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Let's Play Lone Wolf: David Bowie is a druid? Wait, no that kind of makes sense.

KelorKelor Registered User regular
edited September 2010 in Games and Technology
So do you remember those Choose Your Own Adventure books you had back in second or third grade, where you read the story and then were given a choice and turned to a certain page which changed the story. You might remember there was a series called Fighting Fantasy, which was a similar concept except your character actually fought monsters as you traveled through the story.

There was a third series written by Joe Dever which was similar to Fighting Fantasy but with a more customizable character, more complicated combat system as well as a continuous story across all of the books rather than the mostly stand alone system used in Fighting Fantasy.
Joe Dever wrote:
'I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my "millennium gift" to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai. . . .'
He's a classy dude. So thanks to him and the guys at Project Aon we have this new thread!

If you didn't follow the first thread you may want to read that first since we are I think about eight books into the series and you won't be familiar with the characters or the story.

The Story So Far . . .
Spoiler:
Combat:

There will be occasions on your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.
Spoiler:
Equipment:
How Much Can You Carry?
Weapons - The maximum number of weapons that you may carry is two.
Backpack Items - These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.
Special Items - Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.
Gold Crowns - These are always carried in the Belt Pouch. It will hold a maximum of fifty crowns.
Food - Food is carried in your Backpack. Each Meal counts as one item.

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.
How to Use Your Equipment

Weapons
Weapons aid you in combat. If you have the Kai Discipline of Weaponskill and the correct weapon, it adds 2 points to your COMBAT SKILL. If you enter a combat with no weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember you can only carry two weapons at once.)

Backpack Items
During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry eight items in your Backpack at once.) You may exchange or discard them at any point when you are not involved in combat.

Special Items
Each Special Item has a particular purpose or effect. You may be told this when the item is discovered, or it may be revealed to you as the adventure progresses.

Gold Crowns
The local currency is the Crown, which is a small gold coin. Gold Crowns can be used on your adventure to pay for transport, food or even as a bribe! Many of the creatures that you will encounter possess Gold Crowns, or have them hidden in their lairs. Whenever you kill a creature, you may take any Gold Crowns that it has and put them in your Belt Pouch.

Food
You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Kai Discipline of Hunting as one of your five skills, you will not need to tick off a Meal when instructed to eat.

Healing Potion
This can restore 4 ENDURANCE points to your total when swallowed after combat. There is only enough for one dose. If you discover any other potions during the adventure, you will be told then of their effect. All Healing Potions are Backpack Items.

Kelor on
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Posts

  • KelorKelor Registered User regular
    edited November 2009
    Character Stats

    Combat Skill: 18 +2 (Shield) +8 (Sommerswerd) +2 (Silver Helmet) +3 (Bronin Vest) +2 (Silver Bracers) +4 (MagnaKai Weaponskill) +5 (Lore Circle Bonus) +1 (Grandmaster Bonus) = 44
    Endurance Points: 29 +1 (Bronin Vest) +1 (Silver Bracers) +8 (Lore Circle Bonus) +2 (Grandmaster Bonus) = 41.

    Kai Disciplines: (Five chosen in the first book, one added with each completed after that.
    Spoiler:

    Magna Kai Disciplines:
    Spoiler:

    Quick list of pimped out upgraded skills:
    Spoiler:

    Supreme Kai Disciplines:
    1. Magi-Magic
    2. Kai Alchemy
    3. Grand Huntmastery
    4. Grand Pathmanship
    5. Psi Screen

    Magnakai Lorecircles Completed:
    Lore Circle of Fire: +1 Combat Skill, +2 Endurance
    Lore Circle of Solaris: +1 Combat Skill +3 Endurance Points
    Lore Circle of Spirit: +3 Combat Skill +3 Endurance Points
    Lore Circle of Light: +3 Endurance Points

    Weapons:
    Spear
    Dagger of Vashna

    Belt Pouch: 22 Gold Crowns


    Backpack: Super big backpack (We'll miss you swanky leather backpack!) 8/10 Slots Filled.
    1. Meal
    2. Meal
    3. Meal
    4. Rope
    5. Rope
    6. Potion of Laumspur
    7. Laruma Liquer (+3 EP x2)
    8. Potion of Laumspur

