Showing posts with label Let's Play Lone Wolf. Show all posts
Showing posts with label Let's Play Lone Wolf. Show all posts

Monday, December 10, 2012

Back to Lone Wolf?

Hello all!

My blog has been overwhelmingly dominated by Windhammer reviews for the last month-ish, and was kind of silent before that for a while as I was trying to write my Windhammer entry and work on a couple other things. But I'm getting back into the swing of it, shooting for a solid entry every Friday (hopefully!)

So, my question to you all is, should I pick up the Lone Wolf playthrough again? Are you guys having fun with it? I enjoy it, but I tend to get distracted when something else urgent comes up. I'll try to be more reliable, but it's a constant process.

Just figured I'd check in and see where folks are at, since it's been a while, rather than just jumping right in.

If I do proceed with Lone Wolf, I'll try to keep to the schedule of posting updates on Monday and Wednesday.

What do you all think? If not, is there anything else you would prefer to see more of?

Wednesday, October 17, 2012

Lone Wolf Book 2 - Episode 12

[Because I'm a wuss, I'm going to go with the Mongoose Publishing version, in which we only lose our Weapons and the Seal of Hammerdal, except that I'm also losing the gold because that seems like a "duh" factor. (Who wouldn't take your gold?)]

To catch up on the story so far, see Book One or prior episodes of Book Two: 12345678910, or 11.

The harbor isn't any nicer at night, not with a bump the size of an eggplant on your head and the rich smell of drunks and sewage to consider. But you are a man on a mission. You will find those thieves, and no smell will stand in your way.

You scour the docks for hours. You never thought Ragadorn could have this many ships moored. You are just about to give up, when you spot a small dinghy tied up in a shadowy alcove, off the main docks.

Hurrying to it, you clearly recognize the ship you sailed here on. It's a simple matter to pull it in close enough to slip aboard. Fortunately, there doesn't seem to be any guards. Lucky for you, you turn up a Mace and 3 gold coins.

Just as you think you are out of luck, you spot a folded piece of paper that fell off a short table. Opening it, you find:


North Star Tavern—Barnacle Street
You take the Mace and Crowns and return to Stonepost Square.
If you choose to go east along Barnacle Street turn to 215.
If you choose to go south along Eastbank Wharf, turn to 303.
If you choose to head north along Booty Walk, turn to 129.


[Which way, gentlemen? Save Point 86]

Monday, October 15, 2012

Lone Wolf Book 2 - Episode 11

To catch up on the story so far, see Book One or prior episodes of Book Two: 123456789 or 10.

Despite the aching exhaustion in all your limbs, you force yourself to stay on guard and alert. You tell the sailors it's so that you can watch for any other survivors, but in truth, you're watching your travelling companions as much, if not more, as the open sea.

Not a flag or sail is to be seen, no matter how far you look. But near at hand, you notice the sailors muttering amongst themselves and glancing in your direction. You resolve to depart as swiftly as possible once you touch land.

It is nearing dark when the small fishing vessel passes into the harbor of Ragadorn. You can smell the city before you get there, the tangy, fetid spice of humanity and harbor scum.

 As the ship touches the dock, you stand by the gangplank, eager to get down. But before you can go, the men lowering it turn and fold their arms, blocking your path.

"Leaving so fast?" says the captain. "Without even a goodbye? I thought a fine dressed gentlemen would have better manners than that."

The men grin, and one of them adds, "Yeah, a little gratitude for saving your life."

You take up a defensive stance, and the faces of the men darken. Something tells you these men won't be satisfied with a tip. You put your hand on your sword and open your mouth--

when a blow to the back of your head turns your world upside down. You lose track of things for a moment, and then something huge and flat slams into your whole body, jarring you with enough force to shake teeth loose. Vaguely, you realize it was the deck. You struggle to rise, but your limbs won't cooperate. Your vision fixes blurrily on something hovering in front of your face. Slowly, you focus on it--a massive, balled up fist.

The fist comes toward you quickly, and you know no more.

* * *

When you awake, you have a splitting headache, and nothing else. You struggle to your feet, thankful you at least have your clothes. But searching through your pockets, you find that you have nothing--not even the Seal of Hammerdal.

