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Tiggum
Oct 24, 2007

Your life and your quest end here.


For those who don't know, Lone Wolf is a series of gamebooks by Joe Dever in which you play as the titular character, a sort of warrior monk with psychic powers in a fantasy world of sword and sorcery. Similar to Steve Jackson and Ian Livingstone's Fighting Fantasy series, except that you play the same character the whole way through in a series of connected adventures instead of unrelated characters in stand-alone stories. The series is broken into four sub-series of five, seven, eight and eight nine ten eleven twelve thirteen novels (the last sub-series featuring a new protagonist) and the whole series most of the series is available at Project Aon if you'd like to read ahead or play through on your own. The more recent books are available only from the publisher and the bonus adventures are mostly available nowhere.

For this let's play I'll be using a voting method that's is more of a raffle than a straight-up vote. All the votes will be put into a hat, so to speak, and a winner drawn. This means that less popular choices are less likely to be chosen but still have a chance. Please write your vote in bold so it stands out and only vote once per decision. I've also come up with some ideas for making deaths and other no-win scenarios less annoying.

Specifically, we'll never die to anything unavoidable. If our endurance points go below zero in such a section we'll just carry on regardless. If anything avoidable damages us while we're at zero or negative EP though, that's a different story. Also, no one likes starting over, so if we do die to anything avoidable then we'll just go back and choose another option. Finally, there are some "dead man walking" scenarios where a choice you make leads to you dying much later in the book. In those instances I'll just overrule the book and allow us to survive since doing otherwise would lead to a lot of repetition or (in at least one case) make a whole section of the book effectively unavailable to us since it always ends up that way.

One last thing before we get started: No spoilers. If you've read the books before you can talk about the setting and characters in general, but don't post anything that gives away future plot developments or puzzles. Especially don't tell us if you're voting for something specifically because you already know the outcome. If you haven't read the books before feel free to speculate though. It's also OK to talk about things that would already have happened if we'd made other choices, and I'll be doing that myself at various points.


Table of Contents:
    Kai Series
  1. Flight from the Dark (walkthrough - flow chart)
    Bonus: Extended Edition
    Magnamund Companion: Dawn of the Darklords (flow chart)
  2. Fire on the Water
    Bonus: The Crown of King Alin IV (flow chart)
  3. The Caverns of Kalte
    Bonus: Vonotar's Web (flow chart)
  4. The Chasm of Doom
    Bonus: Ruanon (flow chart)
  5. Shadow on the Sand
    Bonus: The Tomb of the Majhan (flow chart)

    Magnakai Series
  6. The Kingdoms of Terror
    Bonus: The Key to the Future (flow chart)
  7. Castle Death
    Bonus: The All Seeing One (flow chart)
  8. The Jungle of Horrors
    Bonus: Masquerade in Hikas (flow chart)
  9. The Cauldron of Fear
  10. The Dungeons of Torgar
  11. The Prisoners of Time
  12. The Masters of Darkness

    Grand Master Series
  13. The Plague Lords of Ruel
  14. The Captives of Kaag
  15. The Darke Crusade
  16. The Legacy of Vashna
  17. The Deathlord of Ixia
  18. Dawn of the Dragons
  19. Wolf's Bane
  20. The Curse of Naar

    New Order Series
  21. Voyage of the Moonstone
  22. The Buccaneers of Shadaki
  23. Mydnight's Hero (flow chart)
    Bonus: Lost in the Kelderwastes
  24. Rune War (flow chart)
    Bonus: The Traitor's Reward (alternate run)
  25. Trail of the Wolf (flow chart)
    Bonus: Dire in the Dark (Dire #4)
  26. The Fall of Blood Mountain (flow chart)
    Bonus: Destiny Most Dire (Dire #5)
  27. Vampirium
    Bonus: Shadow Stalkers (flow chart)
  28. The Hunger of Sejanoz
    Bonus: Extended Edition
    Bonus: The Edge of Night
  29. The Storms of Chai
    Bonus: The Tides of Gorgoron
  30. Dead in the Deep
    Bonus: Kaum Before the Storm
  31. The Dusk of Eternal Night
  32. Light of the Kai (part I)
  33. Light of the Kai (part II)
    World of Lone Wolf
  1. Grey Star the Wizard (walkthrough)
  2. The Forbidden City
  3. Beyond the Nightmare Gate
  4. War of the Wizards
    Freeway Warrior
  1. Highway Holocaust (flow chart)
  2. Slaughter Mountain Run
  3. The Omega Zone
  4. California Countdown
    Autumn Snow
  1. The Pit of Darkness
  2. The Wildlands Hunt
  3. Slaves of the Mire
    The Dark One
  1. Birth of the Dark One (flow chart)
  2. Ruins of the Ancients (flow chart)
  3. The Memory of Haakon (flow chart)
  4. Scions of Destruction (flow chart)
  5. The DarkLord's Return (flow chart)
  6. The Dark Day (flow chart)
  7. Doom of the Dark One (flow chart)
    The Huntress
    Shadows Over Fire (original Facebook version & flow chart)
  1. Marked for Death
  2. Quelling of the Flame
  3. Echoes of Eternity
Why we're not playing Combat Heroes.

Tiggum fucked around with this message at 02:12 on Apr 11, 2024

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Tiggum
Oct 24, 2007

Your life and your quest end here.


    Action Chart

    Name: Braveheart
    Gender: Female
    Rank: Kai Supreme Master
    Combat Skill: 44
    Endurance Points: 47/55
    Kai/Magnakai/Grand Master Disciplines:
  1. Grand Weaponmastery (+5 CS w/ any melee weapon; +5 RN w/ bows; +1 damage per round w/ metal weapons; +3 CS when unarmed)
  2. Deliverance (Once every 20 days, if EP < 9, restore 20 EP - used >20 days ago)
    Curing (Restore 1 EP per numbered section, used 0/10 times this book)
  3. Kai-surge (+8 CS, -1 EP/round)
    Kai-blast (2d10 damage, -4 EP)
    Kai-ray (Once per combat, pay 4 EP to do 15 damage in addition to regular combat damage)
    Mindblast (+4 CS)
  4. Kai-alchemy (Lightning Hand; Levitation; Mind Charm; Sense Evil; Silence, etc.)
  5. Grand Huntmastery
  6. Elementalism
  7. Grand Pathsmanship
  8. Grand Nexus
  9. Astrology
    Sun or Moon (Once per adventure, when fighting in sun- or moonlight, Darkspwawn, Drakkarim, Undead, Vampires, Demons, Agarashi, Necromancers, Nadziranim, Cener Druids, Acolytes of Vashna and Kitaezi Shamans lose 1 CS and 2 EP per combat round. Darklords, Demonlords, evil Shianti and Children of Agarash lose 2 CS at the start of combat.)
    Burashos, the Star of Courage (Resist fear and drain courage from enemies. In the first round of a fight, if an odd number is picked, the enemy inflicts no damage. Doesn't work on mindless creatures (eg. undead, robots) or Champions of Darkness.)
    Kaeymos, the Star of Fate (Once per adventure, when asked to pick a random number outside of combat, roll twice and use whichever result you prefer.)
  10. Kai-screen
  11. Animal Mastery
  12. Bardsmanship
  13. Assimilance
  14. Magi-magic (Shield, Power Word, Invisible Fist, etc.)
    Power Strike (-3 EP: +1 CS and +1 damage per round in which any damage is dealt, for one combat)
  15. Telegnosis
  16. Herbalism
    Weapons:
  1. Bow
  2. Naarvakim Spear (+3 CS; take no damage in first round unless taken by surprise)
    Purse (money)
  • 40 Gold Crowns
  • 8 Nobles
  • 20 Ren
  • 10 Orla
  • 20 Lune
    Backpack:
  1. Illusion Crystal