    Special Items: 11/12
    1. Silver Bow of Duadon (+3 to rolls when using)
    2. Silver Helmet (+2 to Combat Skill)
    3. Shield (+2 to Combat Skill)
    4. Sommerswerd (+8 to Combat Skill)
    5. Firesphere
    6. Bronin Vest (+3 Combat Skill, +1 Endurance Points)
    7. Fireseeds (3)
    8. Quiver (6 Arrows)
    9. Royal Signet (Doesn't count towards 12)
    10. Silver Bracers (+2 Combat Skill, +1 Endurance Points)
    11. Helshezag, the sword of Darklord Kraagenskûl (+5 Combat Skill, +7 vs Darklords)
    12.
    13. Korlinium Scabbard (Does not count towards item limit)

    Stash at the Monastery:

    68 Gold Crowns
    60 Lune

    Backpack Items:
    Silver Box (Worth $Texas)
    Brass Whistle
    Map of Tekaro
    Sack of Silver
    Sack of Silver



    Special Items:
    Diamond
    Black Sash
    Silver Key
    Pimp Cane (Jeweled Mace +5 CS against Dhorgaan)
    Crystal Star Pendant
    Padded Leather Waistcoat (+2 Endurance Points)
    Royal Pass
    Power Key
    Bling (Platinum Amulet: Immune to extreme temparatures)
    Party Invitation!


    Map of Magnamund.
    Spoiler:

    Map of Kalte.
    Spoiler:

    Map of the Southlands.
    Spoiler:

    Map of the Empire of Vassagonia.
    Spoiler:

    Map of the Stornlands.
    Spoiler:

    Map of the Magiocracy of Dessi.
    Spoiler:

    Map of the Danarg Swamp.
    Spoiler:

  • KelorKelor Registered User regular
    edited November 2009
    Page 1: A full moon lights the sky above Elzian on the evening you begin your journey to Tahou. Its ashen rays glimmer along the polished wooden outriggers that run the length of the hull of the Skyrider, and illuminate the crystal star ensign and the Sommlending flag as it flutters proudly from the mizzen-mast. The Elders of the High Council have gathered on the roof of their council chamber and, as you and Banedon climb the boarding ladder to the skyship, you pause to return their farewell salute. Bo'sun Nolrim, senior member of Banedon's crew of dwarves, welcomes you and his captain aboard. Surveying the craft, you notice that the Skyrider has changed very little since you were last aboard her, when you sailed the desert skies of Vassagonia in search of The Book of the Magnakai. The crew remember that voyage fondly and are justly proud of the part they played in the success of that perilous mission. 'Take the helm, bo'sun, and set a course for Navasari!' commands Banedon, as he leads you across the busy deck to his cabin at the prow.

    Swiftly the lights of Elzian vanish as the Skyrider speeds into the night. A mile below, the jungle of Dessi and the barren peaks of the Xulun Mountains race past beneath the keel, but in the comforting warmth of Banedon's cabin you feel no sensation of movement; only the hum of the powerful engine indicates how rapidly you are travelling. Over a delicious meal of salt beef and spiced fruit, Banedon explains the purpose of your journey to Navasari, a city that lies over a hundred miles south of Tahou. 'Our enemies are advancing across Magnamund like a tidal wave, destroying or carrying with them all in their path,' says the blond-haired magician, pointing to a map of the continent that adorns the cabin wall. 'Every day a new battle is being fought, and every day we lose another town or village to the Darklords. Before we venture into Tahou we must be sure that the city has not already fallen to Darklord Gnaag, lest we fly straight into a trap. I have many friends in Navasari, reliable friends, friends who are highly placed in the Senate of Anari. From them we will learn if the city still stands, and if it does, how long we can expect it to resist a Darklord assault.'

