[Let's Play] Lone Wolf - Kai Series

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

Post by Beroli »

Jump onto the roof.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

Flag it down.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes counted; taking the polite way wins over the assertive way by a 2-1 vote.

117

It is a large passenger wagon similar to those used by highway travelers of Sommerlund. The driver pulls the horses to a halt and stares at you from under the wide brim of his hat. You ask where he is destined for.
     ‘We’re bound for Ragadorn. Due there at noon today. A seat inside will cost you 3 Gold Crowns, or you can ride atop the roof for only one.’
     If you wish to ride inside, pay the driver 3 Gold Crowns and turn to 37.
     If you would prefer to ride on the roof, pay him 1 Gold Crown and turn to 148.
     If you cannot pay the fare, you must let the coach continue and commence your journey on foot. Turn to 292.

Image

Please make your votes on how much to pay for the trip before 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Ride inside the wagon.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

Since there are now rules against getting more gold and supplies at the beginning of each new book, there may actually be a reason to conserve gold. Ride on a rooftop to save a couple of crowns. A bit of rain and sunlight won't hurt us. Besides, it sounds like the ride is for only half a day.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

Ride on top, which we probably would have done if we just jumped down, though we'd probably have avoided paying.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes counted; riding on the roof won over riding inside the wagon by a 2-1 vote.

148

You wrap yourself in your Kai cloak and raise the hood. The driver gives a shout and whips the horses and soon you are on your way along the tree-lined coast road to Ragadorn. During the journey, you talk to the driver and learn some useful things about the Wildland’s only city.
     Ever since Killean the Overlord died three years ago, Ragadorn has been ruled (or misruled according to the driver) by his son, Lachlan. It seems that he and his men are nothing more than ruthless pirates. They tax the people heavily and murder anyone who opposes them. You are hungry and during the coach ride you must eat a Meal or lose 3 ENDURANCE points (Hunting cannot be used in the Wildlands to find food).
     After several hours, you catch your first glimpse of the west city wall of Ragadorn. A bell is tolling in the distance; it rings twelve times. Eventually the coach reaches the city. It passes through its weathered west gate and pulls to a halt in a cobblestoned square.
     ‘If you want to reach Durenor, you can catch a coach from the stable at the east gate,’ says the driver, helpfully. ‘Best you hurry mind, it leaves at one o’clock’.
     You thank the driver for the useful advice and jump to the ground. For the first time, you suddenly notice the awful stench of this decrepit seaport. A rusty sign nailed to the wall of a rot-infested house says: ‘Welcome to Ragadorn’.
     If you wish to go north, along Westgate Lane, turn to 122.
     If you choose to head south along West Bank Walk, turn to 323.
     If you decide to head east into Axe Lane, turn to 257.

Image

Please make your votes on which way to go in this wretched hive of scum and villainy 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.
2.
BACKPACK:
1. Meal
2.
3.
4.
5.
6.
7.
8.
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, unused)
• Helmet (+2 ENDURANCE)
• Seal of Hammerdal
BELT POUCH: 9 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: 24
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.
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

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

Post by SGamerz »

Sure, we lack a weapon right now, might as well check out the lane named after a weapon.
Thaluikhain wrote: ↑
Wed May 17, 2023 4:12 pm
Ride on top, which we probably would have done if we just jumped down, though we'd probably have avoided paying.
Unless Dever changed it in this edition, no we wouldn't. Turns out that coach driver is way more badass than a kai lord and doesn't take kindly to freeloaders or robbers. So badass that he can't be fought in normal combat and scores a straight-up insta-kill if we try.

The king should have hired coach drivers to fight those Giak armies.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes registered; heading east into Axe Lane in the hopes of getting an axe or even any type of weapon.

257

This rubbish-strewn cobbled street runs between rows of ramshackle, rot-infested houses and shops. The few inhabitants of Ragadorn that you see appear to be a cheerless lot, their faces haggard and drawn. They shuffle through the gloom, hunched against the pouring rain, their eyes fixed on the slimy cobblestones at their feet. Then you reach a junction where Axe Lane curves towards the north and another street heads off towards the east.

Image

     If you wish to continue north and pass from Axe Lane into Black Knight Street, turn to 335.
     If you decide to go east, you can enter Sage Street by turning to 181.

Please make your votes on which street to enter before 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Go into Sage Street.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

We turned north after heading east, which was a left turn. Now the choice is between turning right or going straight, and the choice looks random (there are no axes on this lane, so street names mean nothing), so I vote not-right.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Thank you for voting. I will break the 1-1 tie by having Lone Wolf reject the fascist path and enter Black Knight Street instead.