  2. Potion of Klorva (+6 EP)
  3. Karmo (Doubles your ENDURANCE points score for the duration of combat. After consuming Karmo, pick a number from the Random Number Table. The number you choose determines how many ENDURANCE points you lose as a consequence of the side effects (0 = zero).)
  4. Tazheng (a powerful anti-venom)
  5. Demon Stone
  6. Small Onyx Key
  7. Bautarian Antitoxin (2 doses)
  8. Shadakine Astrolabe
  9. Drodarin Bag of Holding (+5 Backpack Spaces)
  10. Healing Potion (+10 EP)
  11. Lencian Lute
  12. Potion of Oxydine (+2 EP or cure Korovax)
  13. Automated Figure
  14. Andui Flask
    Special Items:
  1. Alema (axe; +4 CS or +6 CS vs. undead)
  2. Medallion of Weaponskill (+2 CS; bound to Naarvakim Spear)

  3. Korlinium Chainmail Vest (+2 CS)
  4. Quiver (11/12 arrows)
  5. Talisman of Defiance (+2 CS)
  6. Wardstone (-3 CS to undead enemies)
  7. Star-Ska (sword; +4 CS; double damage to Agarashi)
  8. Mind Gem (+2 CS when using Mindblast or Kai-surge)
  9. Naarvakim Pass
  10. Naarvakim Cloak
  11. Power-mace (+2 CS; -2 EP: +3 damage/round).
  12. Platinum Amulet
  13. Crocaryxa (Nyxator Mail; +4 CS; +10 EP; protects against the power of Madness)
  14. Power-key
  15. Turquoise Pearl
  16. Invitation
  17. Large Bag
  18. Travel Bag
  19. Mythenian Dignitary Costume
  20. Nigumu-sa Leather Purse (replaces Belt Pouch and holds 60 GC)
    Deaths:
  1. Killed in combat (book 21).
  2. Killed by a run of bad luck (book 22).
  3. Convicted on some pretty flimsy circumstantial evidence (book 23).
  4. Exploded by a missile (book 28).
  5. Dropped into the Maakengorge (book 30).
  6. Became the Chaos-master of Aon! Master of Paradox! (book 30).
  7. Failed to prevent the resurrection of Vashna (book 30).

Rules currently in effect:

achtungnight posted:

Curing- Use it when we drop below 12 EP and then use it all at once.

Slavic Crime Yacht posted:

A standing order to always search bodies.

nelson posted:

Always top up arrows when given the opportunity.

Tiggum posted:

Use Kai-surge/Psi-surge whenever the Combat Ratio is below 3.

Toplowtech posted:

Use Kai-surge if enemy is immune to other types of psi-damage.

Maugrim posted:

If even using Kai-surge we're at -9 or lower CS, use Kai-ray/Kai-blast instead

Maugrim posted:

Use Laumspur as soon as possible after EP drops below 26

nelson posted:

Use Alether whenever we are at negative CR and the enemy has more EP than us.

ShadowWraith posted:

Automatically use a Potion of Alether for any fight with a Combat Ratio -7 or worse.

anakha posted:

Power Strike at Combat Ratio -5 or below.

    Storage:
  • 114 Gold Crowns

    Backpack Items:
  • Meal
  • Meal
  • Tehda Key
  • Sadanzo’s Scroll
  • Dungeon Keys
  • Copper Key
  • Iron Key
  • Shovel
  • Copper Key
  • Meal
  • Meal
  • Red Key
  • Mirror
  • Potion of Gallowbrush
  • Lunar Compass
  • Vordak Gem
  • Vordak Lord's Gem

    Special Items
  • Blue Vial
  • Yellow Vial of Lha
  • Temujun's Ring
  • Sunderer (Drodarin battle-axe; +5 CS)
  • Skull-Tor Wristband
  • Battle-map
  • Bronze Disc (3–2–1)
  • Quiver (6/6 arrows)
  • Kenga’s Ring (Whenever the Eye of Agarash would cause EP loss there's a 40% chance it doesn't)
  • Gold Talisman
  • Crystal Prism
  • Tiger Ring
  • Xi-die
  • Amulet of Fealty
  • Celestial Ring
  • Royal Writ
  • Eye of Lhaz (controls venomous snakes)
  • Alether Berries (+2 CS)

Final stats for Lone Wolf (book 20).
Not-so-final stats for Braveheart (book 28).
Final stats for Grey Star (WoLW book 4).
Final stats for Autumn Snow? (AS book 2).
Final stats for Cal Phoenix (FW book 4).

Tiggum fucked around with this message at 03:17 on May 18, 2022

Tiggum
Oct 24, 2007

Your life and your quest end here.




Flight From the Dark posted:

The Story So Far...

In the northern land of Sommerlund, it has been the custom for many centuries to send the children of the Warrior Lords to the monastery of Kai. There they are taught the skills and disciplines of their noble fathers.

The Kai monks are masters of their art, and the children in their charge love and respect them in spite of the hardships of their training. For one day when they have finally learnt the secret skills of the Kai, they will return to their homes equipped in mind and body to defend themselves against the constant threat of war from the Darklords of the west.

In olden times, during the Age of the Black Moon, the Darklords waged war on Sommerlund. The conflict was a long and bitter trial of strength that ended in victory for the Sommlending at the great battle of Maakengorge. King Ulnar and the allies of Durenor broke the Darklord armies at the pass of Moytura and forced them back into the bottomless abyss of Maakengorge. Vashna, mightiest of the Darklords, was slain upon the sword of King Ulnar, called ‘Sommerswerd’, the sword of the sun. Since that age, the Darklords have vowed vengeance upon Sommerlund and the House of Ulnar.

Now it is in the morning of the feast of Fehmarn, when all of the Kai Lords are present at the monastery for the celebrations. Suddenly a great black cloud comes from out of the western skies. So many are the numbers of the black-winged beasts that fill the sky, that the sun is completely hidden. The Darklords, ancient enemy of the Sommlending are attacking. War has begun.

On this fateful morning, you, Silent Wolf (the name given to you by the Kai) have been sent to collect firewood in the forest as a punishment for your inattention in class. As you are preparing to return, you see to your horror a vast cloud of black leathery creatures swoop down and engulf the monastery.

Dropping the wood, you race to the battle that has already begun. But in the unnatural dark, you stumble and strike your head on a low tree branch. As you lose consciousness, the last thing that you see in the poor light are the walls of the monastery crashing to the ground.

Many hours pass before you awake. With tears in your eyes you now survey the scene of destruction. Raising your face to the clear sky, you swear vengeance on the Darklords for the massacre of the Kai warriors, and with a sudden flash of realization you know what you must do. You must set off on a perilous journey to the capital city to warn the King of the terrible threat that now faces his people. For you are now the last of the Kai—you are now the Lone Wolf.

And with that it's time for our first vote!

Kai Disciplines are the psychic powers Lone Wolf can use. We start out with five and get more as we go. Some are definitely better than others, but all of them have potential uses. I've distinguished here between the "special abilities" each Discipline gives (ie. things that you can use all the time without prompting) and the "typical uses" (ie. things the book will allow you to do in certain predetermined locations), but that's just for convenience, it's not a distinction the books actually make and it doesn't indicate relative usefulness. It's possible to win with any selection of Disciplines (particularly the way I play) so I'm just going to throw it open to a vote. So choose up to five Disciplines and I'll pick five winners. If you're winner number three but the first person already chose your top pick I'll take your second, third, fourth, or fifth choice.

Animal Kinship:
Special Abilities: None.
Typical Uses: Communicating with animals.

Camouflage:
Special Abilities: None.
Typical Uses: Staying hidden or blending in with locals.

Healing:
Special Abilities: Regain 1 Endurance Point per numbered section without combat.
Typical Uses: Curing disease and healing injuries. Identifying medicines and poisons.

Hunting:
Special Abilities: No need for a Meal when instructed to eat (except in desert or wasteland environments).
Typical Uses: Similar to Camouflage, Sixth Sense and Tracking but less powerful.

Mindblast:
Special Abilities: +2 Combat Skill against most enemies.
Typical Uses: None.

Mind Over Matter:
Special Abilities: None.
Typical Uses: Telekinesis. Lockpicking, handling dangerous items from a distance.

Mindshield:
Special Abilities: None.
Typical Uses: Immunity to most psychic attacks.

