands to lick its wounds.”

316. A tall man dressed in white robes is standing beside a kettle of boiling water into which he is stirring a handful of crushed leaves.
It is with regret that you tell the King’s physician what has happened to the Kai, and what befell you during your harrowing flight from the ruined monastery to the capital. The news hits the man like a hammer blow. He shakes his head and tries to say something, however, as the dire consequences of what you have said begin to sink in, he is rendered speechless. Trembling with shock, he reaches into the pocket of his robe and removes a silver disc. Engraved upon its surface is an image of the goddess Ishir.
If you possess a Vordak Gem, turn to 271.
If you do not possess this item, turn to 200.
Lone Wolf does not possess a Vordak Gem.
200
The physician escorts you to the Chamber of State, a magnificent hall decorated lavishly with works of art and the battle-banners of the House of Ulnar. The guards at the door allow your escort to pass into this hall, but you are told to wait in its antechamber. The physician announces your arrival to the King and permission is granted for you to enter. When he comes out of the chamber to tell you, he says that the King has tasked him with an errand and that you must enter on your own. He wishes you good luck and motions you towards the grand door.
With trepidation, you enter the Chamber of State and hear the great door close behind you. The King and his advisor, Chancellor Galden, are studying a large map spread upon a marble plinth in the center of the chamber. Also standing beside them is Princess Madelon, the King’s beautiful youngest daughter. Their faces are lined with worry and concentration.
The King gives you a formal greeting and then requests that you tell him your news from the Kai Monastery. A somber silence descends upon the hall as you report the death of your kin, and recount all the details of your perilous journey to Holmgard. When you have finished telling your story, the King looks to his Chancellor and his daughter and shakes his head sorrowfully. “We must prepare for the worst,” he says. “Let us pray that Ishir and Kai will deliver us from the evil of Darklord Zagarna.”
At this moment, the great door to the chamber is thrown open and in strides a knight in a visored helm. He is clad from head to toe in silver plate armor, and upon his torn and blood-stained surcoat is embroidered the emblem of a winged horse surmounted by three stars.
Turn to 487.

200 The King and his advisor, Chancellor Galden, are studying a large map spread upon a marble plinth. Also standing beside them is Princess Madelon.
487
“Pelethar!” exclaims King Ulnar. “I... I did not expect you to return so soon. I trust that you have completed your mission at Alema Bridge?”
The Prince raises the visor of his helm and gives his father a military salute. Then he clicks his armored heels and bows his head in loyal deference. The King turns and looks at you. There is doubt and suspicion blazing in his eyes.
“It would seem your news is not so dire after all, Kai Lord. I wonder, are we to believe everything you have told us?”
Prince Pelethar lifts his head and glowers at you. Slowly he raises his right arm and points at you accusingly. His stern voice booms out around the chamber.
“Impostor!”
The King is shocked by his son’s accusation. He tums to his guards and shouts: “Seize the Kai!”
If you possess a Crystal Star Pendant, turn to 473.
If you do not possess this Special Item, turn to 113.
Lone Wolf does possess a Crystal Star Pendant.
473
The crystal pendant begins to vibrate, and rays of yellow light are now radiating through the cloth of your tunic. You reach to your neck and pull the pendant from inside your Kai tunic. Looking down, you see that the yellow light is pulsating in waves from the heart of this gem.
“Look, father!” exclaims Princess Madelon. “He is wearing a pendant of the Brotherhood... and it has activated!”
“This can mean but one thing,” gasps King Ulnar, reaching to his sword. “An agent of the Darklords is among us!”
All eyes turn to Prince Pelethar. Everyone is aware that your pendant had remained dormant until the moment he entered the Chamber of State.
Turn to 288.
288
The Prince bellows with rage, and a terrible transformation takes place before everyone’s disbelieving eyes. The skin on his face starts to blacken and shrivel, as if it is being burnt away by an invisible flame. Then his eyes dissolve in their sockets and are replaced by two glowing embers of crimson fire, and his teeth grow longer and sharper until they resemble the fangs of a snarling wolf.
“A Helghast!” shrieks Princess Madelon. “Ishir preserve us!”

288. The Helghast swings this cursed sword around in a swift, scything arc, decapitating the guards where they stand.
The King’s Guards release you from their grasp. They draw their swords and bravely they rush across the chamber floor to attack the hideous creature. The Helghast makes no attempt to defend itself from their blows, and when they thrust the tips of their sharp blades into its face, they pierce no flesh and draw no blood.
With a chilling laugh of disdain, the creature unsheathes its sword. But this is not Prince Pelethar’s sword. Once freed from its scabbard, this blade glows vividly blue and radiates an icy chill that make you shiver with cold and fear. The Helghast swings this cursed sword around in a swift, scything arc. Its blue blade bites through the necks of both guards in quick succession, decapitating them where they stand.
If you possess the Kai Discipline of Mindshield, turn to 429.
If you do not possess this skill, turn to 52.
Lone Wolf possesses the Kai Discipline of Mindshield.
429
The Helghast directs a powerful psychic attack at you, and you react only just in time to protect your mind from its searing effect. As the attack weakens and dissolves away, you sense that the Helghast is surprised by the unexpected resilience of your psychic defenses.
Turn to 382.
382
Princess Madelon runs to her father who has now retreated from the Helghast and is taking cover behind his throne. Chancellor Galden makes a desperate attempt to reach the main door in the hope that he can summon the help of the citadel guards. He is less than ten paces from the closed door when the Helghast unsheathes a dagger from inside Prince Pelethar's surcoat. Its needle-sharp stiletto blade glows fiercely scarlet. The Helghast does not take aim at the fleeing Chancellor, rather he tosses his cursed blade casually into the air.

