[Let's Play] Lone Wolf - Kai Series

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

Post by Beroli »

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

Post by Thaluikhain »

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

Post by SGamerz »

Thaluikhain wrote:
Sat Aug 26, 2023 12:22 am
Enter.
There are 2 places to enter. Have to specify which. :tongue:

Enter the dwelling, since the Redeemers have been identified as a benign group, while the tavern may contain all kinds, good or bad.

Also, the Redeemers are sworn to silence, so they're less likely to tell our pursuers where we went (and may have to spend more time doing so if they try).
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

SGamerz wrote:
Sat Aug 26, 2023 2:22 am
Thaluikhain wrote:
Sat Aug 26, 2023 12:22 am
Enter.
There are 2 places to enter. Have to specify which. :tongue:
Ah, but this way if one is an insta-kill, I can claim I obviously meant the other one. Or I wasn't reading close enough again.

Enter the dwelling.
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JourneymanN00b
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes registered; entering the dwelling.

157

The house smells strongly of burnt incense. You enter a narrow hallway lined with wicker-backed chairs and walk slowly along the central aisle towards a fountain. It is flanked by a pair of massive orange-red pillars. A man, dressed from head to toe in black, appears from behind the left-hand pillar and walks towards you.
     Suddenly, you hear Maouk’s men enter the Plaza. The noise makes you cast an anxious glance towards the open door. The man sees that you are nervous and, without uttering a word, he points to a cellar door.
     If you follow his lead and hide in the cellar, turn to 16.
     If you decide to leave the hallway, you can return to the plaza by turning to 99.

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

Post by Beroli »

Hide in the cellar.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

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

Post by Thaluikhain »

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

Post by JourneymanN00b »

Votes registered; hiding in the cellar.

16

You rush into the cellar and hurriedly bolt the door. Pressing your ear to the gnarled timber, you listen intently to the noise of Maouk’s angry soldiers. They have entered the building and it will only be a matter of time before they notice the cellar door. You cast your eyes around the room. It is empty except for a Coil of Rope and a Tinderbox. Then you notice something that might allow you to leave this small stone room. It is an iron grille, set into the middle of the floor. However, your hopes of making an easy escape are dampened when you catch the first whiff of the horrible stench that is rising from out of this grating.
     If you choose to leave the cellar by way of the grille, turn now to 51.
     If you decide to stay in the cellar, you can prepare for inevitable combat by turning to 123.

Please make your votes on what items to take and drop (if any) and whether to keep running or stay to fight the fascist police before 9:00 AM PDT to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Stay and fight.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

Flee through the grille.

And don't take the items. We already have a rope, and we have a Firesphere, so we shouldn't need a Tinderbox.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

Grille, into the sewers and see if it takes us to the Shrine of the Salamander.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by SGamerz »

Thaluikhain wrote:
Mon Aug 28, 2023 7:54 am
Grille, into the sewers and see if it takes us to the Shrine of the Salamander.
But hopefully not into the Horntoads' toilet.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes counted; running from the fascist police units won over staying to fight them by a 2-1 vote. Lone Wolf will not take anything from the cellar before he does this.

51

A slippery ladder descends into the dark, stench-filled shaft. You gulp a lungful of air and climb down, locking the trapdoor behind you. When finally you reach the bottom of the shaft your worst fears are confirmed.
     You have entered the Baga-darooz, the infamous main drainage sewer of Barrakeesh. You recall one of the crewmen aboard the galley, an old man nicknamed ‘The Stink’ because of his strong body odor, telling you that he was sentenced to one year’s imprisonment in the Baga-darooz for a crime he did not commit. Peering along the gloomy tunnels, you wonder how he survived for so long in this dank, filthy sewer.
     Suddenly your thoughts are disturbed by the sound of splintering wood. Chunks of shattered timber rain down upon you as the Sharnazim smash open the trapdoor. The heavy iron grille glances off your shoulder as it falls. You stifle a cry of pain, but you lose 1 ENDURANCE point due to the wound you have sustained.
     This section of the Baga-darooz is a junction where three channels converge. You must decide which channel to take, and quickly, for Maouk’s men are now descending the ladder directly above you.
     If you have the Kai Discipline of Tracking, turn at once to 173.
     If you do not possess this skill, you can enter the left channel by turning to 96.
     Or the right channel by turning to 145.
     Or you can enter the channel located straight ahead (turn to 13).