    Mid-morning of the following day, the lookout catches a glimpse of Navasari as the Skyrider emerges from the Yajo Pass. Banedon takes control of the helm and steers the craft towards the east quarter of the city, landing it on the spacious roof of a magnificent, star-shaped building that overlooks the River Chah. A group of dignitaries, resplendent in high-necked robes of green and yellow silk, greet your arrival: these are some of the friends of whom Banedon spoke. Sadly they recount the grim course of events that has recently befallen their country. In the far north, the town of Resa was destroyed and its people massacred by an army of Giaks. Two days later, a similar attack was launched by a Vassagonian army against the town of Zila. They swept along the Anari Pass, burning and looting every village through which they rode, and giving no quarter to those who dared resist them. And three days ago, on the western border, a fierce battle was fought at the Slovian town of Lovka for control of the bridge across the River Churdas. Shortly before midnight the might of Darklord Gnaag's horde fell upon the beleaguered garrison. They fought bravely, but by the dawn of the following day, all that remained of the town and is defenders were an acre of scorched earth and a cart full of charred bones. The three enemy armies are now advancing towards Tahou. President Toltuda, the head of state, has ordered the evacuation of all women and children from the capital, and has begun strengthening the city's defences to increase its chances of withstanding the impending siege. When Banedon tells of your intention to go to Tahou, one of his friends offers a few words of caution. 'It would be unwise to attempt a landing at the capital,' he warns. 'Heavy bolt throwers have been positioned on every rooftop and tower in case the city is attacked from the air. The Darklords captured Suentina in such a fashion and the Tahouese have learnt from their neighbour's misfortune. Skyships rarely visit Tahou, which makes it all the more likely that your craft would be mistaken for a hostile attacker.'

    After long deliberation, you and Banedon decide to leave the Skyrider in Navasari and journey to Tahou by horse. Nolrim is left in charge of the craft and crew with instructions to wait here for your return. If Tahou is besieged and he has not received word from you after two weeks, he is to return to Dessi and report that your quest has failed.

    Early next morning, you and Banedon climb into the saddles of two white Anarian steeds provided by his friends, and set off on your two-day ride to Tahou. Less than an hour after leaving Navasari you see a long line of wagons approaching. They are escorted by a troop of cavalry, and each one is crowded with women and children.

    If you wish to stop and question these people, turn to 126.

    If you wish to ride past them and press on with your journey, turn to 274.


    Mmmm that new fresh thread smell!

    I'll update the second post with information when I have a bit more time later today with the new discipline and items.

  • DarianDarian Registered User regular
    edited November 2009
    Did we settle on Invisibility, or is that vote still open? Or did we pick something else?

    edit: Also, let's stop and question the people. Information is always useful.

  • InfestedGnomeInfestedGnome Registered User regular
    edited November 2009
    Question them, couldn't hurt

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  • ArdentMarauderArdentMarauder Registered User
    edited November 2009
    Question them, couldn't hurt
    Not so long as these people aren't really shapeshifting Helgans with insta-paralyze beams and anatomy like some of the wierder Hentai... (Unrelated side note: Today was a strange day at work)

    But yea, we might as well question 'em.

  • XtarathXtarath Registered User
    edited November 2009
    Question them, couldn't hurt

    It could, I mean the fruit were actually monsters, so these people could be god knows what.

    I also vote for this.

  • ViraletanViraletan Registered User
    edited November 2009
  • NerfThatManNerfThatMan Registered User regular
    edited November 2009
    Kill 'em. ...er. Question 'em.

    PSN: corporateshill
  • Man in the MistsMan in the Mists Registered User regular
    edited November 2009
    The three enemy armies are now advancing towards Tahou. President Toltuda, the head of state, has ordered the evacuation of all women and children from the capital,

    ...

    Less than an hour after leaving Navasari you see a long line of wagons approaching. They are escorted by a troop of cavalry, and each one is crowded with women and children.

    2 + 2 = Question them.

  • pslong9pslong9 Registered User regular
    edited November 2009
    I got really confused when I saw the old thread was locked.

    Question them.

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  • RedThornRedThorn Registered User regular
    edited November 2009
    Question them

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  • Chrono HelixChrono Helix Registered User regular
    edited November 2009
    Talk to the (presumably) civvies.

  • Man in the MistsMan in the Mists Registered User regular
    edited November 2009
    Looking at the items, how come our liquid purple friend is getting left behind?