The moment it reaches the top of its arc, suddenly it changes direction and whistles like an arrow towards the Chancellor’s back. The blade strikes him in the neck, severing his spinal cord between the second and third vertebrae. Chancellor Galden is dead before his body hits the marble floor of the chamber.
Turn to 13.
13
The Helghast turns towards King Ulnar and Princess Madelon and makes them a chilling offer:
“Give me the Kai... and your lives shall be spared!”
If you wish to give yourself up to the Helghast in order to save the lives of your King and Princess, turn to 523.
If you choose to denounce the Helghast’s offer as nothing more than a cruel deception, in the belief that this supernatural creature is incapable of showing mercy to any human, turn to 138.
To recap: Lone Wolf manages to make it to the King’s Citadel, and after a misunderstanding with the Citadel Guards, finally reaches King Ulnar at the Chamber of State and tells him of the death of his comrades. A Helghast then enters the Chamber of State disguised as the late Prince Pelethar. Thanks to Lone Wolf’s Crystal Star Pendant, the Helghast’s ruse collapses, and this powerful fascist soon starts its killing spree and slaughters two guards and Chancellor Galden. The Helghast then offers to spare King Ulnar and Princess Madelon’s lives if they give up Lone Wolf. Please make your votes on whether appeasement is the way to go by 9:00 AM PDT to guarantee that they will be counted.
ACTION CHART
KAI DISCIPLINES:
1. Sixth Sense
2. Healing: +1 ENDURANCE point for each section without combat
3. Hunting: no need for a Meal when instructed to eat
4. Mindblast: +2 COMBAT SKILL points
5. Mindshield: no points lost when attacked by Mindblast
WEAPONS:
1. Sword (+1 COMBAT SKILL)
2. Double-bladed Axe (+1 COMBAT SKILL)
BACKPACK:
1. Laumspur (+4 ENDURANCE)
2. Kai Battle Crystal
3. Potion of Laumspur (+4 ENDURANCE)
4. Laumspur (+4 ENDURANCE)
5. Laumspur (+4 ENDURANCE)
6. Alether (+2 COMBAT SKILL for one fight)
7. Potion of Laumspur (+4 ENDURANCE)
8. Coil of Rope
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, used)
• Helmet (+2 ENDURANCE)
BELT POUCH: 10 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 24/24
RULES:
• When in combat, stop to ask whether to use any items or abilities if ENDURANCE is less than 11 or Combat Ratio is less than -4
FASCIST KILL COUNT: 20
RESURRECTIONS USED: 1
NOTES:
• Visited the Ruins of Raumas
• Survived the perils of the Graveyard of the Ancients
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Lone Wolf - Kai Series
Whether or not Helghasts can show mercy, I see no ambiguity that this one does not intend to. Denounce him.
Orth Plays: Currently Baldur's Gate II
-
Thaluikhain
- Overlord
- Posts: 7563
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Lone Wolf - Kai Series
Denounce.
(Also "The King’s Guards release you from their grasp." I don't think they did grasp us.)
(Also "The King’s Guards release you from their grasp." I don't think they did grasp us.)
Re: [Let's Play] Lone Wolf - Kai Series
Denounce the offer.
- 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 refuse to follow the appeasement route and denounce the Helghast’s offer as a cruel deception.
King Ulnar agrees wholeheartedly with your sentiment.
“You must take us for cowardly fools!” he retorts, contemptuously. “To think that we would ever believe the word of one of Zagarna’s foul minions.”
He reaches to the left armrest of his throne and flips open a hidden panel. It reveals a small lever which he quickly pulls. Outside in the antechamber, an alarm bell begins to toll, summoning more of his personal guard to the Chamber of State. The Helghast reacts by striding towards the closed door and drawing its heavy bolt shut.
The creature has its back to you, and instinctively you seize the opportunity to attack it. Fixed to the wall of the chamber nearby are two hunting crossbows and a quarrel full of bolts. You snatch one of the bows from its mounting and pull back its steel drawstring. Then you load a bolt and hurriedly take aim.
Pick a number from the Random Number Table. If you possess the Kai Discipline of Weaponskill (with any weapon), add 1 to the number you have chosen.
If your total is now 2 or less, turn to 313.
If it is 3-5, turn to 549.
If it is 6 or more, turn to 106.
Lone Wolf does not have the Kai Discipline of Weaponskill. Rolling the die gives us an 8, so we will go to 106.
The crossbow bolt pins the Helghast’s skeletal hand to the door of the chamber. It shrieks with anger and frustration as it tries to wrench itself free.
If you wish to unsheathe your weapon and attack the Helghast while it is pinned to the chamber door, turn to 100.
If you decide to reload the crossbow and fire again, turn to 445.

Please make your votes on which weapon to use against the fascist boss by 9:00 AM PDT to guarantee that they will be counted.
138
King Ulnar agrees wholeheartedly with your sentiment.
“You must take us for cowardly fools!” he retorts, contemptuously. “To think that we would ever believe the word of one of Zagarna’s foul minions.”
He reaches to the left armrest of his throne and flips open a hidden panel. It reveals a small lever which he quickly pulls. Outside in the antechamber, an alarm bell begins to toll, summoning more of his personal guard to the Chamber of State. The Helghast reacts by striding towards the closed door and drawing its heavy bolt shut.
The creature has its back to you, and instinctively you seize the opportunity to attack it. Fixed to the wall of the chamber nearby are two hunting crossbows and a quarrel full of bolts. You snatch one of the bows from its mounting and pull back its steel drawstring. Then you load a bolt and hurriedly take aim.
Pick a number from the Random Number Table. If you possess the Kai Discipline of Weaponskill (with any weapon), add 1 to the number you have chosen.
If your total is now 2 or less, turn to 313.
If it is 3-5, turn to 549.
If it is 6 or more, turn to 106.
Lone Wolf does not have the Kai Discipline of Weaponskill. Rolling the die gives us an 8, so we will go to 106.
106
The crossbow bolt pins the Helghast’s skeletal hand to the door of the chamber. It shrieks with anger and frustration as it tries to wrench itself free.
If you wish to unsheathe your weapon and attack the Helghast while it is pinned to the chamber door, turn to 100.
If you decide to reload the crossbow and fire again, turn to 445.

Please make your votes on which weapon to use against the fascist boss by 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Lone Wolf - Kai Series
Neither of our melee weapons is actually magical; use the crossbow again.
Orth Plays: Currently Baldur's Gate II
-
Thaluikhain
- Overlord
- Posts: 7563
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Lone Wolf - Kai Series
Oh, so the Councillor died for nothing, if the King can summon guards himself?
Continue with the nailing via crossbow.
Actually, no, probably am supposed to attack it normally now, so melee weapon.
Continue with the nailing via crossbow.
Actually, no, probably am supposed to attack it normally now, so melee weapon.
Last edited by Thaluikhain on Wed May 03, 2023 2:09 am, edited 1 time in total.
Re: [Let's Play] Lone Wolf - Kai Series
The crossbow bolt isn't magical either, and I don't think the same trick will work twice. Draw melee weapon.
- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Lone Wolf - Kai Series
Votes counted; using a melee weapon won over using the crossbow again by a 2-1 vote.
You are halfway across the chamber when the Helghast tears its hand free. The creature utters a chilling laugh as it takes hold of the bolt and wrenches it out of the oaken door. Then it spins on its heel and hurls the bolt back at you with tremendous force.
Instinctively you raise your weapon and try to deflect this deadly bolt away as it comes screaming towards your face.
If the Weapon you are wielding is either a Quarterstaff or a Dagger, turn to 476.
If it is any other type of Weapon, turn to 325.
Neither of Lone Wolf’s weapons are a Quarterstaff or a Dagger.
The bolt ricochets off your weapon with a dull clang. Your swift reactions have saved you from a fatal wounding, but you remain in a desperate and perilous situation.
Turn to 250.
The Helghast advances towards you with murder in its supernatural eyes. The door to the chamber is shuddering violently now, and splinters of wood are flying from its tortured surface as the King’s guards hammer and batter it remorselessly. The creature raises its sword and the chilling blue glow surrounding its magical blade grows ever more intense.
Princess Madelon leaves her father’s side and makes a desperate dash for the chamber door. You assume that she is attempting to open it, but she stops when she reaches the body of Chancellor Galden. Kneeling beside the slain statesman, she removes the scarlet-bladed dagger from his neck.
“The beast can only be destroyed by a magical weapon,” she cries. “You must use this dagger, brave Kai.” Then she puts the dagger down and slides it across the marble floor towards you.
The Helghast tries to intercept the dagger using the blade of its sword. Desperately it tries to block it, but fails. For a brief moment, you see a flicker of fear in its glowing crimson eyes.
You reach down and grab the hilt of the dagger as it skims to a halt near your feet. (Record this on your Action Chart as a Helghast Dagger. You must discard your current weapon in its favor.)
Fearful that at last you possess a weapon which can harm it, the Helghast utters a chilling shriek and comes rushing towards you with its blue blade whirling wildly around its ghastly, skeletal head.
If you possess the Kai Discipline of Mindshield, turn to 94.
If you do not possess this skill, turn instead to 474.