Stifling despair, you must decide how to proceed from here. Looking around, a faded sign greets you:


Welcome to Ragadorn
You fear the rumours about this place are true. It is nearly dark and it has started to rain. You must find the Seal if you are to persuade the Durenese to give you the Sommerswerd. Looking round, you see a large market square with a stone signpost in the centre, indicating the various roads that lead off the square.
If you wish to go east along Barnacle Street turn to 215.
If you wish to go south along Eastbank Wharf, turn to 303.
If you wish to go north along Booty Walk, turn to 129.
If you would rather go west back to the jetty and search for the fishing boat, turn to 86.


[Right, this exciting part of the adventure. Where you lose everything. What next guys? Anyone have any ideas? Save point: 194. Oh... all of our beautiful gold!

Quick clarification from the group: the text says your Gold, your Backpack, your Weapons, and all your Special Items (including the Seal of Hammerdal) have been stolen by the fishermen.  It doesn't mention Armor. Does Armor count as Special Items, or do we get to hang on to the Shield and Chainmail Waistcoat? What about meals and the Crystal Pendant (which is theoretically supposed to be serving as memory that we met that one dude, for reference in a future book.)

As a point of interest, a note in the text mentions that in the Mongoose Publishing edition, you only lose your Weapons and the Seal of Hammerdal here. The note also invites the reader to follow those rules if you prefer.

Personally, I would probably vote for losing the gold, of course, but otherwise following the Mongoose Publishing version, and not worrying about special items, armor or clothing.]

Wednesday, September 26, 2012

Lone Wolf Book 2 - Episode 10

To catch up on the story so far, see Book One or prior episodes of Book Two: 1234567, 8, or 9.

[Didn't get any comments last time, (that's a first! are people losing interest?) so I'll go ahead and decide to use the cloak to try and flag down the fishing boat we see.]

Struggling up on your piece of flotsam as much as you can, you wave your makeshift flag and holler at the top of your lungs. Just when you think they've missed you, the little boat turns your direction.

The crew turn out to be sea-bitten sailors and rough fishermen, but they treat you kindly enough, bringing you blankets and a bit of food. They say they are returning to port now, and tuck you in with the fish.

It will be 2-3 hours before you dock in Ragadorn. The men encourage you to get some rest.


[illustration]
If you wish to take his advice, restore 1 ENDURANCE point andturn to 194.
If you prefer to stay awake and keep watch for any other survivors of the storm, turn to 251.


[Save Point: 41]

Thursday, September 20, 2012

Lone Wolf Book 2 - Episode 9

To catch up on the story so far, see Book One or prior episodes of Book Two: 1234567, or 8.

[Apparently I was totally wrong about the save point. 208 goes to a totally unrelated section, much farther in the book! Good thing I noted down 197 as well... anyway...]

You are woken the following morning by the terrible rocking of your ship. It sways and bucks, as though the ocean itself were trying to throw it off.

Donning your clothes as quickly as you can in the uncertain gloom, you rush outside, to find sheets of rain pouring from the sky. The captain shouts, waving for you to go back down. But just then, you hear a terrible crack--and look up to find the main mast has split, and the huge beam of wood is falling right toward you!

Breath catching in your throat, you run as quickly as you can--but you are too slow! A part of the rigging slams into your back. The impact knocks the wind from you, and you feel yourself falling, while terrified shouts sound from behind you.

The splash of cold water shocks you to your senses. You scramble, thrashing in the water, trying to find the surface. When you broach air, you see the ship getting farther away from you, a beacon of light fading into the darkness of the storm.

You fight your way through the storm to another piece of debris and hang on. From the amount of broken bits of wood around here, you don't feel good about the Green Sceptre's chances...

Fighting exhaustion, numbing cold and trembling fingers, you cling to the hatch cover until the storm breaks and you waken to clear skies in the late afternoon. You shade your eyes against the sun to look around.



In the distance you can see a small fishing boat and beyond it, on the horizon, land. The only trace of the Green Sceptre is the hatch cover on which you now sit.

If you wish to use your cloak to try to signal to the fishing boat, turn to 278.

If you wish to ignore the boat and paddle towards the shore,turn to 337.



[Well, so much for our ride. Save Point: 141. Oh, we also lose 2 endurance from the blow to the back. Healing should take care of that right quick.]

