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

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Posts

  • KelorKelor Registered User regular
    edited January 2010
    Page 311: You sense that Serocca is imprisoned in a cage of psychic energy which surrounds her chamber and prevents her from passing through the opening. This energy is extremely powerful and has been synchronized to react to her brainwaves alone. To enter the chamber would cause you no injury, but if she ever attempted to pass through the invisible wall, the resulting release of force would be enough to destroy both her and the entire city of Thas.

    Turn to 58

    Kelor on
  • KelorKelor Registered User regular
    edited January 2010
    Page 58: Cautiously you pass through the opening and follow Serocca into a tall, domed chamber that is supported by a circle of huge, rose-veined marble pillars. At its centre stands a large table and, from the ceiling directly above, a flood of light pours down, reflecting and refracting upon its crystal mosaic surface and bathing the chamber walls in spectral colours. She bids you take a seat at the table and, as she lowers herself elegantly into a seat opposite, you cannot but admire her beauty. Her face has the feline characteristics of a young lioness, yet her eyes and her youthful body are distinctly human, save for the soft, velvety nap which covers her flesh. She bears an aura that is powerful and confident, and yet at the same time she seems vulnerable and sad.

    Serocca.


    'How do you know my name?' you ask, slightly unnerved by the familiar way in which she welcomed you to her chamber.

    'There is much I know about you,' she replies, veraciously, and at once you sense that you are in the presence of a god-like being. 'Your land, and your fight against the forces of darkness who threaten to conquer it, are but a part of the struggle which rages throughout the Planes of Existence. Yet it is your world and your fight that has become the focus of this conflict between the powers of Good and Evil.' She pauses, then staring deeply into your eyes, she continues: 'Upon you depends the future of us all.'

    Stunned by the enormity of what she has said, you shake your head in open-mouthed silence: 'No! How can this be?' you breathe incredulously.

    'There are those who seek to shape destiny and those upon whom destiny falls. Destiny has chosen you, Lone Wolf, and you cannot refuse it, for it will force itself upon you.'

    'But how have I become the focus of such a struggle?' you reply.

    'We are all a part of it,' she says. 'The worlds of Aon and the Daziarn are shaped by the actions of those who exist there. Yet the time has now come when the actions of one individual will shape the future of both worlds. You are that individual, Lone Wolf, and your actions are destined to shape the future of every living thing.'

    'But what if I refuse?' you say, nervously. 'What then will happen to the future?'

    'You cannot refuse,' she says, softly. 'For everything you do is bound up with your destiny. Your vow to complete the Magnakai quest and restore the Kai, will you give that up? Will you forsake your country and its future security? Will you abandon Magnamund to the evil of the Darklords? No, by your very nature--because of your honour and your courage--you will act out your part.'

    'What then must I do?' you ask.

    'You must do what you have always done. You must listen to the words of those who will help you and you must let your skills and instincts be your guide.' She leans forward and sweeps her hands slowly across the surface of the table. The light dims and patterns take shape among the tiny squares of crystal. 'Observe and learn,' she says. 'For the images will impart knowledge that will aid your quest for the Lorestones of your ancestors.'

    Turn to 250.

    Kelor on
  • KelorKelor Registered User regular
    edited January 2010
    Page 250: The flickering patterns draw into focus and you see before you a panoply of strange scenes, and the faces of many unknown creatures, some human, some bestial, and some that defy description.

    'Many of the events which have befallen your world are mirrored here in the Daziarn,' says Serocca, as you watch, with growing fascination, the image of a battle taking place between men and beasts. 'We too are threatened by the forces of darkness. Many ages ago we triumphed over evil, but our victory was incomplete. Now our nemesis has come in the guise of the Chaos-master. Everywhere his seething corruptions encroach upon the goodly realms of the Daziarn, twisting and consuming all they touch.'

    The vision of the battle fades and is replaced by a living map, similar to the light-picture you were shown by the Beholder of Yanis. 'Here are the realms that lie between the elemental strongholds of Earth and Water. Once this region was rich and populous with the creatures of light, but now it lies ravaged by the cancerous Realm of Paradox. Only Vhozada and Meledor continue to resist; the others have either disappeared into the Neverness or been transformed into desolate wastelands. Here . . .' she says, pointing to the middle of the table, 'is the Nahgoth Forest, once the most fertile of the great timberlands; now the scourge of chaos splits it asunder. And here, the Plain of Guakor, the mightiest realm the Daziarn has ever known, reduced to dust by a plague of fire-breathing Zhengha.'