Lone Wolf possesses the Kai Discipline of Mindshield. Before we proceed to finally fighting this fascist monster for real, however, please make your votes on what weapon to discard for the Helghast Dagger by 9:00 AM PDT to guarantee that they will be counted.
100
You are halfway across the chamber when the Helghast tears its hand free. The creature utters a chilling laugh as it takes hold of the bolt and wrenches it out of the oaken door. Then it spins on its heel and hurls the bolt back at you with tremendous force.
Instinctively you raise your weapon and try to deflect this deadly bolt away as it comes screaming towards your face.
If the Weapon you are wielding is either a Quarterstaff or a Dagger, turn to 476.
If it is any other type of Weapon, turn to 325.
Neither of Lone Wolf’s weapons are a Quarterstaff or a Dagger.
325
The bolt ricochets off your weapon with a dull clang. Your swift reactions have saved you from a fatal wounding, but you remain in a desperate and perilous situation.
Turn to 250.
250
The Helghast advances towards you with murder in its supernatural eyes. The door to the chamber is shuddering violently now, and splinters of wood are flying from its tortured surface as the King’s guards hammer and batter it remorselessly. The creature raises its sword and the chilling blue glow surrounding its magical blade grows ever more intense.
Princess Madelon leaves her father’s side and makes a desperate dash for the chamber door. You assume that she is attempting to open it, but she stops when she reaches the body of Chancellor Galden. Kneeling beside the slain statesman, she removes the scarlet-bladed dagger from his neck.
“The beast can only be destroyed by a magical weapon,” she cries. “You must use this dagger, brave Kai.” Then she puts the dagger down and slides it across the marble floor towards you.
The Helghast tries to intercept the dagger using the blade of its sword. Desperately it tries to block it, but fails. For a brief moment, you see a flicker of fear in its glowing crimson eyes.
You reach down and grab the hilt of the dagger as it skims to a halt near your feet. (Record this on your Action Chart as a Helghast Dagger. You must discard your current weapon in its favor.)
Fearful that at last you possess a weapon which can harm it, the Helghast utters a chilling shriek and comes rushing towards you with its blue blade whirling wildly around its ghastly, skeletal head.
If you possess the Kai Discipline of Mindshield, turn to 94.
If you do not possess this skill, turn instead to 474.

Lone Wolf possesses the Kai Discipline of Mindshield. Before we proceed to finally fighting this fascist monster for real, however, please make your votes on what weapon to discard for the Helghast Dagger by 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Lone Wolf - Kai Series
Neither weapon gives more bonus than the other, but it was established that we can do a special trick with an axe, so I vote to drop the sword.
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Thaluikhain
- Overlord
- Posts: 7563
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Lone Wolf - Kai Series
Makes sense, drop sword. Though would be cool to discard the axe by throwing it.
- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Lone Wolf - Kai Series
Votes tallied; discarding the Sword won over the Double-bladed Axe by a 2-1 vote.
The scarlet dagger feels hot in your hand as you duck below the Helghast’s initial sword swipe. Agility is your only combat advantage against this fearsome foe, and you dart and weave to maintain it as the fell creature cuts and slashes the air around your fleeting form.
The Helghast Dagger is a sorcerous weapon which allows you to add 2 points to your COMBAT SKILL against undead foes. This creature is immune to Mindblast.
If you win this desperate fight to the death, turn to 550.
The combat:
Combat Ratio: 15 + 2 (Kai Shield) + 2 (Helghast Dagger) – 22 = -3
Round 1 Roll: 4
Player Endurance: 24 – 4 = 20
Helghast Endurance: 30 – 4 = 26
Round 2 Roll: 6
Player Endurance: 20 – 3 = 17
Helghast Endurance: 26 – 6 = 20
Round 3 Roll: 0
Player Endurance: 17 – 0 = 17
Helghast Endurance: 20 – 10 = 10
Round 4 Roll: 3
Player Endurance: 17 – 5 = 12
Helghast Endurance: 10 – 3 = 7
Round 5 Roll: 0
Player Endurance: 12 – 0 = 12
Helghast Endurance: 7 – 10 = -3
Thanks to Lone Wolf rolling a 0 in two of the five rounds, he indeed wins this desperate fight to the death against this adventure’s fascist final boss.
You plunge the scarlet dagger into the creature’s skull with your final, fatal blow. With a ghastly shriek, the head of this gruesome shape-changer implodes and its body crumples to the floor. Rapidly its skeletal form crumbles away until all that is left of the Helghast, and the scarlet dagger, is a heap of fine dust encased within Prince Pelethar’s silver armor. (You must now remove the Helghast Dagger from your Action Chart).
King Ulnar and Princess Madelon come rushing across the chamber to hug and praise you for the magnificent way you defeated this deadly foe. You have fought with courage and skill, like a true Kai, and by your actions you have saved both the King and the Princess from a gruesome and certain death at the hands of Darklord Zagarna’s evil servant.
“You have not told us your name, brave Kai,” says Princess Madelon, with tears of relief and joy in her sparkling blue eyes.
“Si...” you begin. After a moment’s thought, you finish your reply: “Lone Wolf. My name is Lone Wolf.”
King Ulnar draws back the bolt securing the chamber door, and a flood of guardsmen and anxious court dignitaries come rushing though the battered portal. When he tells them what has occurred here, and how you saved both himself and Princess Madelon from the Helghast, spontaneously they applaud your heroism. With a broad smile on his face, King Ulnar approaches you and takes your right hand in his.
“Lone Wolf, you have selfless courage: the quality of a true Kai. Your journey here has been one of great peril and although the news you imparted to us came as a grievous blow, the spirit of your determination is like a beacon of hope to us all in this dark hour. You have brought great honor upon yourself and the memory of your Masters, and for that we praise you.”
You receive the praise and heartfelt thanks of the King’s household, a rare honor that brings a flush of redness to your young face. The King raises his hand and all the voices cease.
“You have done all that Sommerlund could ever wish of a loyal soldier, but she is greatly in need of you still. Darklord Zagarna has invaded us with fearful strength and his ambition knows no bounds. Our only hope lies within Durenor, with the weapon that once defeated the Darklords an age ago. Lone Wolf, you are now the last of the Kai. Only you possess the skills that can save us. I must ask you to journey to Durenor and return with the Sommerswerd, the Sword of the Sun. Only with that gift of the gods may we crush the accursed evil of Zagarna and save our blessed land.”
If you agree to King Ulnar’s request and wish to retrieve the fabled Sommerswerd from the land of Durenor, this perilous quest awaits you in the next Lone Wolf adventure:

This ends Book 1.
Congratulations on fleeing form the dark by using only 1 resurrection along the way. The experience sure beats collecting firewood, getting struck in the head by a tree branch, and missing out on the monastery battles, which was how the original Flight from the Dark’s story began. To top it off, our hero not only managed to kill a total of 21 fascists, but also picked up all of the important Special Items that will be the most useful in future books, in my opinion.
Speaking of future books, the Definitive Edition of Book 2, Fire on the Water, contains several adjustments to decrease the instadeath probability of mandatory events and fix some serious flaws in the original version that resulted in the player entering unwinnable scenarios unless one of a couple of very specific strategies were followed to the letter. As a result, our next adventure can be readily completed, even without carrying over anything from Book 1.
Because of this and the fact that we have now thoroughly experienced the basic gameplay mechanics of Lone Wolf, I will be making the following restrictions for Book 2 to set its difficulty to a reasonable level:
• No resurrections will be provided for Lone Wolf. If he dies, he goes back to the beginning of Book 2. So please be sensible when making any decisions.
• Potions of Laumspur may only be used after combat. There is still no limit on how many potions may be consumed, but at least one vote to use potions must be made no later than the decision immediately after the combat for any ENDURANCE points to be restored this way. This restriction will be present not only for Book 2, but for the rest of the Kai series books.
• This will probably be the most contentious restriction, but Lone Wolf will not be allowed to take any additional equipment or Gold Crowns that is normally provided to the player at the beginning of the adventure. As with the above restriction, it will remain in place for the rest of the Kai series books. These loadout opportunities are primarily meant for new players in order to fulfill Joe Dever’s intention of making every book winnable on its own. Without providing any spoilers, I can tell you that Lone Wolf is currently capable of winning Book 2 and honestly the rest of the books with the equipment that he currently has. Lone Wolf will still be allowed to take an additional Kai Discipline with each new book. He will also still be given the Seal of Hammerdal by King Ulnar at the start of Book 2, which I will explain in further detail when I begin the adventure.
Before we get started with Fire on the Water, however, I will answer any questions about Book 1 to the best of my ability.
I also mentioned that the Definitive Editions have encyclopedic entries about different characters, places and artefacts that Lone Wolf could come across during the adventure. In this book, there are entries about the following:
• Magnamund’s creation
• The Ages of Magnamund timeline
• The Kingdom of Sommerlund
• Holmgard
• The Temple of Raumas
• Malis Mound
• The Graveyard of the Ancients
• Alema Bridge
• The Kai Order
• The Brotherhood of the Crystal Star
• The Darklords of Helgedad
• Giak
• Gourgaz
• Zlanbeast (and Kraan)
• Vordak
• Doomwolf
• The Giak Glossary
• The Sommersang
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 I am willing to take any suggestions on how to improve the experience. I do not anticipate a change in posting frequency 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
WEAPONS:
1. Double-bladed Axe (+1 COMBAT SKILL)
2.
BACKPACK:
1. Laumspur (+4 ENDURANCE)
2. Kai Battle Crystal
3. Potion of Laumspur (+4 ENDURANCE)
4. Laumspur (+4 ENDURANCE)
5. Laumspur (+4 ENDURANCE)
6. Alether (+2 COMBAT SKILL for one fight)
7. Potion of Laumspur (+4 ENDURANCE)
8. Coil of Rope
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, used)
• Helmet (+2 ENDURANCE)
BELT POUCH: 10 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 12/24
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: 21
RESURRECTIONS USED: 1
NOTES:
• Visited the Ruins of Raumas
• Survived the perils of the Graveyard of the Ancients
94
The scarlet dagger feels hot in your hand as you duck below the Helghast’s initial sword swipe. Agility is your only combat advantage against this fearsome foe, and you dart and weave to maintain it as the fell creature cuts and slashes the air around your fleeting form.
Helghast:
COMBAT SKILL 22 ENDURANCE 30
COMBAT SKILL 22 ENDURANCE 30
The Helghast Dagger is a sorcerous weapon which allows you to add 2 points to your COMBAT SKILL against undead foes. This creature is immune to Mindblast.
If you win this desperate fight to the death, turn to 550.
The combat:
Combat Ratio: 15 + 2 (Kai Shield) + 2 (Helghast Dagger) – 22 = -3
Round 1 Roll: 4
Player Endurance: 24 – 4 = 20
Helghast Endurance: 30 – 4 = 26
Round 2 Roll: 6
Player Endurance: 20 – 3 = 17
Helghast Endurance: 26 – 6 = 20
Round 3 Roll: 0
Player Endurance: 17 – 0 = 17
Helghast Endurance: 20 – 10 = 10
Round 4 Roll: 3
Player Endurance: 17 – 5 = 12
Helghast Endurance: 10 – 3 = 7
Round 5 Roll: 0
Player Endurance: 12 – 0 = 12
Helghast Endurance: 7 – 10 = -3
Thanks to Lone Wolf rolling a 0 in two of the five rounds, he indeed wins this desperate fight to the death against this adventure’s fascist final boss.
550
You plunge the scarlet dagger into the creature’s skull with your final, fatal blow. With a ghastly shriek, the head of this gruesome shape-changer implodes and its body crumples to the floor. Rapidly its skeletal form crumbles away until all that is left of the Helghast, and the scarlet dagger, is a heap of fine dust encased within Prince Pelethar’s silver armor. (You must now remove the Helghast Dagger from your Action Chart).
King Ulnar and Princess Madelon come rushing across the chamber to hug and praise you for the magnificent way you defeated this deadly foe. You have fought with courage and skill, like a true Kai, and by your actions you have saved both the King and the Princess from a gruesome and certain death at the hands of Darklord Zagarna’s evil servant.
“You have not told us your name, brave Kai,” says Princess Madelon, with tears of relief and joy in her sparkling blue eyes.
“Si...” you begin. After a moment’s thought, you finish your reply: “Lone Wolf. My name is Lone Wolf.”
King Ulnar draws back the bolt securing the chamber door, and a flood of guardsmen and anxious court dignitaries come rushing though the battered portal. When he tells them what has occurred here, and how you saved both himself and Princess Madelon from the Helghast, spontaneously they applaud your heroism. With a broad smile on his face, King Ulnar approaches you and takes your right hand in his.
“Lone Wolf, you have selfless courage: the quality of a true Kai. Your journey here has been one of great peril and although the news you imparted to us came as a grievous blow, the spirit of your determination is like a beacon of hope to us all in this dark hour. You have brought great honor upon yourself and the memory of your Masters, and for that we praise you.”
You receive the praise and heartfelt thanks of the King’s household, a rare honor that brings a flush of redness to your young face. The King raises his hand and all the voices cease.
“You have done all that Sommerlund could ever wish of a loyal soldier, but she is greatly in need of you still. Darklord Zagarna has invaded us with fearful strength and his ambition knows no bounds. Our only hope lies within Durenor, with the weapon that once defeated the Darklords an age ago. Lone Wolf, you are now the last of the Kai. Only you possess the skills that can save us. I must ask you to journey to Durenor and return with the Sommerswerd, the Sword of the Sun. Only with that gift of the gods may we crush the accursed evil of Zagarna and save our blessed land.”
If you agree to King Ulnar’s request and wish to retrieve the fabled Sommerswerd from the land of Durenor, this perilous quest awaits you in the next Lone Wolf adventure:
Fire on the Water