Lone Wolf has the Kai Discipline of Tracking.

173

Judging by the direction of the sluggish flow, the right channel appears to head off to the north. The vast tide of sewage and garbage from the Baga-darooz is swept out towards the coast. In the end it emerges at Chiras, a village located to the north-west of the capital. There it makes life both difficult and unpleasant for the poor local fishermen, especially during the blisteringly hot summer months. You are able to determine that if you were to take the north channel you should eventually reach the coast.
     The left channel heads south. It runs below the very heart of the capital. In the maze of tunnels that feed into the Baga-darooz, it is likely that you will find at least one exit to the streets above.
     Straight ahead, the channel leads off to the west. It is by far the least fetid and contaminated of the three. During the voyage, you remember ‘The Stink’ telling you about the Grand Madani. It is a huge aqueduct, over forty miles long, which channels freshwater from the River Da directly into the city. As a result of this engineering masterpiece, the citizens of Barrakeesh, unlike the inhabitants of other Vassagonian cities, enjoy a lavish supply of fresh water. The west channel will lead eventually to that water source.
     If you wish to take the north channel, turn to 145.
     If you choose to take the south channel, turn to 96.
     If you decide to take the west channel, turn to 13.

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

Post by Beroli »

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

Post by SGamerz »

No clear indication which is the best route, except north sounds like the worst. West, I guess.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

May as well go west.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes registered; taking the west channel to openly display our hero’s stance against fascism yet again.

13

You force yourself along the foul canal. Its sluggish water is thick with green and black scum, and clotted with a hideous variety of filth and rotting debris. Huge cockroaches crawl in and out of cracks in the ceiling, making a loud clicking sound as they go. The vile channel is waist-deep and, as the surface scum breaks, a cloud of putrid gas wafts up and engulfs you. The stench is appalling. Choking with nausea, you cover your mouth and nose with the folds of your Kai cloak. A sudden splash warns you that Maouk’s men are not very far behind, and you force yourself to quicken your pace.
     You have waded just a few yards further along the canal when you hear a soft, rustling noise that immediately makes you freeze. It is the unmistakable sound of scaled skin slithering softly over slick wet stone. Your mounting fear turns to a blind terror when you catch your first glimpse of the creature that is advancing now towards you from out of the fetid darkness.
     If you have the Kai Discipline of Animal Kinship, turn to 187.
     If you do not possess this skill, turn instead to 110.

Lone Wolf has the Kai Discipline of Animal Kinship.

187

You recognize the creature. It is a Kwaraz, a giant, creeping reptile. Kwaraz are native to the Maakenmire swamp, located hundreds of miles to the west of Vassagonia, but they thrive in any hot, damp, and fetid environment. It strikes you that the Baga-darooz sewer is an ideal breeding ground for these deadly beasts. The Kwaraz moves along the ceiling, gripping the stone with its long, curved claws, its oval eyes opening wider and wider.
     Kwaraz are very susceptible to psychic power. By using your Kai Discipline of Animal Kinship, you are able to persuade it that you are not at all appetizing. It soon loses interest in you. You watch with a mixture of fear and fascination as the huge reptile crawls along the ceiling and disappears into the tunnel. Suddenly, a fearful scream bursts out of the darkness. The Kwaraz has found a meal; Maouk has lost one of his men. A shiver runs down your spine but your instincts tell you to press on while you have the advantage.
     To continue, turn to 17.