Monday, September 17, 2012

Lone Wolf Book 2 - Episode 8

The Lone Wolf is back at it! To catch up on the story so far, see Book One or prior episodes of Book Two: 123456 or 7.

You rush outside, following the captain, in time to see a longboat rowing swiftly away from your ship. The captain says, "It seems our bird has flown."

In the distance you see another ship, one of mysterious make, which flies no flags. The longboat pulls up alongside the strange vessel, and a fog rises from no where to engulf them both. The captain hisses an indrawn breath, saying, "What sorcery is this? Let us move on, I want no part of it."

Muttering spreads across the deck of the ship; the men saw the fog rise too, and they are no less scared of it than the captain. Only the captain's booming voice settles them and whips them into action again.

After a thorough accounting of the damage caused by the fire, the captain comes to you with sobering news. "The fire destroyed our food supplies, and has crippled my ship. We have no choice but to stop at Ragadorn for repairs. I am sorry, but the repairs will take at least a week. It may be faster for you to find your own transport the rest of the way to Port Bax."

The crew greet this news with happy enthusiasm, and set to their work with renewed vigor, but it is with a heavy heart that you see the coastline growing closer the following day. Forty days, the king had said... you have only forty days to complete your mission...

[Someone roll me a d10! Save point: 208, though the d10 roll result will be used on 197.]


Wednesday, August 15, 2012

Lone Wolf Book 2 - Episode 7

To catch up on the story so far, see Book One or prior episodes of Book Two: 123456.

"FIRE!" you cry, with all your might, and the ship bursts into activity. Sailors boil from their posts or cabins, carrying buckets of water and wetting large pieces of canvas to put out the fire. You help another man lift the trapdoor to the hold, and smoke surges from the opening, forcing you to fall back, coughing.

By the time you contain the blaze, the sun is noticeably higher in the sky, and all of the ship's food and fresh water has been destroyed. The captain emerges from the smoking hull, soot on his face, and says in a grim voice, "We must talk."

You follow him to his cabin, noticing that he carries a bundle beneath his arm.

Once you're inside the cabin, he makes sure to latch the door securely, then dumps the bundle out on his desk. A cracked earthenware jug and several blackened rag fall to his desk in a tumble of soot and char. The whole arrangement gives of a strange, oily smell.



illustration
‘This was no accidental fire,’ he says solemnly. ‘This was an act of sabotage. The forward hold is a food store yet I find this oil jug and these soaked rags upon the floor. Someone on this ship is prepared to risk his life to stop us reaching Durenor.’


You stare at each other across the evidence for a long moment, and then a cry goes up from outside, "Ship! Ship's ahoy!"

The captain rushes outside...


If you wish to follow him, turn to 175.

If you would rather make a quick search of his cabin, turn to 315.


[Treachery! Raise your hand if you're surprised. Anyone? Anyone at all? Save Point: 222]

Wednesday, August 8, 2012

Lone Wolf Book 2 - Episode 6


To catch up on the story so far, see Book One or prior episodes of Book Two: 12345

The sky darkens as the horde of dark creatures descends upon the Green Sceptre. Kraan slam into the mast and rigging, setting the ship to rocking. A Zlanbeast lets out a trumpeting roar, and drops a net full of Giaks onto the deck of the ship!


[illustration]


Some of the Giaks are crushed in the fall, but many others fight their way free of the tangle of ropes and limbs and emerge, weapons bared, slashing at nearby sailors.

Bravely, you leap forward to engage the Giaks single-handedly!

[Roll: 2, we lose 3 hp, they lose 8] You slash ferociously at the crowd, felling a Giak with every swing, but the little monsters fall in, surrounding you, and several of their blades bite you from behind.

[Roll: 3, we lose 2 hp, they lose 9, killing them.] You dodge and weave, taking only a few more scratches before you are able to lop of the head of the last of them. You stand panting and clean your blade, looking around the deck for your next foe.

Kraan rend the sails with their claws and teeth, their batlike wings beating a storm around the ship. Giaks swarm over every inch of the deck, but the sailors have mounted a defense now and fight back, huddled in clusters.

A tremendous roar catches your attention, and you look up to see a fierce Drakkar charging one of the knots of sailors! Those men are already pushed to their limit by the Giaks, if the Drakkar gets to them, it could spell doom for your allies!