Sixth Sense:
Special Abilities: None.
Typical Uses: Warning of danger, sensing motives, detecting magic.

Tracking:
Special Abilities: None.
Typical Uses: Reveals the correct path or gives more information about viable alternative paths.

Weaponskill:
Special Abilities: +2 Combat Skill when correct weapon equipped.
Typical Uses: None.

Tiggum fucked around with this message at 15:42 on Aug 16, 2017

Tiggum
Oct 24, 2007

Your life and your quest end here.


OK, the results are in! Silent Banana has selected Animal Kinship (or friendship if you prefer). It's not the most used Discipline, but it does open up some interesting possibilities at times. HOOLY BOOLY has chosen Healing. One of the best possible choices if you're going by what's most useful most often. Comstar went with Camouflage. Not as useful - in my experience - as you might hope, but it can definitely get you out of a few scrapes. Snorb picked Mind Blast, which is a pretty solid choice - Extra Combat Skill never hurts. And Tuxedo Ted picked Hunting. Given that we don't have Sixth Sense or Tracking, this is a decent substitute, and it's handy not having to bother with Meals.

And with that, we're ready to begin. Our home has been destroyed, our friends and teachers are all dead, our nation's greatest heroes and defenders gone just like that. We've got to warn the king and hope he's got some backup plan for when the bad guys just show up out of nowhere and kill everyone.

Flight from the Dark posted:

You must make haste for you sense it is not safe to linger by the smoking remains of the ruined monastery. The black-winged beasts could return at any moment. You must set out for the Sommlending capital of Holmgard and tell the King the terrible news of the massacre: that the whole élite of Kai warriors, save yourself, have been slaughtered. Without the Kai Lords to lead her armies, Sommerlund will be at the mercy of their ancient enemy, the Darklords.

Fighting back tears, you bid farewell to your dead kinsmen. Silently, you promise that their deaths will be avenged. You turn away from the ruins and carefully descend the steep track.

At the foot of the hill, the path splits into two directions, both leading into a large wood.

I guess we're a bit disoriented from knocking ourself unconscious, because we get no context or clues for this decision, we just have to pick left or right and hope for the best. So, which will it be?

If we'd picked Sixth Sense we'd have a third option here and get to meet Lone Wolf's future BFF, but we'll definitely run into him later so I'll say no more about him for now.

Tiggum
Oct 24, 2007

Your life and your quest end here.


HerpicleOmnicron5 posted:

This series pulls this poo poo so often in the early books, really lets down an otherwise good series. Does it ease up in later entries in the series?
I'm not as familiar with the later ones (I only owned about half the Magnakai and half the Grand Master books as a child and none of the New Order ones) but I don't think it gets any better. I don't think it really gets any worse though, at least not in that way. It definitely starts to suffer from the problem of not being able to know how many previous books the player has read and therefore how powerful they should be by now though, so you get some encounters that are ludicrously easy if you've played the entire series so far and some that are basically unwinnable if this is your first book. But I think that's mostly the Grand Master series. Up to that point it's pretty much balanced around every book being your first so it's less of a problem.

Tiggum
Oct 24, 2007

Your life and your quest end here.


GreyjoyBastard posted:

We have a bow and we wish to use it.
Not for at least five whole books we don't.

Kanthulhu posted:

we are all that is Left
Well, all right then! By which I mean left.

Flight from the Dark posted:

You have followed this twisting track for about twenty minutes when you hear the beating of wings high above the trees. Looking up you see a large Kraan approaching from the north, its huge black wings casting a gigantic shadow on the trees below.

On its back are two creatures armed with long spears. They are Mountain Giaks—small ugly creatures full of hatred and malice. Many centuries ago, their ancestors were used by the Darklords to build the infernal city of Helgedad, which lies in the volcanic wastelands beyond the Durncrag mountain range. The construction of the city was long and torturous, and only the strongest of the creatures survived the heat and poisonous atmosphere of Helgedad.

Quickly you dive for the shelter of a large fern tree as the Kraan passes overhead. With heart pounding, you pray that your quick reactions have saved you from being spotted.



You pull up the hood of your green Kai cloak and hold your breath as the Kraan circles above. After a few minutes, you hear the frantic curses of the Giaks. The beating of Kraan wings fades, as they disappear towards the west. Your quick reactions have saved you from capture and likely death.

Well, that was lucky. The question now is, do we keep walking along the track and risk being spotted again, or do we prefer taking a chance (and possibly getting lost) by heading deeper into the forest?

Tiggum
Oct 24, 2007

Your life and your quest end here.


OK, seems pretty unanimous. Unless this might change your mind?

Flight from the Dark posted:

Just ahead through the tall trees you can see clumps of dark-red gallowbrush, a thorny briar with sharp crimson barbs. The common name for this forest weed is ‘Sleeptooth’, for the thorns are very sharp and can make you feel weak and sleepy if they scratch your skin.
This plant is everywhere out here. The only way to be sure of avoiding it would be going back to the track. But there are still Kraan flying around. So should we press on regardless, or go back?

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

I think I recall a discipline helping with this. I believe it's either Hunting or Camouflage, both of which we have. Press on!

If we had Tracking we could use it here, but we don't so we can't.

Tiggum
Oct 24, 2007

Your life and your quest end here.


OK then.

Flight from the Dark posted:

The gallowbrush tears your cloak and scratches deep into your arms and legs as you slowly force your way through. Fifteen minutes later you emerge from the briars and stagger onwards between the trees.
-2 EP. 26/28.

Flight from the Dark posted:

You feel a little dizzy as you push on, and your eyelids seem very heavy. You suddenly find yourself at the edge of a steep wooded slope.
Well, we can either try to get down this steep hill (despite our drowsiness) or we could take the longer but probably safer way by going around.

It's not entirely clear in the rules whether we can use Healing to regain one of those lost Endurance Points immediately, but I'm going to rule that you can't regain health in the same section in which you lost it, so we'll begin healing ourself in the next update.

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

Longer path means more Healing- maybe. Go around the slope.
Not sure we need to worry about that when we're only down two points, but it's as good a reason as any I suppose.

Flight from the Dark posted:

For half an hour or more you press on through the forest, through the rich vegetation and ferns. You happen upon a small clear stream where you stop for a few minutes to wash your face and drink of the cold, fresh water.

Feeling revitalized, you cross the stream and press on. You soon notice the smell of wood smoke which seems to be drifting towards you from the north.
+1 EP. 27/28.

We can now choose either to go toward the smoke or away from it. Investigate or avoid.

Not sliding groggily down a hill was probably a good choice, BTW. If we'd done that there's a 50% chance we'd have broken our axe, which would have left us unarmed (-4 CS).

Tiggum fucked around with this message at 08:07 on Aug 21, 2017

Tiggum
Oct 24, 2007

Your life and your quest end here.


Only two votes, but they're both in favour of investigating the smoke, so that's what we'll do.

Flight from the Dark posted:

Carefully parting the dense foliage, you are horrified by the sight that meets you. In a small clearing ahead, three Giaks have tied a man to a wooden stake and are setting fire to a mass of brushwood bundled at his feet. You recognize his tunic as that of a Border Ranger, one of the King’s men who police the kingdom near the Durncrag Mountains of the west. He has been badly beaten and is nearly unconscious.
+1 EP (28/28)

Flight from the Dark posted:

Using the skills taught to you by your masters in the art of Hunting, you inch your way through the foliage undetected. In less than a minute you are directly behind, and only a few feet from, the stake to which the ranger is tied. The wood is alight and great clouds of smoke are engulfing the poor victim. You take your weapon and run forward, hidden by the smoke. One blow of your weapon is all that is needed to sever his bonds, and you pull him free and back into the safety of the forest. As you press on into the forest, you hear the shrieks of the Giaks as they discover that their prisoner has literally disappeared in a cloud of smoke!

The man is badly injured and near to death. You use your Kai Discipline of Healing to ease the pain of his wounds but he has been so seriously hurt he is beyond repair by your skills alone. He soon lapses into unconsciousness. You try to make him as comfortable as possible beneath a large forest oak, before leaving and pressing on through the thick woodland towards the northeast.