17

It takes some time for the fear and nausea to fully subside, but stoically you push on through the slimy water. Your iron will and determination is making you almost oblivious to your dreadful surroundings. Eventually, you reach a junction where a wider tunnel crosses your route.
     If you possess the Kai Discipline of Sixth Sense, turn now to 47.
     If you do not possess thus skill, you may continue along the west channel by turning to 73.
     Alternatively, you can head north into the new tunnel (turn to 112).
     Or you can decide to go south along the new tunnel by turning to 128.

Lone Wolf has the Kai Discipline of Sixth Sense.

47

You have a strong feeling that more Kwaraz occupy the north tunnel. You sense that it leads to a lair. It could be suicidal to go that way, therefore you decide that you must take one of the remaining routes instead.
     If you decide to continue along the west tunnel, turn to 73.
     If you choose to go south along the new tunnel, turn to 128.

Here’s the recap: Lone Wolf encounters a reptilian mutant known as a Kwaraz, but manages to direct it away from him thanks to his Animal Kinship. He then reaches a junction, where his Sixth Sense tells Lone Wolf to either continue west or go south along a new tunnel. Please make your votes on which direction to go before 9:00 AM PDT to guarantee that they will be counted.
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

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

Post by SGamerz »

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

Post by Thaluikhain »

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

Post by SGamerz »

I'm kind of disappointed that we can't go north anyway and keep using our Animal Kinship to send more Kwaraz at Maouk and his men.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Thaluikhain »

SGamerz wrote:
Wed Aug 30, 2023 1:23 pm
I'm kind of disappointed that we can't go north anyway and keep using our Animal Kinship to send more Kwaraz at Maouk and his men.
Yeah, missed a trick there. Or even just go safely past them and have our pursuers not want to follow.
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Re: [Let's Play] Lone Wolf - Kai Series

Post by JourneymanN00b »

Votes counted; continuing along the west tunnel won over going south along the new tunnel by a 1.5-1 vote.

73

     The stench of the sewer begins to fade and the water becomes less polluted the further you explore in this direction. The sound of Maouk’s men has faded and now only the constant gurgle and rush of the fetid water fills your ears. Suddenly your foot is caught by something, and you are thrown off balance. Half-buried in the sludge of the tunnel floor is a rusty suit of armor.
     Turn to 94.

94

You fall face first into putrid water. The oily slime fills your ears and nose and chokes in your throat. Quickly you break the surface and struggle onwards to a narrow walkway, but upon reaching this place you find that your arm no longer functions. Your wounded shoulder, injured by the falling trapdoor grille, is stinging painfully, but the whole of your arm below the wound is numb and useless. Fright turns to horror when you realize what is wrong.
     To continue, turn to 81.

81

You recognize the symptoms of Limbdeath. The wound has become infected by thousands of Limbdeath microbes, one of the many strains of deadly bacteria which can be found in the Baga-darooz. None of your Kai skills can be used to prevent the eventual loss of your arm. There is only one cure for this dread disease: the infected wound must be treated with the herb Oede within twenty-four hours. Unless you find some Oede by mid-afternoon tomorrow, your arm will become gangrenous. You will then have to choose between losing your arm and losing your life.
     This dreadful realization renews your determination to escape from this terrible place, for you can be sure of one thing: you will find no Oede herb in the hellish confines of the Baga-darooz.
     Turn to 166.

166

You knead your numb arm in an effort to massage some life back into it, but it is useless; the muscles are limp and nerveless. The only consolation is that it is not your weapon arm, but as long as you are suffering from this disease, you cannot use a shield of any sort.
     Deduct 3 points from your COMBAT SKILL. These lost points may be recovered if ever you should regain the use of your arm.
     You turn your attention to your surroundings in an effort to find some way of escaping from this nightmarish sewer. The passage ahead winds and curves like the bowels of a giant snake, and the foul air that drifts towards you is hot and humid. You have shaken off your pursuers, but you now have the problem of your paralyzed arm to resolve.
     To continue, turn to 55.