You leap forward and dive into a roll, coming up running to intercept the Drakkar with a cut to the leg. It dodges with surprising nimbleness and whirls on you, it's breath stunning you with the noxious stench while its  huge, notched blade whistles by your head. You must fight!

[Roll: 10! At our combat skill, that barely makes it to instant kill!] Siezing the moment without delay, you step up under the Drakkar's guard and sink your blade to the hilt in the man-thing's belly, slicing up, under the ribcage, to pierce its heart. The Drakkar coughs blood, and dies.

You kick the slumped form off your blade and look up to see the Giaks all staring at you, fear in their eyes. You smile malevolently, and the little beasts fall back, emitting shrieks of terror.

Captain Kelman, siezing the advantage, calls to rally his men and they charge the Giaks! You join the battle, and the Giaks die by the score. Those who do not die, leap into the ocean to avoid their fate. The day is won!


‘Our thanks, Kai Lord,’ the captain says and shakes your hand. ‘We are proud and thankful to have you with us.’

A cheer resounds along the deck as the crew voice their praise.


Though it takes most of the day to clean the deck of the signs of combat, Captain Kelman swiftly brings down the damaged sails and replaces them with fresh ones, allowing you to continue your journey without delay.

Several days of travelling pass without event, allowing you to fully heal from the wounds you received in the battle. However, on the fourth day you exit your cabin to a strange sensation--sniffing, you identify the smell of smoke!

You rush to follow the smell, and find smoke pouring out through the cracks in the door to the ship's hold!



[illustration]

If you wish to enter the hold, turn to 29.
If you wish to shout ‘Fire!’ turn to 236.
If you wish to warn the captain, turn to 101.


[Save Point: 240.]

Monday, August 6, 2012

Lone Wolf Book 2 - Episode 5

For the story so far, see Book One or prior episodes of Book Two: 123, 4.

Clear weather and good winds bless your departure from Holmgard. The Green Sceptre slides through the waves like steel on silk, catching a full wind that zips her ahead. You get your first good nights sleep in what feels like months, since before the raid on your monastery.

The next morning, you come out on deck to the smell of the sea and the sound of seagulls cawing above you. The wind is brisk, and seems to wash away your worries. You treasure the moment, knowing that it is not likely to last.

Captain Kelman joins you on deck and says, "If this weather holds, we'll be to Port Bax within a week."

You smile, and congratulate the captain on his good sailing. After a few more moments, he points out a rocky point up ahead says, "See that there? That's Wreck Point. It's the southernmost tip of the Kirlundin chain. That isle's Mannon. Made of rocks, it is, and deceptive to many a sailor. Here, have a look."

He passes you his brass telescope, and you focus on in the rocky point ahead. The shattered hulls of more than a dozen trading ships litter the rocky point like great skeletons. A shiver runs down your spine at this chilling reminder of how fragile you all are, at the mercy of the open ocean.

"Is there any danger for us?" you ask, passing the telescope back. The captain looks up, shading his eyes against the blue skies, and replies, "Danger? Always. But on this trip, I think there will be no trouble. This sea helps us along, and the winds are right."

Following his gaze into the sky, you see a storm cloud gathering in the distance. You point it out, saying, "What about that storm?"

The captain looks where you point, and his face darkens. He whips out his telescope and looks at the cloud, which seems to be growing darker by the minute. Then he spits a curse and folds up the glass.

"What is it?" you ask.

"That's no cloud, Lone Wolf. Those are the armies of the Darklord. They're coming for us."

The Captain goes off, shouting orders to his men to prepare for battle, while you take the telescope and look for yourself. Sure enough, you see a swarm of Kraan and Zlaanbeast, large enough to darken the skies.


The alarm is shouted along the deck: ‘Prepare for battle!’

If you wish to stay on deck, ready your weapon and turn to 146.

If you wish to return to your cabin, turn to 34.


[What is your will? Save point: 224.]


Monday, July 30, 2012

Let's Play Lone Wolf Book Two: Fire on the Water - Episode 4


For the story so far, see Book One or prior episodes of Book Two: 12, 3


You scour the nearby area for the rogue, but he is no where to be seen. At last, you are forced to assume that he has made good his escape.

Feeling uneasy that your enemies have caught up to you so soon in your adventures, you make your way back to the harbor, untie a little boat, and paddle yourself out to the Green Sceptre, watching your back the whole time.