Fatigued by your exertions, you stop to rest for a few minutes at a fallen tree. You notice a large bundle of women's clothing beneath the trunk.
I'm not normally one to turn down the possibility of free stuff, but the option is there. Should we have a look through this bundle and see if there's anything worth taking, or ignore it and move on?

Without Hunting we'd have been forced into a fight with a couple of Giaks - leaving the poor guy to burn to death is not an option - but otherwise ended up at the same place. I made a couple of minor changes to the text in this update for clarity. If you're curious, you can see the original wording at section 177 and section 330.

Tiggum
Oct 24, 2007

Your life and your quest end here.


It is the heroic thing to do.

Flight from the Dark posted:

Wrapped in a bundle of women’s clothing is a small velvet purse containing 6 Gold Crowns and a Tablet of Perfumed Soap. You may take these items and continue your journey.
The soap will take up one space in our backpack if we choose to keep it. Vote yea or nae along with the next choice. I don't think we need bother voting over the coins, we'll just take those now (bringing us to a total of 11).

Flight from the Dark posted:

You have been trudging through the forest for nearly two hours. The nagging fear that you are lost begins to seem a reality. Apart from the occasional cry of a Kraan in the far distance, you have seen or heard no evidence that the enemy is in this part of the forest. As you descend a rocky hillock, you see something unusual in the tangled woods ahead.

Surrounded by thorny briars and closely packed roots, you see the entrance of a tunnel disappearing into the hillside beyond. It is approximately seven feet in height and just over ten feet wide. As you get closer, you can feel a slight breeze coming from the inky blackness. If the other end of this tunnel emerges on the far side of the hill, it could save you many hours of difficult climbing. But it could also harbour unknown danger.

So those are our options. Over the hill or through it?

Tiggum fucked around with this message at 17:02 on Aug 22, 2017

Tiggum
Oct 24, 2007

Your life and your quest end here.


Omnicrom posted:

Yea on the soap. It's not like we have much else to keep in our packs as of yet. We might as well keep the soap in case we need to smell pretty.
When do we not need to smell pretty, really?

Comstar posted:

Go the long way.
Over the hill it is, then!

Flight from the Dark posted:

As you begin your climb, you hear the beat of wings approaching from the west. Kraan! By the noise they are making you estimate there are at least ten, perhaps more. You curse your bad luck, for the hillside offers no cover from the sky. If you are attacked during this difficult climb, you will find it nearly impossible to fight back and remain upright at the same time.
Oh right, there's still a whole lot of Kraan flying around. That tunnel's starting to look like a better option. Should we go back and take the tunnel or stick with the hill and just hope not to be spotted?

Tiggum
Oct 24, 2007

Your life and your quest end here.


Omnicrom posted:

This is why I told you to go in the cave in the first place. Go Back. We wish to use it but we do not yet have a bow so combat against flying things is a bad idea.
Can't fault that logic.

Flight from the Dark posted:

The tunnel is dark and the air is much cooler than outside. You carefully advance with one hand on the tunnel wall to aid your sense of direction. You have been in total darkness for three minutes when you detect the foul smell of decay ahead, similar to rotting meat. If you have a Torch and Tinderbox in your Pack, you may light the Torch to see your way ahead.

Suddenly, something heavy drops from the tunnel ceiling onto your back and you fall to your knees. It is a Burrowcrawler and you must fight it, for it is trying to strangle you with its long slimy tentacles.



Burrowcrawler: COMBAT SKILL 17 - ENDURANCE 7

If you do not have a torch, deduct 3 points from your COMBAT SKILL during this fight. The Burrowcrawler is immune to Mindblast and Animal Kinship.
We don't have a torch, and that immunity to Mindblast isn't helping us any either. The note about Animal Kinship is pretty irrelevant since Animal Kinship doesn't generally grant any kind of combat bonus anyway. I guess it's just there to explain why an animal is attacking us on sight rather than being charmed by our powers.

Lone Wolf: COMBAT SKILL 14 - ENDURANCE 28

The way combat works in these books is a bit interesting. First you need to work out your "combat ratio", which is just the enemy's CS subtracted from yours (so in this case -3). Then you roll a ten-sided die (or use the Random Number Table in the back of the book) and look up the results for the round in the Combat Results Table. Then you just repeat until one or both combatants is dead.

Round One. FIGHT!

We roll: 10
Burrowcrawler: COMBAT SKILL 17 - ENDURANCE 0
Lone Wolf: COMBAT SKILL 14 - ENDURANCE 28

Well, that could have gone a lot worse.

Flight from the Dark posted:

The slimy creature lets out a long, ghastly death-cry and collapses. You are near to panic and scramble to your feet, grabbing what you think to be your belt from the jaws of the dead beast. You can see light in the far distance, and you sprint for it as fast as you can. When you finally emerge into the daylight, you fall onto the leafy ground and fight for breath in painful gasps.

Slowly sitting upright, you notice that you are still wearing your belt—you had not lost it after all. What you grabbed from the jaw of the Burrowcrawler was a leather strap with a small pouch and a sheathed Dagger halfway along it. You break open the clasp to find it contains 20 Gold Crowns. You may take both the Dagger and the Crowns if you are able to.

Feeling a little better now, you gather your Equipment together and push on eastwards into the forest.
Once again we'll take the cash automatically and I'll put the dagger up for a vote. Should we keep it? We can carry two weapons at a time and only have one (an axe) at the moment. An extra weapon confers no benefits, but could be handy if we lose the other one.

Flight from the Dark posted:

The forest begins to thin out until finally you can make out a road through the trees ahead. The highway is full of people heading south. Many are wheeling their possessions along on handcarts.
Well, these people are going the same direction we want to be going, so the question is should we join them or stay out of sight?

If we'd continued up the hill we'd have been spotted by kraan and killed.

Tiggum fucked around with this message at 12:05 on Aug 23, 2017

Tiggum
Oct 24, 2007

Your life and your quest end here.


Ratatozsk posted:

I don't think I've ever seen that cover before. I'm trying hard to place a scene in the book that it actually depicts, and I'm coming up empty.
Yeah, I don't think it does. Probably it was some art the publisher just had available and picked because it looked cool rather than being commissioned for this book. I picked it because it's the cover my copy has and the other versions looked kind of goofy to me.

Comstar posted:

Join the group and bring our loot
One dagger acquired.

Flight from the Dark posted:

The people look tired and hungry. They have come many miles from their burning city. Suddenly, you hear the beat of huge wings coming from the north.

‘Kraan, Kraan! Hide yourselves!’ the cry goes up all along the road.

Just in front of you, a wagon carrying small children breaks down, its right wheel jammed in a furrow. The children scream in panic.

Should we help the kids or heroically run away?

Tiggum
Oct 24, 2007

Your life and your quest end here.


Ratatozsk posted:

Goofy?



Badass.
I actually didn't notice that one. I think I mistook it for book six. I saw these two.



Although looking at them again, the first one isn't so much goofy as creepy.

Anyway, it seems like we're basically all on the same page here with regard to children and not leaving them to be killed by monsters.

Flight from the Dark posted:

You sprint towards the wagon. People are running everywhere in panic as the Kraan make their attack, carrying their poor victims off into the darkening sky. A large Kraan is hovering above the wagon and three snarling Giaks drop from its back onto the startled horses. You must fight them or leave the wagon and run to the safety of a nearby farmhouse.

But on the other hand, there is a farmhouse we could hide in if we want to change our mind and not fight those giaks...

Just saying.

Still want to stay and protect the kids?

Tiggum fucked around with this message at 17:03 on Aug 24, 2017

Tiggum
Oct 24, 2007

Your life and your quest end here.


Apparently you're all pretty committed to saving children.

Flight from the Dark posted:

The ghoulish creatures thrust their spears at you and attack. Fight these creatures as a single enemy.
It's often implied in the text that fighting a bunch of enemies as one is a bad thing, but it's actually much better than fighting them each singly. Fighting them as one means they'll possibly be a bit stronger than a standard enemy (but not always). Fighting them as separate enemies means multiple fights, one after the other. Essentially a gauntlet. So this is already working out better than it might have. And these guys aren't too much of a threat to us since our stat roles were pretty decent and we have Mindblast.