    Tears well up in her eyes and you sense that the vision of Guakor has stirred painful memories.

    If you wish to ask what troubles her, turn to 288.

    If you choose not to intrude on her grief, turn to 345.

    Kelor on
  • BlueDestinyBlueDestiny Registered User regular
    edited January 2010
    Re-open some emotional scars on the furry.

    BlueDestiny on
  • EshEsh Tending bar. FFXIV. Motorcycles. Portland, ORRegistered User regular
    edited January 2010
    Forsooth, what grieves thee, lion-lady?

    Esh on
  • Man in the MistsMan in the Mists Registered User regular
    edited January 2010
    Ask her about her homeland.

    Man in the Mists on
  • KelorKelor Registered User regular
    edited January 2010
    Page 288: 'It is the cruelty of the Chaos-master that saddens me so,' she says in a whisper, as if fearing to be overheard. 'Before his coming, the Plain of Guakor was ruled by a great warrior called Sinay, whose only fault, it was said, was a surfeit of pride. He loved me and wished for the union of our realms, but, alas, his love was unrequited; the joining of Guakor and Vhozada was not to be. To win my love and restore his injured pride, Sinay struck a bargain with the Chaos-master, for in keeping with the paradoxical nature of that god, he is obliged to indulge in the granting of wishes to those who would dare demand them of him. The Chaos-master wove a spell to enchant me and Sinay was granted his wish: I became enamoured of him. But the bargains of the Chaos-master are in keeping with his nature--they are cruel and fickle. Upon the hour of our wedding he appeared and demanded that Sinay pay for his wish by ceding him half his realm. He was refused, and in retribution he imprisoned me here in this tower and wrought upon Sinay such physical mutation that he fled Guakor and hid himself in shame.'

    'Do you know what became of him?' you ask.

    'Yes,' she replies, sadly. 'He is the ruler of a new realm. He has regained his power but his body is forever a cruel reminder of his pact with the Chaos-master. He is the one who sent you to me--he is the Beholder of Yanis.'

    Turn to 345.

    Chaos-master? Why not Evilbadman or Shadow-King or something equally imaginative?

    Kelor on
  • KelorKelor Registered User regular
    edited January 2010
    Page 345: Serocca blinks away her tears and forces herself to concentrate on the matter in hand. Again the image fades from the table and a new one takes its place: a picture of forested hills and steep-sided valleys. 'This is where the Lorestones emerged from the Shadow Gate,' she says, her voice now calm and controlled. 'I detected their presence immediately, for the power they radiate is extraordinary.'

    'Where is this place?' you ask.

    'It is the Nahgoth Forest, close to the border with Meledor. I estimate that the Lorestones lie within a few hundred yards of Tolakos, the ancient burial ground of the Meledorians,' she replies, but with caution in her voice.

    'Is this not good news?' you ask, relieved to know at last where the objects of your quest are situated.

    'Yes, it is, but for the struggle now taking place in the region. The Meledorians are locked in battle against the forces of the Chaos-master, who is determined to claim all of the Nahgoth for himself. Tolakos is but a few leagues from where the fighting is fiercest.'

    Ahaha ok what does this all remind you of?

    'Then I must retrieve the Lorestones quickly,' you say, rising from your seat in your eagerness to press on with your quest.

    'Indeed you must, but it would benefit you nought if you were to reclaim them and then be unable to return to your home world for the lack of knowing where to go. Be patient a little longer, Lone Wolf, and I shall show you where, in all this vast region of the Daziarn, you can find the one Shadow Gate that leads to Magnamund.'

    Turn to 262.

    Kelor on
  • B:LB:L I've done worse. Registered User regular
    edited January 2010
    105135.jpg

    "Wats dah mattah, Lone Wulf? Dey gawt yoo pooshing too mahnee penceels?"