55

The temperature rises steadily until you are bathed with sweat. Ahead, you see a chamber filled with steam that is rising from its bubbling floor. You are about to enter the chamber when you catch a glimpse of the danger awaiting you there. The stone walkway comes to an abrupt end just a few yards into the chamber. Ten feet below, lying before you like the surface of a huge bubbling cauldron, is a tar-sorkh: a Vassagonian mud geyser.
     These geysers are common in the northern part of the desert realm. Much of Vassagonia is geologically unstable, yet although the land is subject to constant earth tremors, these rarely result in much destruction. The Vassagonians call these tremors ‘Tasa-Dophiem’, which, when translated into Sommlending, means ‘the Wrestling Gods’.
     This particular mud geyser has been put to a practical use. It provides a constant source of heat for the dwellings built over the chamber. The steam from the tar-sorkh rises into a pair of huge, circular chimneys in the domed ceiling, which in turn feed heat and power to the buildings above. Your only way out of this chamber is by climbing one of these great chimneys. Although there are no ladders, the rock-hewn chamber wall offers you many footholds.
     If you choose to climb the left chimney, turn to 162.
     If you decide to climb the right chimney, turn instead to 23.

Here’s the recap: Lone Wolf trips into the sewer water and gets his arm infected with Limbdeath microbes. Until he can cure his infection with the Oede herb, Lone Wolf loses 3 COMBAT SKILL points and cannot use his Kai Shield. He also needs to find the Oede herb within 24 hours, or risk losing his arm or life. Lone Wolf arrives at a pair of steam chimneys that offer him a way out of the sewer and seem climbable. Please make your votes on which chimney to climb (and which political ideology to support) before 9:00 AM PDT to guarantee that they will be counted.

ACTION CHART
KAI DISCIPLINES:
1. Sixth Sense
2. Healing: +1 ENDURANCE point for each section without combat
3. Hunting: no need for a Meal when instructed to eat
4. Mindblast: +2 COMBAT SKILL points
5. Mindshield: no points lost when attacked by Mindblast
6. Animal Kinship
7. Mind Over Matter
8. Tracking
9. Camouflage
WEAPONS:
1. Dagger
2. Sommerswerd (In sections where it is specifically mentioned, +8 COMBAT SKILL and double damage against undead)
BACKPACK:
1. Laumspur Potion (+4 ENDURANCE)
2. Alether Concentrate (+4 COMBAT SKILL for one fight)
3. Rope
4. Laumspur Potion (+4 ENDURANCE)
5. Concentrated Laumspur Potion (+5 ENDURANCE)
6. Meal
7. Brass Key
8. Meal
SPECIAL ITEMS:
• Kai Shield (+2 COMBAT SKILL when used in combat)
• Kai Gold Key
• Crystal Star Pendant (Reroll one number per adventure, unused)
• Silver Helm (+2 COMBAT SKILL)
• Ticket
• Red Pass
• Padded Leather Waistcoat (+2 ENDURANCE)
• Firesphere
• Blue Stone Triangle
• Scroll
• Dagger of Vashna (+3 COMBAT SKILL, -3 ENDURANCE)
• Sash (does not count towards 12 item limit)
BELT POUCH: 24 Gold Crowns
COMBAT SKILL: 12 (3 points lost from Limbdeath, cannot use Kai Shield)
ENDURANCE POINTS: 21/21
RULES:
• When in combat, stop to ask whether to use any items or abilities if ENDURANCE is less than 11 or Combat Ratio is less than -4
FASCIST KILL COUNT: 42
RESURRECTIONS USED: 1
NOTES:
• Visited the Ruins of Raumas
• Survived the perils of the Graveyard of the Ancients
• Visited Gorn Cove
• Bridge password is ‘sunset’
• Applied Baknar oil
• Visited a hut on ‘Raider’s Road’
• Visited the Ruins of Maaken
• Read the Barakeesh proclamation
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Lone Wolf - Kai Series

Post by Beroli »

Climb the left chimney.

I thought "It is by far the least fetid and contaminated of the three" was a pretty good reason to go west, but apparently still too fetid and contaminated.
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