Giaks: COMBAT SKILL 15 - ENDURANCE 13
Lone Wolf: COMBAT SKILL 19 - ENDURANCE 28
Combat Ratio: 4

We roll: 3
Giaks: COMBAT SKILL 15 - ENDURANCE 6
Lone Wolf: COMBAT SKILL 19 - ENDURANCE 25

We roll: 4
Giaks: COMBAT SKILL 15 - ENDURANCE 0
Lone Wolf: COMBAT SKILL 19 - ENDURANCE 23

And that's that. The children are safe, and it's time for us to get moving. Shall we return to the woods or shelter in the nearby farmhouse for a while?

Tiggum fucked around with this message at 03:53 on Aug 25, 2017

Tiggum
Oct 24, 2007

Your life and your quest end here.


Comstar posted:

Look the farmhouse.
It's the popular choice.

Flight from the Dark posted:

Kicking open the door, you dive into the farmhouse. A Kraan soars overhead, letting out a shriek of victory, a victim hanging in its claws. Getting to your feet, you find yourself alone. But propped against the fireplace is a Warhammer. You may take this Weapon if you wish.
Healing: +1 EP (24/28)

I'm going to add a house rule at this time, that if a weapon seems like it would fit in our backpack we can store it there and carry an extra one. So the question here is, do we want this warhammer, and if so, do we want to replace our axe, replace our dagger, or put the dagger in our backpack? Or we could just leave the warhammer here, of course.

Then it's on to the real decision: Do we want to rest here a while, move on immediately, or make a thorough search of the house?

Tiggum
Oct 24, 2007

Your life and your quest end here.


OK, everyone seems to want to search the house and no one seems to care about the warhammer.

Flight from the Dark posted:

Most of the cupboards and drawers are empty. Whoever lived here took nearly everything they owned with them, but you do manage to scrape together enough fruit in the cellar for one Meal. You may mark this on your Action Chart.
Healing: +1 EP (25/28)
Not of much value to us since we have Hunting, but we may as well take it since we have plenty of space in our backpack.

Flight from the Dark posted:

After nearly an hour, the Kraan and their cruel riders vanish towards the west. As the shocked refugees start to emerge from the woods, you can hear the sound of horses in the distance galloping nearer. You stay hidden and wait as the riders come closer. They are the cavalry of the King’s Guard wearing the white uniforms of His Majesty’s army.

Healing: +1 EP (26/28)

We can either get their attention or sneak off into the forest before they notice us. They might be able to help us out if they believe our story, but if they take some convincing it could end up just costing us time.

Tiggum
Oct 24, 2007

Your life and your quest end here.


HOOLY BOOLY posted:

So just a fun fact since we are now past that wagon with the kids, there is no downside to running away. The page afterwards is basically a "are you sure you want to do that, you monster?" but the rest goes on like you had saved them.
Actually, given that there's no mention of the children at all after you fight the giaks, I'd say it's more like the book goes on like as though you didn't save them.

Flight from the Dark posted:

The officer orders his men to halt and asks you your business. You tell him who you are, and how the monastery has been destroyed. He is deeply saddened to hear your news. He offers you a horse and asks you to accompany him to Prince Pelathar, the King’s son.
Healing: +1 EP (27/28)

Should we go with him or not?

Tiggum fucked around with this message at 17:17 on Aug 26, 2017

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

Go with them. They may not be able to spare a horse if we say no.
It seems a bit petty of them given the situation, but you're actually right. You don't get a horse if you don't go with them.

Flight from the Dark posted:

Ahead of you, you can see a fierce battle raging across a stone bridge. The clash of steel and the cries of men and beasts echo through the forest. In the midst of the fighting, you see Prince Pelathar, the King’s son. He is in combat with a large grey Gourgaz who is wielding a black axe above his scaly head. Suddenly, the Prince falls wounded—a black arrow in his side.

Healing: +1 EP (28/28)

Once again we have the option to bravely run away. Or we can fight the giant lizard monster and try to save the prince.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Looks like we're all on the same page again which is good because choosing to run away here would have killed us.

Flight from the Dark posted:

The creature that you now face is a Gourgaz, one of a race of cold-blooded reptilian creatures that dwell deep in the treacherous Maakenmire swamps. Their favourite food is human flesh!

The Prince’s Sword lies at your feet. You may pick up and use this weapon if you wish. The Gourgaz is about to strike at you—you must fight him to the death.

Gourgaz: COMBAT SKILL 20 ENDURANCE 30

This creature is immune to Mindblast.
The sword is no better or worse for us than either of our current weapons, but once again we can choose to swap it for one of our weapons or put the dagger in our backpack and take all three if we want, or just ignore it.

Lone Wolf: COMBAT SKILL 17 ENDURANCE 28
Gourgaz: COMBAT SKILL 20 ENDURANCE 30
Combat Ratio: -3

As you'd probably expect based on the illustration, this is a tough creature to fight.

We roll: 10
Lone Wolf: COMBAT SKILL 17 ENDURANCE 28
Gourgaz: COMBAT SKILL 20 ENDURANCE 20

We roll: 6
Lone Wolf: COMBAT SKILL 17 ENDURANCE 25
Gourgaz: COMBAT SKILL 20 ENDURANCE 14

We roll: 1
Lone Wolf: COMBAT SKILL 17 ENDURANCE 19
Gourgaz: COMBAT SKILL 20 ENDURANCE 13

We roll: 7
Lone Wolf: COMBAT SKILL 17 ENDURANCE 17
Gourgaz: COMBAT SKILL 20 ENDURANCE 6

We roll: 8
Lone Wolf: COMBAT SKILL 17 ENDURANCE 16
Gourgaz: COMBAT SKILL 20 ENDURANCE 0

Some good rolls there more than balance out the one particularly bad one, but it's still going to take us a little while to recover from this fight.

Flight from the Dark posted:

The giant Gourgaz lies dead at your feet. His evil followers hiss at you and then fall back from the bridge. The Prince’s soldiers form a protective wall around you and their dying leader with their shields. Black arrows whistle past your head.

The dying Prince looks up into your eyes and says, ‘Kai Lord, you must take a message to my father. The enemy is too strong, we cannot hold him. The King must seek that which is in Durenor or all is lost. Take my horse and ride for the capital. May the luck of the gods ride with you.’

You bid a sad farewell to the Prince, mount his white steed, and head south along the forest path. The battle still rages behind you as the Prince’s men fight off another assault on the bridge.
Healing: +1 EP (17/28)

A rather cryptic comment there, but presumably the king will know what he's talking about. And we got a horse. A really nice horse.

Flight from the Dark posted:

The Prince’s horse is indeed a magnificent animal, fast and sure of foot. You gallop along the twisting track as if it were a straight highway, until the noise of battle has disappeared far behind you.

After several miles, the path stops abruptly at a junction. There is a signpost, but it has been hacked down.
Healing: +1 EP (18/28)

With all that twisting and turning there's no way to know which way to go here, so we'll just have to blindly choose left or right and whether or not we took the sword.

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

Heroes prefer swords. And go left.
All right, dagger goes in backpack then and we'll go left.

Flight from the Dark posted:

You have ridden about three miles when, in the distance, you spot the unmistakable silhouette of five large Doomwolves. Riding on their backs are Giaks. They seem to be going on ahead to where the path leads down into an open meadow. Suddenly, one of the Giaks leaves the others and begins to ride back along the path towards you.
Healing: +1 EP (19/28)

We have two options. Prepare to fight or try to hide.

Had we gone right we'd have died. No warning, no chance of avoiding it, just dead.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Materant posted:

Man, I'd forgotten just how many "gently caress you, die" dick moves there were in the first book.
Honestly, not that many compared to some of the others. Especially when you account for how many mutually exclusive paths there are in this one, and how few of them are purely luck based (which always feels pretty bullshit).

Anyway, everyone wants to hide this time so that's what we'll do.