  • KelorKelor Registered User regular
    edited November 2009
    Page 126: The officer in charge of the mounted escort rides forward to meet you. He wears silvered Anarian mail and a winged helmet embossed with the crest of Tahou.

    'Hail, captain!' says Banedon, upon seeing his crown-shaped badge of rank. The man narrows his eyes and regards you both with suspicion. He is about to reach for his sword when a woman shouts from the leading wagon.

    'Banedon! Banedon! Is that you?'

    Your companion recognizes the woman and returns her wave. 'Lortha! By the stars, I had not expected to meet you here,' he says in a surprised tone. The captain relaxes his guard and motions to the wagons to move on, anxious that his entourage is not delayed on the highway.

    'You can fall in with us or save your reunion till we reach Navasari,' he says, curtly, and rides on without waiting for a reply.

    'Lortha is the wife of Chiban, a famous Tahouese magician. He was my mentor when I lived and studied in the city,' says Banedon.

    If you wish Banedon to talk to this woman, turn to 209.

    If you insist that you both continue your journey without delay, turn to 274.


    Banedon you sly dog!

  • brake 7brake 7 Registered User regular
    edited November 2009
    let him pump her for information

  • ViraletanViraletan Registered User
    edited November 2009
  • Chrono HelixChrono Helix Registered User regular
    edited November 2009
    brake 7 wrote: »
    let him pump her for information

    He can pump her, if you know what I mean.

  • KelorKelor Registered User regular
    edited November 2009
    Page 209: Banedon rides alongside the crowded wagon and talks with Lortha as the procession continues on its way to Navasari. After a few minutes' conversation she hands him a scrap of parchment, and they bid each other farewell.

    'They are the last of the evacuees,' he says, as you continue your ride north. 'They expect the enemy to reach Tahou in two days' time. They've already seen Giak scouts and early this morning a squadron of Kraan were sighted high in the western skies. She advises us to steer clear of a village called Sidara. It's rumoured to have already fallen to the enemy. She also gave me this. . . .'

    Banedon hands you the scrap of parchment. It contains a few lines of Anarian script, an address and a signature. 'It's an invitation to stay at Chiban and Lortha's house in Tahou. It may be useful when we reach the city gate.'

    Mark this Invitation on your Action Chart as a Special Item that you keep in your pocket. If you already carry the maximum number of Special Items, you must discard one in favour of this new item.

    To continue your journey north, turn to 274.

    Party Invitation added to inventory!

  • KelorKelor Registered User regular
    edited November 2009
    Page 52: For three hours you ride without pause or rest along the Tahou highway. On either side the whispering grasses of the Anari plain stir lazily in the thin breeze of morning. Villages are few, but wherever there are trees you are sure to find a group of huts nearby.

    The highway descends along a ridge towards a copse of stunted trees, where a circle of simple dwellings have been built around a well. At your approach, a bell is sounded and several peasants appear, each holding a basket of assorted wares, which they urge you to buy.

    If you wish to examine these wares, turn to 331.

    If you wish to continue through the village without stopping, turn to 52.

  • BiopticBioptic Registered User regular
    edited November 2009
    Man, all these seemingly innocuous decisions to slow down slightly just have to be leading to something bad. Even though I can't imagine what stinking illiterate peasants have to offer our pimped-out selves, can't hurt to take a look.

  • RedThornRedThorn Registered User regular
    edited November 2009
    Check out their stuff.

    They might have some new and exotic magical substance to get Lone Wolf addicted to, like the crack berries.

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  • ViraletanViraletan Registered User
    edited November 2009
    Maybe they're selling those red jungle fruits we attacked.

    Check out their junk.

  • Chrono HelixChrono Helix Registered User regular
    edited November 2009
  • SkulkrakenSkulkraken Registered User
    edited November 2009
    Check if they have any magic mushrooms for sale.

    Spoiler:
  • ArdentMarauderArdentMarauder Registered User
    edited November 2009
    Maybe one of the wares are "insta-grow red shirt seeds". We need some of those for the strict purpose of learning from thier deaths. We'd better take a look.