335

You notice a sign hanging outside a small shop.

Image

     If you wish to enter this shop and ask its owner how best you can reach Durenor, turn to 161.
     If you choose to ignore this shop and continue, turn to 61.

Please make your votes on whether to enter the shop or not before 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

Enter for asking, and maybe trading.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Enter the shop.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

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

Post by JourneymanN00b »

Votes registered; entering the shop.

161

The shop appears to be empty. Patiently you bide your time by inspecting the merchandise. Nearly five minutes pass, but still no one has appeared. You are about to leave when you notice a map hanging inside the door. It is a detailed plan of the Port of Ragadorn. The Ragadorn stables and coach station is clearly marked near the east gate of the city. This is where land transport can be found to take you to Port Bax. You memorize the map route to the east gate and leave the shop.
     You run back to Axe Lane and turn east into Sage Street. At the end of this winding lane you arrive at the Ragadorn Bridge, the only connection between the east and west sides of the city. You push your way across the crowded bridge and hurry along the rain-slick cobblestones of East Trade Lane.
     Turn to 186.

186

You are standing opposite a large building with a sign fixed to its wall:

RAGADORN STABLES AND COACHING STATION

     A green-clad coachman is sitting next to a notice board that reads:

‘Port Bax – Journey Time 7 Days’.

     If you wish to approach the seated coachman and ask to buy a ticket for the journey to Port Bax, turn to 136.
     If you have no money, turn to 238.

Lone Wolf has money, so he will ask the seated coachman how much a ticket to Port Bax will cost.

136

‘The fare t’ Port Bax is 20 Gold Crowns,’ says the coachman, with a gruff Ragadornian accent.
     If you have 20 Gold Crowns and wish to purchase a ticket, turn to 10.
     If you do not have enough money for the fare, turn to 238.

Lone Wolf does not have enough money for the fare.

238

Opposite the coach station is a narrow street leading to a gaming-house with a sign outside the door.

NO WEAPONS ALLOWED INSIDE

     You are excited by the chance of being able to win some gold and quickly you enter. Any Weapons you may have must be left with a guard at the door. You can recover your Weapons when you decide to leave. You are given a silver token worth 1 Gold Crown, which can only be used in this gaming-house. (You only receive the free silver token once, regardless of how many times you enter the gaming-house).
     The entrance hall opens out into a huge room where many gambling games are in progress. One that catches your eye is called ‘Cartwheel’. At one end of a long table, an attractive young woman spins a black dish divided into ten sections marked 0-9. As the dish spins, she drops a small silver ball into it which eventually comes to rest in one of the numbered sections. Several merchants are seated around the table and they are betting heavily on the fall of the silver ball.
     To play ‘Cartwheel’, you must first decide the number you would like to bet on and just how many Gold Crowns you wish to stake. Make a note of these numbers and then pick a number from the Random Number Table. If you pick exactly the same number, you win 8 Gold Crowns for every 1 Gold Crown that you gamble. If the number you pick is immediately before or after the correct choice, you win 5 Gold Crowns for every 1 Gold Crown that you stake. There is a 40 Gold Crown limit to how much you can win on this table.
     In the game of ‘Cartwheel’, the 0 is adjacent to the number 9. For example, if you bet on 9 and the silver ball falls on 0, you win 5 Gold Crowns for every 1 that you staked. You may play as many rounds of ‘Cartwheel’ as you wish until either you lose all your Gold Crowns or you decide to pick up your winnings (maximum of 40 Gold Crowns).
     If you lose all your Gold Crowns, turn to 169.
     If you have winnings to collect, or if you wish to withdraw with what money you have left, you may do so and leave the building by turning to 186.

Image
238. An attractive young woman spins a black dish divided into ten sections marked 0-9.

To recap: Lone Wolf manages to reach the coaching station, but does not have enough money to pay for a trip to Port Bax. He is thus forced to gamble to try to get enough Gold Crowns for a ticket.

Please make your votes on how many ‘Cartwheel’ rounds to play, what numbers to pick, how much to bet each round, and whether to use the Crystal Star Pendant in any way to improve our hero’s odds of winning a particular round before 9:00 AM PDT to guarantee that they will be counted.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Since nobody voted, I will have our hero play as many rounds as needed to get the maximum winnings of 40 Crowns, make 1 Gold Crown bets on the number 1 each round, and use the Crystal Star Pendant if he would lose his final Gold Crown in the round.