Flight from the Dark posted:

You hide behind some thick bushes so that the Doomwolf and its rider will not see your white horse. Luckily it works—the beast lopes past and vanishes down the track that you have just come along.

Healing: +1 EP (20/28)

One down, four to go. We could attack them, or we could slip away through the forest. The most direct path is the one they're on, but maybe there's a less conspicuous way.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Kangra posted:

The problem is that although we started heading south, the book describes the path as 'twisting'. We have no way of determining our facing when we reach the junction from context. I think this happens more than once, and it's kind of bothersome that they don't give compass directions.
It's really inconsistent too. Sometimes you get compass directions, sometimes you don't, and other times it's dependent on having Tracking. Which makes sense if you're underground or something, but not when you're outside in the daytime. I'm a modern person living in a city who hates camping and I can tell which way's north when I'm outside in the daytime. It's not exactly hard to figure out. Anyway, forest.

Flight from the Dark posted:

You ride deeper and deeper into the forest. Silently you thank the Prince for such a fine horse, for although the ground is a tangle of briars and roots, he never once falters. The Doomwolves are soon left far behind and you bring your horse to a halt. The light has faded fast and it is almost night.
Healing: +1 EP (21/28)

OK, the book didn't say so, but we went into the trees to the right of the path. We can now turn left and move parallel to the path and hopefully end up just going past wherever the giaks ended up, or we can carry on in this direction and hope to hit some other road to Holmgard.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Looks like we've got a consensus again.

Flight from the Dark posted:

You soon emerge from the woods onto a main highway. You recognize it as being the main road between the port of Toran in the north and the capital in the south. Spurring your horse on, you estimate you will reach the capital by morning.

Healing: +1 EP (22/28)

As you ride along the highway, you notice that light is getting worse. It will soon be completely dark—and impossible to see any dangers that may lurk ahead. You decide to hide and rest at the wood’s edge until morning.

When you are satisfied that no one can see you, you pull your warm green cloak about you and drift off into an uneasy sleep.

Healing: +1 EP (23/28)

You are awoken by the cries of Kraan high above you in the clear morning sky. Rubbing your eyes, you peer upwards through the canopy of branches to see three of the loathsome creatures fly off towards the north.

You are sure you have not been spotted, but perhaps it would be best to leave now—just in case. You mount your horse and ride south along the highway.

Healing: +1 EP (24/28)

You have ridden several miles and have seen no sign of refugees or of the enemy. You race on towards a high ridge in the middle distance. You should be able to see the capital from there.

As you reach the peak, the sight that meets you on the far side is one of hope—but there is still one challenge you know you have to face.

Healing: +1 EP (25/28)

Before you are the tall grey-white walls and glimmering spires of Holmgard, the city’s banners fluttering from the battlements in the fresh morning breeze. Stretching out towards the west, the River Eledil traces its course from the mountains of the Durncrag Range to the Holmgulf. But below the mountain peaks you can see a vast black army marching relentlessly on towards the capital.



To your right you can see the highway heading off over the rolling plain towards Holmgard. At a gallop you could make the outer fieldworks of the city’s defences in less than an hour, but you would be in the open for most of the time and vulnerable to attack by Kraan. Directly ahead of you, a wide river drifts sluggishly towards the Eledil. If you abandoned your horse, you could swim towards the outer defences under cover of the river banks. Or there is a final alternative. To your left lies the Graveyard of the Ancients. These tombs and crumbling monuments to a forgotten age would conceal your approach but it is a forbidden area. Many are the unnamed horrors that lie there in restless sleep, waiting to consume the unwary trespasser.

Healing: +1 EP (26/28)

Well, what'll it be? Highway, river or graveyard?

It strikes me as a very odd decision to have so many numbered sections with no decisions there. There aren't even any luck rolls. All it does is give anyone who chose Healing a chance to recover a chunk of Endurance, and if Dever wanted the player to get some health back here he could have just put it in the text. In some similar instances there are multiple ways to reach the same sections, skipping one, two, three or more of them depending on your choices, but I don't think that's the case here. You either get all of them or none. Maybe he ended up a few sections short and decided to pad it a bit? :iiam:

Tiggum
Oct 24, 2007

Your life and your quest end here.


Avalerion posted:

Highway, so that we can keep the horse.
Yeah, about that...

Flight from the Datk posted:

Urging your horse forward, you gallop down the long stretch of highway towards the capital. After only a few minutes your horse suddenly slows and finally limps to a halt. You dismount and examine its raised right foreleg. You curse your ill luck, for you see that it has thrown a shoe and injured its hoof quite badly. You will have to leave him here and proceed on foot as quickly as you can.

Healing: +1 EP (27/28)

Bracing yourself for the run, you head off down the ridge at a steady pace. To the west, the army of the Darklords looks like a giant pot of black ink that has been spilled between the mountains and is spreading into the land below.

You have been running for twenty minutes when you catch sight of a pack of Doomwolves lining a shallow ridge to your right.

Healing: +1 EP (28/28)

We could try to hide and hope they pass us by, or we could keep running and hope they don't chase us.

Tiggum
Oct 24, 2007

Your life and your quest end here.


HOOLY BOOLY posted:

Keep running We have enough to health to take any kind of damage from a fight that might occur.
Well...

Flight from the Dark posted:

Messengers of death—and ones eager to deliver their news—the Doomwolves surround and then attack you. Valiantly you fight, but it is to no avail for there are too many of them.

As your life’s blood seeps away and eternal dark approaches, the last sight you remember is the glint of sunlight on the spires of Holmgard.

You have failed in your mission.
Death count: 1

Good thing that was just a vision sent by Ishir, Goddess of the Moon, and not what really happened.

Avalerion posted:

Hide, maybe we'll get to use camouflage this time.
Not at this time, but we've still got one potential opportunity to use it before the end of the book.

Flight from the Dark posted:

You are lucky, they do not seem to have spotted you. They slowly move on and have soon disappeared along the far side of the ridge. You continue your run.

You are sweating and your legs ache. In the middle distance you can see a group of cottages.
Should we stop for a rest, or keep running?

The decision to try to outrun the Doomwolves only results in death 50% of the time. Unfortunately I rolled a 2.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Flight from the Dark posted:

You stumble into the first building and fall to the floor exhausted. You can smell cooked meat. You notice a small cauldron hanging over the embers of a dying fire, and a large oak table that has been set for a meal. Whoever lived here must have left in a great hurry this very morning. There is water in a jug and a loaf of fresh bread on the table.

Although a little overcooked, the food tastes fine (although it is not enough for a whole Meal) and the clear water slakes your thirst. You have spent nearly half an hour resting in this house when you suddenly realize the delay. You decide that you have wasted enough time here and must press on.

You have run about a mile when three soldiers appear from beneath a small footbridge. They demand that you halt and drop your weapons and equipment.

They are bloodstained and unshaven. Their leader is wearing the tunic of a soldier of the Toran garrison.

Should we do as they ask, attack them, or demand an explanation?

I skipped a choice here because it was completely pointless. Actually, I probably should have skipped the cottage entirely, because it does nothing but waste time. You get the option to stop and then the option to eat some food or search the place (but not both) and then you carry on exactly as though you'd never bothered to stop. The food has no effect and there's nothing else to find. The only possible consequence is if you have Healing then you get even more opportunity to recover some Endurance - but we're already back at full health.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Kanthulhu posted:

Let's not attack human soldiers right away, demand an explanation instead.
They're not just human but Sommerlunding, Kai's chosen people! But it turns out, still capable of evil.

Flight from the Dark posted:

The rough-looking leader approaches you and says, ‘Our needs are simple, kind sir. Your money or your life!’

Although he is being reasonably polite about it, we're still not going to be handing over our money or anything else. Shall we fight the three of them, or make a run for it?

Tiggum
Oct 24, 2007

Your life and your quest end here.


Flight from the Dark posted:

They see you raise your weapon, and they instantly attack you.

If you decide to fight them, you must fight them one at a time.