This ends Book 1.
Congratulations on fleeing form the dark by using only 1 resurrection along the way. The experience sure beats collecting firewood, getting struck in the head by a tree branch, and missing out on the monastery battles, which was how the original Flight from the Dark’s story began. To top it off, our hero not only managed to kill a total of 21 fascists, but also picked up all of the important Special Items that will be the most useful in future books, in my opinion.
Speaking of future books, the Definitive Edition of Book 2, Fire on the Water, contains several adjustments to decrease the instadeath probability of mandatory events and fix some serious flaws in the original version that resulted in the player entering unwinnable scenarios unless one of a couple of very specific strategies were followed to the letter. As a result, our next adventure can be readily completed, even without carrying over anything from Book 1.
Because of this and the fact that we have now thoroughly experienced the basic gameplay mechanics of Lone Wolf, I will be making the following restrictions for Book 2 to set its difficulty to a reasonable level:
• No resurrections will be provided for Lone Wolf. If he dies, he goes back to the beginning of Book 2. So please be sensible when making any decisions.
• Potions of Laumspur may only be used after combat. There is still no limit on how many potions may be consumed, but at least one vote to use potions must be made no later than the decision immediately after the combat for any ENDURANCE points to be restored this way. This restriction will be present not only for Book 2, but for the rest of the Kai series books.
• This will probably be the most contentious restriction, but Lone Wolf will not be allowed to take any additional equipment or Gold Crowns that is normally provided to the player at the beginning of the adventure. As with the above restriction, it will remain in place for the rest of the Kai series books. These loadout opportunities are primarily meant for new players in order to fulfill Joe Dever’s intention of making every book winnable on its own. Without providing any spoilers, I can tell you that Lone Wolf is currently capable of winning Book 2 and honestly the rest of the books with the equipment that he currently has. Lone Wolf will still be allowed to take an additional Kai Discipline with each new book. He will also still be given the Seal of Hammerdal by King Ulnar at the start of Book 2, which I will explain in further detail when I begin the adventure.
Before we get started with Fire on the Water, however, I will answer any questions about Book 1 to the best of my ability.
We would still save Snow Falcon, but we would have needed to fight the Giak Assault Trooper in standard combat.Thaluikhain wrote: ↑Wed Mar 22, 2023 10:11 pm(If we didn't have the axe for Greel, could we have saved Snow Falcon?)
I also mentioned that the Definitive Editions have encyclopedic entries about different characters, places and artefacts that Lone Wolf could come across during the adventure. In this book, there are entries about the following:
• Magnamund’s creation
• The Ages of Magnamund timeline
• The Kingdom of Sommerlund
• Holmgard
• The Temple of Raumas
• Malis Mound
• The Graveyard of the Ancients
• Alema Bridge
• The Kai Order
• The Brotherhood of the Crystal Star
• The Darklords of Helgedad
• Giak
• Gourgaz
• Zlanbeast (and Kraan)
• Vordak
• Doomwolf
• The Giak Glossary
• The Sommersang
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 I am willing to take any suggestions on how to improve the experience. I do not anticipate a change in posting frequency 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
WEAPONS:
1. Double-bladed Axe (+1 COMBAT SKILL)
2.
BACKPACK:
1. Laumspur (+4 ENDURANCE)
2. Kai Battle Crystal
3. Potion of Laumspur (+4 ENDURANCE)
4. Laumspur (+4 ENDURANCE)
5. Laumspur (+4 ENDURANCE)
6. Alether (+2 COMBAT SKILL for one fight)
7. Potion of Laumspur (+4 ENDURANCE)
8. Coil of Rope
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, used)
• Helmet (+2 ENDURANCE)
BELT POUCH: 10 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 12/24
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: 21
RESURRECTIONS USED: 1
NOTES:
• Visited the Ruins of Raumas
• Survived the perils of the Graveyard of the Ancients
Last edited by JourneymanN00b on Sun May 07, 2023 6:58 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
I'm pretty sure it was also Joe Dever's intention to allow players playing the books in sequence to have the chance to restock their equipment if they happen to lose all their gear, their backpack or their money pouch in the previous one, and it doesn't make sense that the whomever that sends players on a quest at the beginning of a book (in the case of the next book, King Ulnar) won't be able to spare an extra weapon should Lone Wolf gain Weaponskill in a different weapon than whatever he possesses. In rare cases where the setting doesn't make sense for Lone Wolf to restock gear (like between Book 10 and 11), the book explicitly states that they can only proceed with whatever they carried over from the last book, which is a clear indication that it's an exception and not the rule.
It's your LP, so you can decide to add whatever rules you want, but I don't believe that was ever what Joe Dever intended.
Anyway, it looks like the new editions ramped the difficulty way up (that Helghast battle at the end, and lots of other battles at the beginning stretch, weren't in the old editions). A player who rolled the minimum Combat Skill of 10 could have completed the old book, but wouldn't stand a chance against that Helghast in the new one. I don't know if that's the case for the rest of the series, but if it is, I hardly think any extra measures are needed to increase the challenge level (especially since Book 2 is already way more difficult than Book 1...at least in the old edition. Maybe Dever decided to make this one easier for the new edition, but somehow I doubt it).
It's your LP, so you can decide to add whatever rules you want, but I don't believe that was ever what Joe Dever intended.
Anyway, it looks like the new editions ramped the difficulty way up (that Helghast battle at the end, and lots of other battles at the beginning stretch, weren't in the old editions). A player who rolled the minimum Combat Skill of 10 could have completed the old book, but wouldn't stand a chance against that Helghast in the new one. I don't know if that's the case for the rest of the series, but if it is, I hardly think any extra measures are needed to increase the challenge level (especially since Book 2 is already way more difficult than Book 1...at least in the old edition. Maybe Dever decided to make this one easier for the new edition, but somehow I doubt it).
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Re: [Let's Play] Lone Wolf - Kai Series
Thank you very much for your feedback, SGamerz, as it helps me figure out how to maximize the Lone Wolf experience for everybody.
I do see your reasoning on that, as well as your point of view on the difficulty level of Fire on the Water. I am paying close attention to our hero's current status, and I will say that should Lone Wolf lose his backpack or have less equipment than what a fresh player would start out with, I am perfectly willing to allow restocking in this case. I took a long look at the Fire on the Water book, and the Definitive Edition is indeed easier in difficulty since it is significantly less likely that the player will run into an unavoidable death thanks to patching up several bottleneck scenarios.
After further reflection, I have decided that should our character die in Book 2's adventure, I will allow our hero to restock his equipment in the normal way before starting again. I still would like to see how far we can get without taking any additional equipment or Gold Crowns to help me figure out how to properly balance the difficulty in future books.
Since I am rather exhausted from this week's work, I will need a bit of time to rest up and restore my own endurance. Once I have enough energy, I will kick off Book 2. I hope everyone will be interested in playing it, as I am going to try to improve my MS Paint illustration skills (which I hope everyone can tolerate, if not enjoy) for this one.
I do see your reasoning on that, as well as your point of view on the difficulty level of Fire on the Water. I am paying close attention to our hero's current status, and I will say that should Lone Wolf lose his backpack or have less equipment than what a fresh player would start out with, I am perfectly willing to allow restocking in this case. I took a long look at the Fire on the Water book, and the Definitive Edition is indeed easier in difficulty since it is significantly less likely that the player will run into an unavoidable death thanks to patching up several bottleneck scenarios.
After further reflection, I have decided that should our character die in Book 2's adventure, I will allow our hero to restock his equipment in the normal way before starting again. I still would like to see how far we can get without taking any additional equipment or Gold Crowns to help me figure out how to properly balance the difficulty in future books.
Since I am rather exhausted from this week's work, I will need a bit of time to rest up and restore my own endurance. Once I have enough energy, I will kick off Book 2. I hope everyone will be interested in playing it, as I am going to try to improve my MS Paint illustration skills (which I hope everyone can tolerate, if not enjoy) for this one.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Lone Wolf - Kai Series
Well, that's good to know, at least.JourneymanN00b wrote: ↑Sat May 06, 2023 3:12 amI took a long look at the Fire on the Water book, and the Definitive Edition is indeed easier in difficulty since it is significantly less likely that the player will run into an unavoidable death thanks to patching up several bottleneck scenarios.
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Re: [Let's Play] Lone Wolf - Kai Series
Alright folks, let’s get started with the second Lone Wolf book, Fire on the Water. Unlike the first book, I will be using a paperback Definitive Edition copy to run this adventure, and the rest of the adventures in the Kai Series in order to save costs, since the only difference between the hardback and paperback versions for Books 2-5 is that the paperbacks do not have dust jackets with full-color panoramic maps. Below is the cover art of Book 2, again made by Alberto Dal Lago, for your reference.