The rounds:
Rounds 1-10: The rolls are 2, 3, 5, 8, 2, 3, 3, 7, 8, and 6. From the silver token and the 9 Gold Crowns used to stake the bets, 10 Gold Crowns were won. Lone Wolf now has 10 Gold Crowns.
Rounds 11-20: The rolls are 2, 3, 3, 8, 5, 6, 1, 8, 9, and 7. From the 10 Gold Crowns used to stake the bets, 13 Gold Crowns were won. Lone Wolf now has 13 Gold Crowns.
Rounds 21-30: The rolls are 8, 5, 3, 8, 5, 9, 2, 5, 4, and 3. From the 10 Gold Crowns used to stake the bets, 5 Gold Crowns were won. Lone Wolf now has 8 Gold Crowns.
Rounds 31-40: The rolls are 6, 3, 1, 8, 5, 5, 0, 5, 5, and 3. From the 10 Gold Crowns used to stake the bets, 13 Gold Crowns were won. Lone Wolf now has 11 Gold Crowns.
Rounds 41-50: The rolls are 6, 6, 7, 9, 5, 1, 0, 7, 8, and 6. From the 10 Gold Crowns used to stake the bets, 13 Gold Crowns were won. Lone Wolf now has 14 Gold Crowns.
Rounds 51-60: The rolls are 7, 7, 2, 0, 2, 0, 5, 3, 6, and 0. From the 10 Gold Crowns used to stake the bets, 25 Gold Crowns were won. Lone Wolf now has 29 Gold Crowns.
Rounds 61-70: The rolls are 4, 4, 7, 7, 5, 0, 6, 2, 5, and 0. From the 10 Gold Crowns used to stake the bets, 15 Gold Crowns were won. Lone Wolf now has 34 Gold Crowns.
Rounds 71-80: The rolls are 4, 8, 2, 3, 3, 6, 0, 1, 4, and 8. From the 10 Gold Crowns used to stake the bets, 18 Gold Crowns were won. Lone Wolf now has 42 Gold Crowns.
Rounds 81-86: The rolls are 0, 8, 8, 0, 3, and 0. From the 6 Gold Crowns used to stake the bets, 15 Gold Crowns were won. Due to the winnings limit of this table, Lone Wolf can only take 49 Gold Crowns with him, with the guards pocketing the remainder and backs off Lone Wolf from the premises.

After 86 rounds of betting, the law of large numbers prevails and Lone Wolf achieves the maximum amount of winnings of 40 Gold Crowns. He returns to the Ragadorn Stables and Coaching Station on section 186 and asks to buy a ticket to Port Bax. On section 136, he purchases a ticket after being told that the fare is 20 Gold Crowns. We will now head to section 10 to continue the story.

10

You pocket the Ticket (record this as a Special Item on your Action Chart) and the man escorts you to a coach that is waiting near the east gate of the seaport. It is empty and you take a seat near one of its circular windows. The seat is comfortable, which is a very good thing as the journey to Port Bax will take seven days.
     Stowing your equipment beneath the seat, you settle back in comfort and doze off. When you awake you are no longer alone. You have been joined by five other passengers and the journey to Durenor has already got underway.
     Pick a number from the Random Number Table.
     If the number you have picked is 0-3, turn to 51.
     If the number you have picked is 4-6, turn to 195.
     If the number you have picked is 7-9, turn to 339.

Rolling the die yields a 7, so we will turn to 339.

339

After only half an hour, the coach is stopped by some armed horsemen. On their surcoats is emblazoned the emblem of a black ship on a red crest. It is the livery of Lachlan the Overlord of Ragadorn. They demand gold in payment for what they call ‘exit taxes’. The charge is one Gold Crown from each passenger. The other travelers each place a Gold Crown on a small plate and hand it to you.
     If you can pay the exit tax, do so and the coach will be allowed to go on its way. Turn to 249.
     If you have no money, turn to 50.

Lone Wolf can pay the exit tax and wisely does so to avoid undue attention.

249

During the course of the afternoon’s journey, you chat with your fellow travelers and learn a little about their backgrounds.
     Sitting opposite are two brothers named Ganon and Dorier. They are knights in the Order of the White Mountain, warrior lords of Durenor who have pledged allegiance to protect the country from raids by the bandits of the Wildlands. They own a castle and land near Port Bax. Next to them sits Halvorc, a merchant. His nose is swollen and his face is badly bruised thanks to Lachlan, the Overlord of Ragadorn. A little misunderstanding about port taxes lost him his cargo and most of his gold. Seated by the far door is a priest called Parsion. Like you, he is a Sommlending who has journeyed across the Wildlands by coach on his way to Port Bax. Beside you sits a young woman called Viveka. She is a mercenary adventuress who earns her gold by fighting for it, and sells her sword skills to the highest bidder. She is returning to Port Bax after having collected payment for a successful mission in Ragadorn.
     Not wishing to reveal your true identity, you have pretended to be a simple peasant from the Holmgard Plain. The travelers seem unaware of the invasion of Sommerlund by Darklord Zagarna.
     Turn to 39.