Leader: COMBAT SKILL 15 ENDURANCE 22

Soldier 1: COMBAT SKILL 13 ENDURANCE 20

Soldier 2: COMBAT SKILL 12 ENDURANCE 20

A new twist is introduced in this fight: evasion. Sometimes the book will offer you the chance to evade a fight part-way through. Sometimes there are conditions attached, like "only after two rounds" or something like that, other times (like now) you can do it any time. The way it works is, you do one last round of combat (but ignore any damage you would have dealt to the opponent, only apply the damage they did to you) and then turn to the indicated section. Often what happens is just the same as if you'd avoided the fight altogether, but other times you get a different outcome - sometimes better, sometimes worse.

In addition to that, you may remember me mentioning earlier that fights with multiple opponents function like a gauntlet: as soon as you kill one, you start fighting the next. So what we have here is essentially three separate fights with no chance to heal up or do anything else in between.

Now, when you're playing the game yourself you'd be able to evade at any point during the fight, but it would take way too much time to ask for votes between every combat round, so I'm not always going to ask about evading if the fight looks easy, and when I do ask I'll ask once and you'll be able to vote for whatever conditions you want to evade under. For example, you might say "We'll evade if our Endurance drops below 10" or something like that.

But in this case I'm just going to let the fight with the leader play out and see where we're at after that.

Leader: COMBAT SKILL 15 ENDURANCE 22
Lone Wolf: COMBAT SKILL 19 ENDURANCE 28
Combat Ratio: 4

We roll: 9
Leader: COMBAT SKILL 15 ENDURANCE 8
Lone Wolf: COMBAT SKILL 19 ENDURANCE 28

We roll: 2
Leader: COMBAT SKILL 15 ENDURANCE 2
Lone Wolf: COMBAT SKILL 19 ENDURANCE 25

We roll: 5
Leader: COMBAT SKILL 15 ENDURANCE 0
Lone Wolf: COMBAT SKILL 19 ENDURANCE 23

So we've taken 5 damage and have two opponents remaining. The combat ratios for those will be 6 and 7 respectively and you can see what that means for our chances by looking at the Combat Results Table. So the question is, will we evade and if so, under what conditions? Immediately? Never? If our Endurance gets below a certain number? If the first of the two soldiers does a certain amount of damage to us? It's up to you.

Tiggum
Oct 24, 2007

Your life and your quest end here.


HOOLY BOOLY posted:

We have potions correct? The only time you can actually use them is in combat right? or is it only outside of combat?

We have no potions at this time, and they can only be used outside combat anyway. (Our Action Chart is on the first page of the thread and shows what equipment we currently have and what special rules, if any, apply.)

Tiggum
Oct 24, 2007

Your life and your quest end here.


Ratatozsk posted:

Onwards! YIELD FOR NO MAN OR NUMBER!!!
A fairly safe choice in this case, as Omnicrom noted.

Soldier 1: COMBAT SKILL 13 ENDURANCE 20
Lone Wolf: COMBAT SKILL 19 ENDURANCE 23
Combat ratio: 6

We roll: 3
Soldier 1: COMBAT SKILL 13 ENDURANCE 12
Lone Wolf: COMBAT SKILL 19 ENDURANCE 20

We roll: 5
Soldier 1: COMBAT SKILL 13 ENDURANCE 2
Lone Wolf: COMBAT SKILL 19 ENDURANCE 18

We roll: 2
Soldier 1: COMBAT SKILL 13 ENDURANCE 0
Lone Wolf: COMBAT SKILL 19 ENDURANCE 15

Well, that didn't go quite as well as hoped, but we fight to the death!

Soldier 2: COMBAT SKILL 12 ENDURANCE 20
Lone Wolf: COMBAT SKILL 19 ENDURANCE 15
Combat ratio: 7

We roll: 3
Soldier 2: COMBAT SKILL 12 ENDURANCE 11
Lone Wolf: COMBAT SKILL 19 ENDURANCE 13

We roll: 2
Soldier 2: COMBAT SKILL 12 ENDURANCE 3
Lone Wolf: COMBAT SKILL 19 ENDURANCE 10

:ohdear:

We roll: 2
Soldier 2: COMBAT SKILL 12 ENDURANCE 0
Lone Wolf: COMBAT SKILL 19 ENDURANCE 7

That could have gone a lot better. Random.org apparently has it out for us today. Still, it probably wasn't worth running away by the time we hit 10 Endurance since there was literally no chance of the second soldier surviving another round.

Flight from the Dark posted:

The ‘soldiers’ lie dead at your feet. They were bandits who were stealing from the refugees of Toran, and from the abandoned houses and farms in the area.

Searching their bodies you find 28 Gold Crowns and two Backpacks containing enough food for 3 Meals. They had been armed with a crossbow and three Swords. The crossbow has been damaged in the fight, but the Swords are untouched and you may keep one if you wish.

You adjust your equipment, give a cautious glance towards the west, and continue your run towards the outer defences of the capital.

Healing:+1 EP (8/28)

We're already carrying a sword, so unless anyone objects we'll just take the food and cash. This puts us over the 50GC limit, but as with weapons I'm going to rule that we can keep extra in our backpack (up to 50 per slot).

Flight from the Dark posted:

As you reach the walls of the fieldworks, the large oak gates open and you are quickly hurried inside. A sergeant, bloodstained and battle-weary, calls to an officer who turns and recognizes your cloak.

‘My Lord,’ he says. ‘Where are the other Kai Masters? We are in desperate need of their wisdom. The Darklords press us most cruelly and casualties are high.’

You inform the brave officer of the terrible fate of your kinsmen, and the urgency of your mission to seek the King’s council. Without saying a word, he motions to a soldier to bring forward two horses. You both mount and gallop off towards the high city wall of Holmgard.

Healing:+1 EP (9/28)

[quote="Flight from the Dark"]You reach the main gates of the capital, and stare in awe at the height of the city’s walls. Two hundred feet high, the walls of Holmgard have withstood the ravages of both time and the Darklords. You and the officer race through the tunnel of the inner gatehouse, one hundred yards in length, and finally halt outside the doorway of the main watchtower. Great crowds of soldiers and civilians are running to and fro.

Healing:+1 EP (10/28)

Well, we've finally reached the city. Do we stick with this soldier, or should find our own way to the citadel?

Tiggum
Oct 24, 2007

Your life and your quest end here.


Seyser Koze posted:

Stay with our escort.
OK!

Flight from the Dark posted:

Staying close to the officer, you follow him through an arched portal and up a short flight of stairs to a long hall. Soldiers run back and forth bearing orders on ornate scrolls to officers stationed around the city wall.

A haggard and scar-faced man dressed in the white and purple robes of the King’s court approaches you and bids you follow him to the citadel.

Healing: +1 EP (11/28)
But should we follow this guy or go our own way?

Tiggum
Oct 24, 2007

Your life and your quest end here.


HOOLY BOOLY posted:

So i know it's jumping ahead a bit, but other than exploring the graveyard closely or going your own way through the city, the next book mentions some items that i don't know how you'd find otherwise.
Not sure what you're referring to here?

Snorb posted:

Let's look back so far at what happened to us:
  • Our monastery was burned to the ground and our fellow monks and instructors lie dead.
  • We ran through a forest.
  • We almost died.
  • We watched the prince of the Sommerlund die in front of us.
  • We almost got killed by looters.
  • This guy shows up and requests we follow him instead of our escort.
  • We have no idea who the gently caress this guy is.
We're staying with our escort.
It's not really made clear in the text, but our original escort has slipped away somehow and we can only choose to follow the new guy or try to find our own way. There's no possibility of staying with the first guy.

Tiggum
Oct 24, 2007

Your life and your quest end here.


RabidWeasel posted:

Didn't these books have fake paragraphs and item prompts for items which never existed? I'm almost sure some of the Fighting Fantasy books worked like that.
I can't say definitely no, but I don't remember any. I do remember that happening in something I read, but I think it was a Fighting Fantasy.

HOOLY BOOLY posted:

some kind of key or crystal i want to say? i might be thinking of something between the 2nd and 3rd books then.
I'm not aware of anything like that, but I've read the first five books so many times that it's possible there's something there that I just don't notice any more because I skim them more than read them. Or possibly it's on a path I'm less familiar with. Either way, we'll have to keep our eyes open and point it out if we see it.

