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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 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:
Shadows Over Fire (original Facebook version & flow chart) Tiggum fucked around with this message at 02:12 on Apr 11, 2024 |
# ¿ Aug 16, 2017 10:18 |
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# ¿ May 16, 2024 13:25 |
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Name: Braveheart Gender: Female Rank: Kai Supreme Master Combat Skill: 44 Endurance Points: 47/55
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.
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 |
# ¿ Aug 16, 2017 10:19 |
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Flight From the Dark posted:The Story So Far... 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 |
# ¿ Aug 16, 2017 10:21 |
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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. 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.
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# ¿ Aug 17, 2017 10:29 |
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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?
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# ¿ Aug 17, 2017 10:43 |
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GreyjoyBastard posted:We have a bow and we wish to use it. Kanthulhu posted:we are all that is 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. 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?
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# ¿ Aug 18, 2017 08:28 |
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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.
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# ¿ Aug 19, 2017 07:54 |
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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.
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# ¿ Aug 19, 2017 11:13 |
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HOOLY BOOLY posted:Forward! 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. 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. 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.
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# ¿ Aug 20, 2017 09:30 |
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achtungnight posted:Longer path means more Healing- maybe. Go around the slope. 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. 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 |
# ¿ Aug 21, 2017 08:00 |
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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. 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! 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.
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# ¿ Aug 22, 2017 07:50 |
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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. 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. Tiggum fucked around with this message at 17:02 on Aug 22, 2017 |
# ¿ Aug 22, 2017 16:59 |
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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. Comstar posted:Go the long way. 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.
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# ¿ Aug 23, 2017 04:03 |
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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. 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. 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. 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. 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 |
# ¿ Aug 23, 2017 12:02 |
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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. Comstar posted:Join the group and bring our loot 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.
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# ¿ Aug 24, 2017 02:52 |
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Ratatozsk posted:Goofy? 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 |
# ¿ Aug 24, 2017 16:57 |
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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. 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 |
# ¿ Aug 25, 2017 03:51 |
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Comstar posted:Look the farmhouse. 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. 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?
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# ¿ Aug 25, 2017 12:04 |
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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. 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. 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.
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# ¿ Aug 26, 2017 04:26 |
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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. 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. Should we go with him or not? Tiggum fucked around with this message at 17:17 on Aug 26, 2017 |
# ¿ Aug 26, 2017 17:11 |
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achtungnight posted:Go with them. They may not be able to spare a horse if we say no. 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. Once again we have the option to bravely run away. Or we can fight the giant lizard monster and try to save the prince.
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# ¿ Aug 27, 2017 05:16 |
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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! 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. 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. 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.
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# ¿ Aug 27, 2017 16:26 |
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achtungnight posted:Heroes prefer swords. And 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. 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.
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# ¿ Aug 28, 2017 03:38 |
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Materant posted:Man, I'd forgotten just how many "gently caress you, die" dick moves there were in the first book. 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. 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.
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# ¿ Aug 28, 2017 17:08 |
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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. 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. 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.
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# ¿ Aug 29, 2017 03:16 |
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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. 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?
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# ¿ Aug 29, 2017 14:52 |
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Avalerion posted:Highway, so that we can keep the horse. 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. We could try to hide and hope they pass us by, or we could keep running and hope they don't chase us.
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# ¿ Aug 30, 2017 04:23 |
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HOOLY BOOLY posted:Keep running We have enough to health to take any kind of damage from a fight that might occur. 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. 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. 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. The decision to try to outrun the Doomwolves only results in death 50% of the time. Unfortunately I rolled a 2.
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# ¿ Aug 30, 2017 16:05 |
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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. 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.
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# ¿ Aug 31, 2017 03:44 |
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Kanthulhu posted:Let's not attack human soldiers right away, demand an explanation instead. 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?
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# ¿ Aug 31, 2017 15:18 |
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Flight from the Dark posted:They see you raise your weapon, and they instantly attack you. 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.
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# ¿ Sep 1, 2017 04:21 |
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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.)
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# ¿ Sep 1, 2017 09:28 |
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Ratatozsk posted:Onwards! YIELD FOR NO MAN OR NUMBER!!! 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 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. 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. Well, we've finally reached the city. Do we stick with this soldier, or should find our own way to the citadel?
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# ¿ Sep 1, 2017 16:19 |
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Seyser Koze posted:Stay with our escort. 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.
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# ¿ Sep 2, 2017 03:04 |
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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. Snorb posted:Let's look back so far at what happened to us:
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# ¿ Sep 2, 2017 07:31 |
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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. 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. 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. 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 |
# ¿ Sep 2, 2017 15:20 |
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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.
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# ¿ Sep 3, 2017 03:35 |
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Final stats for book one: Action Chart
Combat Skill: 19 (17) Endurance Points: 14/28 (26) Kai Disciplines
Special Items:
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# ¿ Sep 3, 2017 03:36 |
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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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# ¿ Sep 3, 2017 03:47 |
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# ¿ May 16, 2024 13:25 |
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Fire on the Water posted:The Story So Far … 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:
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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# ¿ Sep 3, 2017 03:59 |