Image
249 You chat with your fellow travelers and learn about their backgrounds.

39

At dusk, the coach stops at an inn on the coast road to Port Bax. The cost of a room for the night is 1 Gold Crown for coach passengers and 3 Gold Crowns for anyone else. As you are about to enter, the coach driver demands to see your ticket.
     If you have a Ticket for the journey to Port Bax, turn to 346.
     If you do not have a Ticket, turn to 156.

Lone Wolf has a Ticket.

346

The driver nods and returns the ticket. The inn is warm but poorly furnished. You must eat a Meal here which will cost you 1 Gold Crown, unless you have a Meal in your Backpack.
     The Kai Discipline of Hunting cannot be used on your journey through the Wildlands, as it is a barren wasteland inhabited only by creatures called Szalls, a smaller sub-species of Giak held to be relatively harmless, and some rarer yet more dangerous predators. The restriction of Hunting in the Wildlands applies only to your ability to fulfill instructions to eat a Meal automatically. You may still use Hunting when prompted to do so. However, until given further notice, you must obey instructions to eat Meals as if you do not have Hunting. This includes the current instruction; you must lose 3 ENDURANCE points now if you cannot pay for the Meal, or consume one from your Backpack.
     If you can afford the 1 Gold Crown for the room, turn to 280.
     If you have no money, turn to 205.

To recap: Lone Wolf manages to win 40 Gold Crowns on the gaming-house, 20 which he spends on a ticket to Port Bax, and 1 which he spends on ‘exit taxes’ by Lachlan’s goons. Lone Wolf can afford the 1 Gold Crown for the room, but is faced with the choice to either pay 1 additional Gold Crown, or eat his last Larnuma Meal in his Backpack. Please make your votes on how to satisfy his hunger 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.
2.
BACKPACK:
1. Meal
2.
3.
4.
5.
6.
7.
8.
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, unused)
• Helmet (+2 ENDURANCE)
• Seal of Hammerdal
• Ticket
BELT POUCH: 28 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: 24
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.
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Buy a Meal.
Thaluikhain
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

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

Post by SGamerz »

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

Post by JourneymanN00b »

Votes registered; buying a meal for 1 Gold Crown in addition to paying 1 Gold Crown for the room.

280

You sleep deeply without being disturbed and then rise at dawn feeling refreshed and alert. You gather your equipment and join the others as they are boarding the coach.
     For two days and nights, the coach trundles along the overland trade route across the Wildlands. This is a particularly bleak and inhospitable region, its barren gray soil and stunted flora seemingly devoid of life. The coach makes rare stops along the way, mainly to allow the driver to catch a few hours of sleep.
     Early on the morning of the ninth day of your quest, there is an unfortunate accident.
     Pick a number from the Random Number Table.
     If the number you have picked is 0-4, turn to 2.
     If the number is 5-9, turn to 108.

Rolling the die yields a 0, so we will turn to 2.

2

You are traveling along a narrow section of coast road which follows a dizzy course beneath high, overhanging cliffs. A rock fall has blocked the road ahead and you forced to stop to clear it. You are helping the driver to lever a large rock from the path of the carriage, when you hear a rumbling sound. A boulder crashes down from the overhanging cliff, killing the driver before you can make any attempt to save him. He was standing barely six feet away from you at the time of his death.
     If you have the Kai Discipline of Sixth Sense, turn to 42.
     If you do not have this skill, turn to 168.

Lone Wolf has the Kai Discipline of Sixth Sense.

42

You sense that someone is on the cliff above and that you were the intended victim of their attack. Someone is deliberately trying to kill you!
     Turn to 168.

168

Slowly, one by one, the other travelers appear at your side to stare in shock at the dead coachman.
     ‘We must bury him,’ says the priest.
     You silently nod your agreement and prepare a grave in which to lay his corpse. As you are all walking back to the coach, you discuss what should be done.
     ‘I know the road to Port Bax. I had better drive the coach,’ volunteers Halvorc.
     ‘I do hope we’re not blamed for his death,’ says the priest nervously.
     ‘It was an act of the gods,’ says Dorier.
     ‘I shall testify to that,’ says Ganon. ‘Lies are never spoken by Knights of the White Mountain.’
     It is true that in Durenor, a true knight will speak only the truth whether for his own good or ill. His words seem to reassure the priest and you are all soon once more on the road heading towards the eastern horizon. It is late in the afternoon when you arrive at a coach station in a small coastal village known as Gorn Cove, which is mainly populated by outcasts, thieves, and Szalls.
     The death of the coachman is met by the villagers with great suspicion, but Dorier’s words convince them that it was accidental.
     There is only one inn at the village, a tavern known as the Forlorn Hope. Its state of disrepair is typical of all the other hovels in this poor sea village. A room for the night costs 1 Gold Crown.
     If you can pay for the room, turn to 314.
     If you cannot, turn to 25.