Flight from the Dark posted:

You follow the man into a small library off the main hall. He pushes one of the many books on the shelves which line all four walls, and you hear a metallic click. One section of the bookcase slowly slides back to reveal a hidden passage.

Healing: +1 EP (12/28)
OK, we followed the first guy and we've followed this second guy so far, but do we follow him into a secret passage or try to find our own way through the streets?

The book almost seems to be mocking us at this point as all the "stop following" choices lead to the same section, so it's very obvious that if you say "no" at this stage then it will have been pointless saying "yes" the first two times. It's either a very unsubtle hint or a mean trick.

Tiggum fucked around with this message at 03:30 on Sep 3, 2017

Tiggum
Oct 24, 2007

Your life and your quest end here.


Flight from the Dark posted:

You walk for nearly ten minutes along a dark and winding corridor, and then start to climb a steep staircase to a small wooden door. The man presses a secret catch and the door opens. You enter a large, plushly decorated bedroom with a huge marble bath that takes up one corner of the room. The man suggests that you refresh yourself here whilst he seeks an audience with the King.

You quickly bathe and change into some white robes that have been left out on a large marble table. Shortly, the man returns and leads you through a long corridor lined with exquisite tapestries. You finally arrive at a large door guarded by two soldiers wearing silver armour.

You are about to meet the King.

Healing: +1 EP(13/28)

You enter the Chamber of State, a magnificent hall decorated lavishly in white and gold. The King and his closest advisers are studying a large map spread upon a marble plinth in the centre of the chamber. Their faces are lined with worry and concentration. A silence fills the hall as you tell of the death of your kinsmen and of your perilous journey to the citadel. As you finish your story, the King approaches and takes your right hand in his.



‘Lone Wolf, you have selfless courage: the quality of a true Kai Lord. Your journey here has been one of great peril and although your news comes 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 honour to the memory of your Masters, and for that we praise you.’

You receive the praise and heartfelt thanks of the entire hall—an honour that brings a certain redness to your young face. The King raises his hand and all the voices cease.

‘You have done all that Sommerlund could have asked of a loyal son, but she is greatly in need of you still. The Darklords are powerful once more and their ambition knows no bounds. Our only hope lies within Durenor with the power that once defeated the Darklords an age ago. Lone Wolf, you are the last of the Kai—you have the skills. Will you journey to Durenor and return with the Sommerswerd, the sword of the sun? Only with that gift of the gods may we crush this evil and save our land.’

If you wish to accept the quest of the Sommerswerd, begin your adventure with Book 2 of the Lone Wolf adventures:

Fire on the Water

Healing: +1 EP(14/28)

Tiggum
Oct 24, 2007

Your life and your quest end here.


Final stats for book one:

Action Chart
    Rank: Initiate
    Combat Skill: 19 (17)
    Endurance Points: 14/28 (26)

    Kai Disciplines
  1. Animal Kinship
  2. Healing (Regain 1 EP per section)
  3. Camouflage
  4. Mindblast (+2 CS)
  5. Hunting




    Weapons:
  1. Axe
  2. Prince Pelathar's Sword
    Backpack:
  1. Meal
  2. Tablet of Perfumed Soap
  3. Meal
  4. Dagger
  5. Meal
  6. Meal
  7. Meal
  8. 9 Gold Crowns
    Gold Crowns (money): 50

    Special Items:
  • Map of Sommerlund
  • Helmet (+2 EP)

    Notable Achievements:
  • Saved a guy from being burned at the stake. He died anyway.
  • Killed a burrowcrawler.
  • Killed three giaks.
  • Rescued some children.
  • Killed a gourgaz.
  • Killed three bandits.

    Deaths:
  • Torn apart by Doomwolves within sight of Holmgard.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Book one is kind of a short one because of how many mutually exclusive paths there are. Some of the others are a lot more linear (as we'll see) so they seem longer in the first play through but have less variety when you go back to them. We missed a few things, most notably the encounter I mentioned at the start, but the burrowcrawler and gourgaz are probably the most interesting enemies and both are pretty hard to miss (the only opportunity to skip the gourgaz by not going with the soldiers to meet the prince). There were a couple of creatures we could have encountered that will show up again in later books, but I'll point those out when we eventually do see them.

Unlike some books in the series, this one doesn't contain any particularly important equipment, so we didn't miss anything in that line. We didn't come across any opportunities to use some of our Kai Disciplines, but they do exist. There's at least a couple of opportunities to use each one, although some are a bit hard to find. For example, one use of Camouflage only comes up if you stop following your guide and explore Holmgard by yourself. But we'll certainly have opportunities to use them in later books.

Speaking of which, it's probably time to get on to the next one.

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Tiggum
Oct 24, 2007

Your life and your quest end here.




Fire on the Water posted:

The Story So Far … 

In the northern land of Sommerlund, it has been the custom for many centuries to send the children of the Warrior Lords to the monastery of Kai. There they are taught the skills and disciplines of their noble fathers.

In olden times, during the Age of the Black Moon, the Darklords waged war on Sommerlund. The conflict was a long and bitter trial of strength that ended in victory for the Sommlending at the great battle of Maakengorge. King Ulnar and the allies of Durenor broke the Darklord armies at the pass of Moytura and forced them back into the bottomless abyss of Maakengorge. Vashna, mightiest of the Darklords, was slain upon the sword of King Ulnar, called ‘Sommerswerd’, the sword of the sun. Since that age, the Darklords have vowed vengeance upon Sommerlund and the House of Ulnar.

You are Lone Wolf, a young Kai initiate who was learning the secret skills of the Kai Lords. Two days ago, your peaceful country was plunged into war when a vast Darklord army suddenly invaded Sommerlund and completely destroyed the Kai Monastery. All the Kai Lords were in attendance for the feast of Fehmarn, and all were killed as the monastery was surrounded and destroyed, the walls collapsing in on the assembled company. You, the only Kai Lord to survive the massacre, vowed then to avenge their deaths. You knew your first task had to be to warn the King, for without the Kai Lords to lead her armies, your country, Sommerlund, would be unable to mobilize in time to drive the Darklords back.

Your journey to the capital was perilous indeed. The enemy had overrun much of the country and were marching upon Holmgard, the capital itself. But despite the many dangers, you fought your way through to the capital and delivered your warning to the King’s court. There you were greatly praised for your skill and bravery but told your mission was not complete: with the Kai Lords dead, there remained only one power in all of Magnamund that could save your people from the Darklords—the Sommerswerd.

After the defeat of Vashna, the Sommerswerd had been bestowed upon the allies of Durenor as a mark of trust and allegiance that exists between the two kingdoms. In return, King Alin 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 vowed that if ever the shadow of the west should rise again to threaten Sommerlund, Durenor would come to the aid of her ally.

The King has given you the Seal of Hammerdal. Your quest is to travel to Durenor to fetch the Sommerswerd back. But meanwhile the enemy have broken through the outer defences to the capital and are preparing to besiege the city wall. As Captain D’Val of the King’s Guard leads you to the Royal Armoury to equip you for your mission, the King’s words keep coming back to you:

‘Forty days, Lone Wolf. We have strength to stand against them for only forty days.’

Our first decision is which Kai Discipline to add to our repertoire: Sixth Sense, Tracking, Weaponskill, Mind Over Matter or Mindshield.

Second, we get to pick two new pieces of equipment from the following list:
  • Sword
  • Short sword
  • 2 Meals
  • Chainmail waistcoat (+4 EP)
  • Mace
  • Healing Potion (restores 4 EP)
  • Quarterstaff
  • Spear
  • Shield (+2 CS)
  • Broadsword

If we pick a weapon or backpack item then we will have to discard something else, so nominate what you'd like to replace. We can also leave equipment at Holmgard for safekeeping, so if there's anything you'd like to leave behind then mention that as well. We're also given an additional 16 Gold Crowns and our Endurance Points are restored to maximum. I'll update the action chart on page one after we've voted.

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