Unlike Flight from the Dark, the internal pictures of the rest of the Kai Series Definitive Edition books are made by Gary Chalk.
The Story so Far…
However, King Ulnar’s words that Lone Wolf only has forty days to complete his mission causes him to panic, forego getting equipment at the Royal Armory, and tell Captain D’Val that he is already prepared to begin his mission and wishes to leave the King’s Citadel at once. Only time will tell if Lone Wolf’s decision to start this adventure as he is right now is a wise decision or not.
The THE GAME RULES section in this book is the same as that in Book 1, except for the additional paragraph which is provided below:
The KAI DISCIPLINES is also the same as that in Book 1, save for the additional paragraph which is provided below:
Lone Wolf has the following Kai Disciplines to choose as his extra Kai Discipline to add to the Action Chart:
• Camouflage
• Tracking
• Weaponskill
• Animal Kinship
• Mind Over Matter
The details of these Kai Disciplines can be found in the opening post.
To set an appropriate difficulty level for this book, the EQUIPMENT section will be skipped, as our hero’s current equipment is sufficient to win this adventure if put to good use. He will instead be given a Map of the Lastlands that shows Sommerlund, Wildlands, and Durenor, and the Seal of Hammerdal by King Ulnar V. This ring is worn on the index finger of Lone Wolf’s right hand and is registered as a Special Item in the Action Chart. Should Lone Wolf die in this adventure, he will be allowed to get additional equipment and Gold Crowns at the Royal Armory as he normally would be.
The HOW TO CARRY AND USE YOUR EQUIPMENT section is the same as that in book 1, only with the following additional sentences added to the Special Items section and the Potion of Laumspur section replacing the Potions section:
KAI WISDOM

Closing Remarks
No resurrections will be provided for our hero. If he dies, he goes back to the beginning of Book 2. 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 want to have a blind experience with running this adventure.
Before we begin Book 2 in earnest, please vote on which additional Kai Discipline to grant our hero and whether to modify or create any rules on what actions to take under certain conditions. All votes should be made before 9:00 AM PDT to guarantee that they will be counted.