    B:L on
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  • KelorKelor Registered User regular
    edited January 2010
    Page 262: The vision of the Nahgoth Forest dissolves and a new one takes its place. It is of a city, perched atop a rocky cliff, surrounded by a wall fortified with towers and grim bastions. Red flames glare from a row of tiny windows and its huge stone gate is emblazoned with the symbol of a fiery dragon.

    'This is Haagadar,' says Serocca, cheerlessly. 'Once it was the home of the Sandai, the rulers of the Great Plains that stretched to the very edge of the strongholds of Earth. They were the first to fall to chaos and now their plains are dead and empty wastelands of sterile rock and poisoned sand. Haagadar was claimed by the Chaos-master and it became his abode but, as his foul empire expanded, he grew tired of it and abandoned it for other, less remote, cities. It lay deserted for an age before outlaws and refugees from Guakor sought sanctuary there from the creatures of chaos. It is now a forgotten city, yet within its heart there lies a secret that even the Chaos-master failed to discover: the Sandai were the guardians of a Shadow Gate. Long had they kept hidden this portal whilst they searched for a means to enter it, for unlike the Shadow Gates of your world, those of the Daziarn are closed. Only those who possess a key can pass from this realm into the universe of Aon.'

    Turn to 233.

    Edit: B:L knows where its at.

    Kelor on
  • KelorKelor Registered User regular
    edited January 2010
    Page 233: 'Where is this key which allows entry to the Shadow Gate of Haagadar?' you ask, anxiously.

    Serocca raises her eyes from the table and smiles. 'Power is the key, and the power is now within your grasp. The two Lorestones of Nyxator are the power--they are the key to your escape from the Daziarn. You must retrieve them from Tolakos, in the Nahgoth Forest, then go to Haagadar. The Shadow Gate is to be found in the Temple of the Sandai at the centre of the city. I can help you reach Tolakos but beyond the Nahgoth my powers of vision grow dim. You must let your skills and this map be your guide there.'

    The map.

    From the pocket of her silken robes she produces a Map which she presses into your hand (mark this on your Action Chart as a Special Item which you carry inside your tunic). You unfurl the parchment and study its contents (see the accompanying illustration), noting with dismay the great distance which separates the Nahgoth Forest from the city of Haagadar.

    Turn to 238.

    Kelor on
  • KelorKelor Registered User regular
    edited January 2010
    Page 238: 'Come, you must rest before your journey to Tolakos. I shall arrange for my Ookor to take you there after you have slept and recovered your strength.'

    Serocca rises from her seat and bids you follow her to an adjoining room where there is food, a bath and a comfortable bed. There she leaves you, returning to the table to consult its visions, while you try to relax despite the heavy sense of foreboding that haunts your mind.

    Restore your ENDURANCE to its original level, before turning to 210.

    Kelor on
  • KelorKelor Registered User regular
    edited January 2010
    Page 210: It seems as if you have only just closed your eyes when you are woken from your sleep by the sound of Serocca's voice echoing in your mind. 'The time has come for you to begin your journey, Lone Wolf.' Quickly you dress and gather together your equipment before joining her at the Table of Visions. 'I have chosen T'uk T'ron, my most able and trusted Ookor captain, and a company of his best Thas guards to escort you to Tolakos. He is familiar with the forest tracts of the Khat Trisect and he will ensure that you do not lose your way.'

    She brings forth a black box inlaid with sparkling gems and unlocks it with a star-shaped key, which she wears on a slender chain around her neck. 'Take this, Lone Wolf, and keep it safe,' she says, handing you a pyramid-shaped Obsidian Seal.

    'The war against the Chaos-master has made the Meledorians suspicious of all save their own kind, and they are wont to attack anything they fear could be an agent of chaos. When you meet them show them this seal and your safety will be assured.' (Mark the Obsidian Seal on your Action Chart as a Special Item which you carry in your pocket.)10 'Do not speak of your quest to anyone except their leader--Lorkon Ironheart. Seek him out. In him you can place your trust. While you slept we communicated with our minds and he has vowed to help you find the Lorestones.'

    Turn to 211.