  • donkyhotaydonkyhotay Registered User
    edited November 2009
    I have to wonder why these people are hanging around in an *unfortified* village when the evil army of doom is coming and even people in the *fortified* city are fleeing for their lives. On top of that they're being a little overly friendly... move along

    Do not be afraid to joust a giant just because some people insist on believing in windmills.
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  • mspencermspencer Registered User regular
    edited November 2009
    I'll make it 6-to-2 because don quixote's minority opinion makes more sense. skip the village

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  • MaximusMaximus Registered User regular
    edited November 2009
  • cooljammer00cooljammer00 Hey Small Christmas-Man!Registered User regular
    edited November 2009
    The better to pickpocket you with.

    Get away, poor people!

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  • KelorKelor Registered User regular
    edited November 2009
    Page 331: The villagers swarm around you like hungry locusts, pleading with you to buy their humble goods. Most of the baskets contain food with a greasy, off-putting smell, and small earthenware flasks full of boza--a pale yellow wine with a bouquet like sour milk. Those villagers that are too poor to offer any goods at all simply cup their hands and beg for money. For every one Gold Grown you spend here you can purchase 2 Meals or one Flask of Boza.

    If you wish to give the beggars some money, turn to 163.

    If you decide to remount your horse and continue, turn to 52.


    You saw nothing.

  • ViraletanViraletan Registered User
    edited November 2009
    Finally you decide to remember the thread. Was going to call you earlier to remind you but I couldn't find the phone.

  • ViraletanViraletan Registered User
    edited November 2009
    We should Move along.

  • Man in the MistsMan in the Mists Registered User regular
    edited November 2009
    EDIT: Waaaait a minute. Check out wares beat move along by 6-4.

  • donkyhotaydonkyhotay Registered User
    edited November 2009
    move along

    Do not be afraid to joust a giant just because some people insist on believing in windmills.
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  • KelorKelor Registered User regular
    edited November 2009
    Now we're moving along I guess.

    Page 52: As the hour of noon approaches, the rutted highway of khaki-coloured earth rises gently towards a flat-topped house near the horizon. Outside, at the entrance, is a three-legged stand erected over a fire made of ghorkas' dung. A battered tin pot full of soup hangs from the crotch of the stand, and a group of farm hands stand in line waiting for the muddy liquid to boil. The smell of the fire is awful, and it has to be blown on ceaselessly to prevent it from going out. Close to the house is a dirt track, which branches off the main highway and disappears to the west. A signpost, its wood cracked and twisted, points along the track. It reads:
    TAHOU--95 MILES

    If you have the Magnakai Discipline of Pathsmanship, turn to 96.

    If you wish to follow the track, turn to 187.

    If you wish to question the farm hands, turn to 252.

    If you decide to continue along the highway, turn to 318.


    We have Magnakai Pathmanship.

  • KelorKelor Registered User regular
    edited November 2009
    Page 96: Immediately you sense that the signpost is pointing in the wrong direction. Tahou lies to the north, yet this signpost is pointing towards the River Churdas in the west.

    If you wish to ignore the signpost and continue along the highway, turn to 318.

    If you wish to question the farm hands, turn to 252.

  • Chrono HelixChrono Helix Registered User regular
    edited November 2009
  • ViraletanViraletan Registered User
    edited November 2009
    Question the farm-hands.

  • BiopticBioptic Registered User regular
    edited November 2009
  • KelorKelor Registered User regular
    edited November 2009
    Page 252: Like most southern Anarian peasants, these farm hands are simple folk. They have heard nothing of the war in the north, and know nothing about the Darklord armies that are poised to assault their capital. All they are able to tell you is that a great many wagons carrying 'Takas', or rich city folk, have travelled the road to Navasari in the last ten days.

    They would be happy to share their humble meal of corn soup with you, but the smell of their dung fire has destroyed your appetite and you refuse their offer politely. Banedon, who has been talking with the owner of the house, returns to his horse and nods at the signpost. 'It's pointing the wrong way. A few days ago one of the Takas' wagons ran into it and nobody has bothered to fix it yet.'

    With a wave, the farm hands bid you farewell as you urge your horses back on to the highway. You are now hungry and must eat a Meal or lose 3 ENDURANCE points.

    Turn to 318.

    We do not need to eat a meal due to Huntmastery.

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