Unlike Flight from the Dark, the internal pictures of the rest of the Kai Series Definitive Edition books are made by Gary Chalk.
The Story so Far…
The recap: King Ulnar gave Lone Wolf the Seal of Hammerdal, and has ordered him to head to Durenor. Once there, Lone Wolf is then told to show this One Ring to King Alin IV and get the Sommerswerd. Then, Lone Wolf is compelled to return to Holmgard so that this Master Sword can be used to slaughter the big bad fascist that is leading the invasion against Holmgard.You are Lone Wolf, an initiate in the Order of the Kai – the gifted warrior lords of the land of Sommerlund. Two days ago your peaceful country was plunged into war when a vast army, led by Darklord Zagarna, launched a surprise invasion into Sommerlund and destroyed the monastery stronghold of the Kai. All of the order were present at the monastery for the feast of Fehmarn, the celebration of the first day of Spring, and all were slain in a great battle against the invading foe. You were the sole survivor of this fateful battle and you have sworn to avenge the deaths of your fellow Kai.
Your immediate task was to escape from the burning ruins of the Kai monastery and make your way to Holmgard, the Sommlending capital, in order to inform the King of the massacre at the monastery. Without the Kai to lead her armies, Sommerlund would be unable to mobilize in time to drive back Darklord Zagarna’s invading hordes.
Your journey to the capital was perilous indeed. The enemy was swiftly overrunning the countryside and marching in force upon the capital. Yet despite the many dangers you faced, you fought your way through the enemy’s lines and reached the capital, where you delivered your sad news to King Ulnar V. The King and his courtiers praised you highly for your skill and courage, but your duty was not yet fulfilled. With the Order of the Kai destroyed, there now remains only one power within reach that could save your people from the wrath of Darklord Zagarna. That power is the Sommerswerd – the legendary Sword of the Sun.
In olden times, during the Age of the Black Moon, the Darklords of Helgedad waged war on Sommerlund. The conflict was a long and bitter trial of strength that ended in victory for the Sommelending at the great battle of Maakengorge. King Ulnar I (himself gifted with Kai powers), aided by the allies of Durenor, broke the Darklord armies at the Pass of Moytura and forced them back into the bottomless abyss of Maakengorge. Vashna, who was at that time the mightiest of the Darklords, was slain upon King Ulnar’s sword – ‘Sommerswerd.’ Since that age, the Darklords have vowed vengeance upon Sommerlund and the House of Ulnar.
Following the defeat of Darklord Vashna, the Sommerswerd was bestowed upon the allies of Durenor as a mark of the trust and allegiance that exists between the two kingdoms. In return, King Alin I of Durenor gave Sommerlund a magnificent golden ring bearing the royal arms of Durenor. This ring is known as the Seal of Hammerdal. At that time, King Alin I vowed that if ever the shadow of the west were to rise again to threaten Sommerlund, then loyal Durenor would come to the aid of her ally.
King Ulnar V has given you the Seal of Hammerdal. Your mission and duty is to travel to Durenor and present the Seal to its current ruler – King Alin IV. In return, he will give you the fabled Sommerswerd. You must then return to Holmgard as quickly as you are able so that the Sommerswerd can be used against Darklord Zagarna.
Since your arrival at the King’s Citadel in Holmgard, word has arrived that Zagarna’s forces have broken through the city’s outer defenses and are now preparing to besiege the great walls of the capital itself. As Captain D’Val of the King’s Guards escorts you to the Royal Armory in order that you may equip yourself for your journey to Durenor, King Ulnar’s parting words to you keep repeating themselves in your mind.
‘Forty days, Lone Wolf. We have strength to stand against Darklord Zagarna’s armies for only forty days.’
However, King Ulnar’s words that Lone Wolf only has forty days to complete his mission causes him to panic, forego getting equipment at the Royal Armory, and tell Captain D’Val that he is already prepared to begin his mission and wishes to leave the King’s Citadel at once. Only time will tell if Lone Wolf’s decision to start this adventure as he is right now is a wise decision or not.
The THE GAME RULES section in this book is the same as that in Book 1, except for the additional paragraph which is provided below:
Thanks to Captain D’Val’s insistence that the King’s physician at the very least heal Lone Wolf of all his wounds from his desperate fight against the Helghast at the end of the previous book, all of our hero’s lost ENDURANCE points are indeed recovered before starting this adventure.If you successfully completed Book 1 of the Lone Wolf adventures, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you may now carry over with you to Book 2. However, if you deem it necessary, all lost ENDURANCE points may be recovered before starting Book 2. You may also carry over any Weapons, Backpack Items and Special Items that you held at the end of Book 1 and these should be entered on your new Action Chart. You are still limited to two Weapons and eight Backpack items. Through the experience you have gained in Book 1 you have learned a new skill and you may now choose one extra Kai Discipline to add to your Action Chart.
The KAI DISCIPLINES is also the same as that in Book 1, save for the additional paragraph which is provided below:
The Play Option for the Healing Kai Discipline referenced in the opening post will not be used for this adventure, 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 2, you may add a further Kai Discipline of your choice to your Action Chart at the start of Book 3. This additional skill, together with your five or six other skills and any equipment, including Special Items that you have picked up in Books 1-2, may then be used in the next adventure of the Lone Wolf series: The Caverns of Kalte.
Lone Wolf has the following Kai Disciplines to choose as his extra Kai Discipline to add to the Action Chart:
• Camouflage
• Tracking
• Weaponskill
• Animal Kinship
• Mind Over Matter
The details of these Kai Disciplines can be found in the opening post.
To set an appropriate difficulty level for this book, the EQUIPMENT section will be skipped, as our hero’s current equipment is sufficient to win this adventure if put to good use. He will instead be given a Map of the Lastlands that shows Sommerlund, Wildlands, and Durenor, and the Seal of Hammerdal by King Ulnar V. This ring is worn on the index finger of Lone Wolf’s right hand and is registered as a Special Item in the Action Chart. Should Lone Wolf die in this adventure, he will be allowed to get additional equipment and Gold Crowns at the Royal Armory as he normally would be.
The HOW TO CARRY AND USE YOUR EQUIPMENT section is the same as that in book 1, only with the following additional sentences added to the Special Items section and the Potion of Laumspur section replacing the Potions section:
The RULES FOR COMBAT, LEVELS OF KAI TRAINING are the same as that in the opening post.Special Items
Duplicate Special Items do not stack their effects. Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. The maximum number of Special Items that a Kai warrior can carry during an adventure is twelve.
Potion of Laumspur
These will restore 4 ENDURANCE points (per dose) to your total when swallowed after combat. If you discover any other potions during the adventure, you will be informed of their effect. All Potions are Backpack Items.
KAI WISDOM
Lastlands MapYour mission will be one fraught with great danger, for the servants of Darklord Zagarna are ruthless enemies who give and expect no mercy. Use the map to help you steer a correct course for Hammerdal, the capital city of Durenor, and make notes as you progress through the story for they will be helpful in this, as well as in future, adventures.
Many things that you find will aid you during the travels. 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 routes to Hammerdal, but only one will enable you to retrieve the Sommerswerd and return to Holmgard with a minimum of danger. With a wise choice of Kai Disciplines and a great deal of courage, any player should be able to complete the mission, no matter how weak their initial COMBAT SKILL or ENDURANCE points score.
The fate of your country hangs on the success of your perilous quest.
For Sommerlund and the Kai!

Closing Remarks
No resurrections will be provided for our hero. If he dies, he goes back to the beginning of Book 2. 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 want to have a blind experience with running this adventure.
Before we begin Book 2 in earnest, please vote on which additional Kai Discipline to grant our hero and whether to modify or create any rules on what actions to take under certain conditions. All votes should be made before 9:00 AM PDT to guarantee that they will be counted.
Last edited by JourneymanN00b on Sat Jun 17, 2023 6:37 am, edited 2 times in total.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Lone Wolf - Kai Series
I vote for Mind over Matter.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Lone Wolf - Kai Series
Animal Kinship for new discipline.
Regarding equipment, I think if the new book offers something that the player would not have a chance to pick up in previous books (or have no way of avoiding losing said items, like a certain book where the hero always ends up losing his backpack) they should at least be allowed to take those. And surely, it doesn't make sense that the king won't even provide Lone Wolf with extra food before this all-important mission if he's consumed all of what he had previously.
Regarding equipment, I think if the new book offers something that the player would not have a chance to pick up in previous books (or have no way of avoiding losing said items, like a certain book where the hero always ends up losing his backpack) they should at least be allowed to take those. And surely, it doesn't make sense that the king won't even provide Lone Wolf with extra food before this all-important mission if he's consumed all of what he had previously.
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Re: [Let's Play] Lone Wolf - Kai Series
Thank you for your votes. I will break the tie and have Lone Wolf learn Animal Kinship as his extra Kai Discipline.
Captain D’Val and a detachment of his guardsmen escort you to the gate of the King’s Citadel where a small covered wagon awaits you. As soon as you clamber in the back, the gates are thrown open and you are hurried away through the crowded streets of Holmgard. After a short and uncomfortable journey, the wagon halts and the driver pulls open the canvas flap.
‘This is the Holmgard Quay, my liege. There is your ship, the Green Sceptre,’ he says, pointing across the busy dockside to a sleek trade caravel anchored alongside the harbor wall.