Lone Wolf can pay for the room.

314

The innkeeper is a thin old man with only one eye. He hands you a key and points to a balcony opposite.
     ‘Number two, the red door,’ he says, in a reedy voice.
     The other travelers each pay their one Crown, collect a key, and make their way across the crowded tavern floor towards the stairs.
     ‘We must make plans for tomorrow,’ says Dorier. The others all nod in agreement. ‘I suggest we meet here in the bar in one hour’s time to decide what to do.’

Image
314. The innkeeper, a thin old man with only one eye, is carrying a tray of hot food.

     As you close the red door of your room, for some unknown reason you recall the words of Captain Kelman when you left Holmgard harbor: ‘There is evil treachery at work here. Clearly, the enemy already has plans afoot to thwart your quest.’
     An hour has nearly passed when your thoughts are disturbed by a knock at your door. It is the innkeeper and he is carrying a tray of piping hot food.
     ‘With the compliments of one of your friends,’ he says, and leaves before you can ask which one. The food smells very appetizing.
     If you have the Kai Discipline of Hunting, turn to 290.
     If you do not possess this skill, you can eat the hot food that has been put before you, by turning to 36.
     If you decide not to eat this food, turn to 178.

Lone Wolf has the Kai Discipline of Hunting.

290

The food smells delicious, but you notice that there are two or three drops of clear liquid on the side of the plate and another on the tray. At first you suspect that it is only water, until you touch the fluid and notice that it is sticky. You recognize it as sap from the gnadurn tree, a deadly poison much preferred by assassins because of its lack of flavor or scent. The shock of your discovery soon turns to anger. You grab your belongings and leave the room, intent on discovering the identity of your would-be killer. (As Hunting cannot be used in the Wildlands to find food, you must now consume a Meal from your Backpack or deduct 3 ENDURANCE points if you cannot eat.)
     Turn to 200.

200
(Illustration overleaf)

By the time you reach the bar, the others are all seated at a large table awaiting your appearance. Drawing closer to the table, you look carefully at your traveling companions, hoping to see something that will betray the identity of your would-be assassin. You will have to attack without giving any warning to your enemy, so study your fellow travelers carefully and then make your decision.
     If you decide to attack the Knight of the White Mountain called Dorier, turn to 7.
     If you choose to attack the merchant called Halvorc, turn to 60.
     If you wish to attack the adventuress called Viveka, turn to 85.
     If you wish to attack the priest called Parsion, turn to 158.
     If you wish to attack the Knight of the White Mountain called Ganon, turn to 270.

Image
200. The others are all seated at a large table awaiting your appearance.

To recap: Lone Wolf survives an attempt on his life during the coach’s journey. Since the coach driver was killed in the attempt, Halvorc takes over the driving and takes the group to Gorn Cover, where the group decides to stay at the Forlorn Hope inn. After paying 1 Gold Crown for the room, Lone Wolf avoids another attempt on his life, eats his remaining Larnuma Meal to keep his strength up, and heads to the bar to kill his would-be fascist assassin. Please make your votes on who the fascist is 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.
2.
BACKPACK:
1.
2.
3.
4.
5.
6.
7.
8.
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, unused)
• Helmet (+2 ENDURANCE)
• Seal of Hammerdal
• Ticket
BELT POUCH: 25 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: 24
RESURRECTIONS USED: 1
NOTES:
• Visited the Ruins of Raumas
• Survived the perils of the Graveyard of the Ancients
Last edited by JourneymanN00b on Mon May 22, 2023 9:44 pm, edited 1 time in total.
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Beroli
Prince
Posts: 4311
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Is that a snake tattoo on your wrist or are you unglad to see us, priest? Attack Parsion.
SGamerz
King
Posts: 6381
Joined: Mon Jun 16, 2014 11:45 am

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

Post by SGamerz »

*Sigh*

Withholding my vote for this. Seriously, I hope the new edition changed the outcomes of this option. Of the things that needs altering, this is one of the big ones.
Thaluikhain
Overlord
Posts: 7564
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

I support Beroli's choice, because I couldn't find anything useful in that picture myself.
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