The sailor on deck scowls and begins to pull up the ladder, but you shout to him who you are, and his eyes widen and he lowers the rope ladder again. At the top, you are met by a man in a gold-braided uniform who introduces himself as the Captain.

"Haul anchor!" he cries, as soon as you are on board, and the crew spring to life, guiding the sleek vessel out of the harbor.

The Captain takes you to his quarters, where he pours two glasses of wanlo, a strong spirit, and you discuss your troubles.


‘There is evil treachery at work and the enemy already has plans afoot to thwart your quest,’ he begins when you’ve told your tale. ‘It seems that you have lost the element of surprise—and I have lost a courageous first mate. Let us only hope that the voyage to Durenor be swift and safe.’
[illustration]
You leave him to go up on deck just in time to see the outline of Holmgard on the horizon. With mixed feelings of pride and apprehension, you descend the stairway to your cabin as the last spire of the capital disappears from view.


[Alright folks, random encounter time! Someone roll me a d10. First one in wins... um... well, theirs will be the number I use. That counts as a prize, right? Save point: 300]



Friday, July 27, 2012

Lone Wolf Let's Play, Book Two: Fire on the Water - Episode 3

If you're a fresh face joining in, check out the backstory in Book One or in prior episodes of Book Two: 1, 2

You jerk free from the hand that grabbed your shirt, reflexively reaching for your sword--but a gasp of fear stops you in your tracks. Looking over, you see a young man, pale and shaking.

"Forgive me, my lord," he says. "I did not mean to startle you!" He holds out one hand, slightly trembling, and invites you to sit with him. Settling your nerves, you look cautiously around the tavern, but you see nothing except a couple of mice chewing on a large hunk of cheese in the corner. You seat yourself.

The man sits across from you and licks his lips nervously. He says, "I have been instructed to bring you to the Green Sceptre, but only if you can prove your identity as the Kai Lord. Can you? Prove your identity, I mean?"

You lift one eyebrow, then turn your eye back to the mice in the corner. Using your skill of Animal Kinship, you whistle to the mice and they come running. The mice deposit the block of cheese at your feet, chirping excitedly, and then scamper off.

You place the cheese on the table between you and the young man and ask, "Feeling hungry?"


‘You are indeed a Kai Lord,’ says the sailor, but the astonishment on his face quickly changes to an unpleasant sneer.

‘Or should I say you were!’
illustration
As he speaks, a door crashes open behind you and you turn to see three harbour thugs advancing towards you. Each is armed with a scimitar and you have no choice but to fight all three as one enemy.

Harbour Thugs: COMBAT SKILL 16   ENDURANCE 25



You leap to your feet, your sword whistling from its scabbard, and prepare to face the thugs. [Our combat skill is 23 now, between the Weapon Mastery and the Shield. This should be easy.]

The three men move to surround you. With one swift movement, you step in, knock one of their weapons aside and shove him down. Whirling around, you slice open the belly of the second. He gasps in pain and falls. [First roll: 8. Does 16 damage to them.]

The third man cries out in rage and comes at you, but he's far too slow. You catch the blow on your shield, step in and slash off his head with one clean stroke. The sound of a boot stepping in blood behind you alerts you to the first assailant having risen. Without looking, you kneel and thrust your blade behind you with an upward motion--and feel it enter his soft belly and pierce up under the ribcage to the heart. [Second roll: 8. Does another 16 damage, finishing it.]

You stand. The inn is empty, and silent save for the sounds of blood leaking from the dying. The man who pretended to be the first mate, Ronan, is no where to be seen.

You check the bodies, and find nothing of value. Although you do notice that each of them has a tattoo of a serpent on their left wrist. It's worth remembering.



You leave the tavern by the side door and discover the dead body of a sailor lying beneath some stairs. Inside the collar of his bloodstained jacket is a tag bearing the name ‘Ronan’. This must be the real Ronan. He has been murdered. You cover the body and turn towards the quay, where the Green Sceptre is anchored about three hundred yards from the harbour wall.

If you wish to use one of the many small boats or coracles that are roped to the quayside, turn to 300.

If you wish to hunt down the impostor who pretended to be Ronan, turn to 67.


[Save point: 333]