‘The first mate’s name is Ronan. You will find him waiting for you across the way at the Good Cheer Inn.’ Then the driver bids you farewell and drives his wagon away into the teeming crowds.
You push through the crowd and reach the inn only to discover that its front doors are locked and all of its window shutters are barred and padlocked. You are thinking what to do next when a hand grabs your arm and you are pulled into the darkness.
If you wish to draw your weapon and attack your unknown assailant, turn to 273.
If you wish to try and pull free of their strong grasp, turn to 160.
Please make your votes on how to deal with this threat 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. Double-bladed Axe (+1 COMBAT SKILL)
2.
BACKPACK:
1. Laumspur (+4 ENDURANCE)
2. Kai Battle Crystal
3. Potion of Laumspur (+4 ENDURANCE)
4. Laumspur (+4 ENDURANCE)
5. Laumspur (+4 ENDURANCE)
6. Alether (+2 COMBAT SKILL for one fight)
7. Potion of Laumspur (+4 ENDURANCE)
8. Coil of Rope
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, unused)
• Helmet (+2 ENDURANCE)
• Seal of Hammerdal
BELT POUCH: 10 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 24/24
RULES:
• When in combat, stop to ask whether to use any items or abilities if ENDURANCE is less than 11 or Combat Ratio is less than -4
FASCIST KILL COUNT: 21
RESURRECTIONS USED: 1
NOTES:
• Visited the Ruins of Raumas
• Survived the perils of the Graveyard of the Ancients
I will be handling these instances on a case-by-case basis, and will make sure that Lone Wolf is at least adequately equipped for each adventure.SGamerz wrote: ↑Mon May 08, 2023 2:10 amRegarding equipment, I think if the new book offers something that the player would not have a chance to pick up in previous books (or have no way of avoiding losing said items, like a certain book where the hero always ends up losing his backpack) they should at least be allowed to take those. And surely, it doesn't make sense that the king won't even provide Lone Wolf with extra food before this all-important mission if he's consumed all of what he had previously.
1
Captain D’Val and a detachment of his guardsmen escort you to the gate of the King’s Citadel where a small covered wagon awaits you. As soon as you clamber in the back, the gates are thrown open and you are hurried away through the crowded streets of Holmgard. After a short and uncomfortable journey, the wagon halts and the driver pulls open the canvas flap.
‘This is the Holmgard Quay, my liege. There is your ship, the Green Sceptre,’ he says, pointing across the busy dockside to a sleek trade caravel anchored alongside the harbor wall.

‘The first mate’s name is Ronan. You will find him waiting for you across the way at the Good Cheer Inn.’ Then the driver bids you farewell and drives his wagon away into the teeming crowds.
You push through the crowd and reach the inn only to discover that its front doors are locked and all of its window shutters are barred and padlocked. You are thinking what to do next when a hand grabs your arm and you are pulled into the darkness.
If you wish to draw your weapon and attack your unknown assailant, turn to 273.
If you wish to try and pull free of their strong grasp, turn to 160.
Please make your votes on how to deal with this threat 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. Double-bladed Axe (+1 COMBAT SKILL)
2.
BACKPACK:
1. Laumspur (+4 ENDURANCE)
2. Kai Battle Crystal
3. Potion of Laumspur (+4 ENDURANCE)
4. Laumspur (+4 ENDURANCE)
5. Laumspur (+4 ENDURANCE)
6. Alether (+2 COMBAT SKILL for one fight)
7. Potion of Laumspur (+4 ENDURANCE)
8. Coil of Rope
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, unused)
• Helmet (+2 ENDURANCE)
• Seal of Hammerdal
BELT POUCH: 10 Gold Crowns
COMBAT SKILL: 15
ENDURANCE POINTS: 24/24
RULES:
• When in combat, stop to ask whether to use any items or abilities if ENDURANCE is less than 11 or Combat Ratio is less than -4
FASCIST KILL COUNT: 21
RESURRECTIONS USED: 1
NOTES:
• Visited the Ruins of Raumas
• Survived the perils of the Graveyard of the Ancients
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Lone Wolf - Kai Series
Pull free. We're supposed to be meeting someone, and it wouldn't do to kill our contact before even identifying him.
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Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series
Pull free.
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Re: [Let's Play] Lone Wolf - Kai Series
Votes registered; attempting to pull free from the unknown assailant.
‘Forgive me, I didn’t mean to startle you.’
The man seems nervous, and the open hand that is extended towards you is shaking quite visibly. With some caution you accept the gesture of friendship, and sit with the man at a tavern table. The place is deserted, save for a couple of mice gnawing at a large chunk of cheese.

‘Captain Kelman has instructed me to take you to the Green Sceptre, but only if I am sure that you are the Kai they call Lone Wolf. Can you prove your identity?’
You decide that in order to prove to the man that you really are a Kai warrior, you must show him your mastery of one of your Kai Disciplines
If you wish to demonstrate your Kai Discipline of Healing, turn to 16.
If you wish to demonstrate your Kai Discipline of Mindblast, turn to 133.
If you wish to demonstrate your Kai Discipline of Weaponskill, turn to 255.
If you wish to demonstrate your Kai Discipline of Animal Kinship, turn to 203.
If you wish to demonstrate your Kai Discipline of Mind Over Matter, turn to 48.
If you do not possess any of the above Kai skills, or if you do not wish to demonstrate your special skill to this man, turn to 348.
Lone Wolf has the Kai Disciplines of Healing, Mindblast, and Animal Kinship. Please make your votes on which Kai Discipline to use, if any, before 9:00 AM PDT to guarantee that they will be counted.
160
‘Forgive me, I didn’t mean to startle you.’
The man seems nervous, and the open hand that is extended towards you is shaking quite visibly. With some caution you accept the gesture of friendship, and sit with the man at a tavern table. The place is deserted, save for a couple of mice gnawing at a large chunk of cheese.

‘Captain Kelman has instructed me to take you to the Green Sceptre, but only if I am sure that you are the Kai they call Lone Wolf. Can you prove your identity?’
You decide that in order to prove to the man that you really are a Kai warrior, you must show him your mastery of one of your Kai Disciplines
If you wish to demonstrate your Kai Discipline of Healing, turn to 16.
If you wish to demonstrate your Kai Discipline of Mindblast, turn to 133.
If you wish to demonstrate your Kai Discipline of Weaponskill, turn to 255.
If you wish to demonstrate your Kai Discipline of Animal Kinship, turn to 203.
If you wish to demonstrate your Kai Discipline of Mind Over Matter, turn to 48.
If you do not possess any of the above Kai skills, or if you do not wish to demonstrate your special skill to this man, turn to 348.
Lone Wolf has the Kai Disciplines of Healing, Mindblast, and Animal Kinship. Please make your votes on which Kai Discipline to use, if any, 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.