    Kelor on
  • KelorKelor Registered User regular
    edited January 2010
    Page 211: She puts down the black box and gracefully walks towards the narrow exit from her chamber. In the room beyond you see a stocky Ookor clad in polished bronze armour, waiting patiently for you to appear. 'There is T'uk T'ron,' she says fondly. 'He will be your guide.'

    The creature brings himself stiffly to attention and salutes you with pride. 'I am honoured to have been chosen,' he says, using a language that approximates to your own. You return his salute then bid your thanks and farewell to Serocca.

    'You will succeed,' she whispers, as she kisses your cheek. 'You must succeed.'

    Turn to 4.

    Kelor on
  • KelorKelor Registered User regular
    edited January 2010
    Page 4: You leave Serocca's chamber and follow T'uk T'ron as he leads you out of the tower and along a busy street towards the city's main square. Three gleaming bronze chariots, each drawn by a team of strange, horse-like creatures called onipa, are ready and waiting to take you to Tolakos. With the Ookor captain you climb aboard the leading chariot and grab the hand-rail as its driver cracks his whip. The onipa surge forward and, in a cloud of thick dust, the chariots race out of the city and along a stony road that cuts through the centre of the valley beyond.

    Three hours pass before you catch sight of a village on the road ahead. T'uk T'ron grins and points repeatedly at his open mouth. 'You want eat here?' he says, shouting to make himself heard above the incessant rattling of the chariot wheels.

    If you wish to stop at the Ookor village for a meal, turn to 124.

    If you wish to press on to Tolakos without stopping, turn to 258.

    Kelor on
  • SkulkrakenSkulkraken Registered User regular
    edited January 2010
    OM NOM NOM

    Skulkraken on
  • BiopticBioptic Registered User regular
    edited January 2010
    I'm hungry right now, so Lone Wolf must also be by extension. Stop at the village.

    Bioptic on
  • Chrono HelixChrono Helix Registered User regular
    edited January 2010
    Serocca wrote: »
    I have chosen T'uk T'ron, my most able and trusted Ookor captain, and a company of his best Thas guards to escort you to Tolakos.

    They must have pissed her off recently.

    Let's eat.

    Chrono Helix on
  • RedThornRedThorn Registered User regular
    edited January 2010
    Om nom nom.

    Also, has anybody else noticed that any time there's a choice between eat and not eat that isn't obviously poison that we always opt to eat? I wonder if it's just because it's good strategy or if people just like saying omnomnom.

    RedThorn on
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  • KelorKelor Registered User regular
    edited January 2010
    Page 124: T'uk T'ron slaps the driver's shoulder. Immediately he hauls on the reins and pulls at a lever which activates the wheel brakes, bringing the chariot to a squealing halt. The others stop nearby and the guards clamber down from the riding platforms unsteadily, their legs weak and trembling after hours of riding along the bumpy track. They are familiar with this village and without hesitation they head towards a thatched hut that is set back from the road.

    You accompany the captain and his driver into the hut, stooping to enter the Ookor-sized doorway. The villagers seem delighted to receive you as their guest and ply you eagerly with food and wine. One of them, an elderly female with kindly eyes, hobbles to your side and places a deck of cards on the table. 'She is teller of fortunes,' says T'uk T'ron. 'You want she tell your fortune, yes?'

    If you wish to have your fortune told, turn to 24.

    If you wish to refuse her offer politely, turn to 18.


    Man we have divination, we can alrea.......oh.

    Kelor on
  • DracoGriffinDracoGriffin Registered User regular
    edited January 2010
    One real alien divination is better than none.

    DracoGriffin on
  • Chrono HelixChrono Helix Registered User regular
    edited January 2010
    Yeah, let's have it.

    Chrono Helix on
  • pslong9pslong9 Registered User regular
    edited January 2010
    Sure, listen to it

    pslong9 on
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  • RedThornRedThorn Registered User regular
    edited January 2010
    Listen to the evil monkey prophetess' doomsaying.

    Are these things even monkeys? Did we ever get a picture of them?

    RedThorn on
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  • donkyhotaydonkyhotay Registered User regular
    edited January 2010
    lets hope her divination works better then ours... have our fortune told

    donkyhotay on
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  • NerfThatManNerfThatMan Registered User regular
    edited January 2010
    Hear our fortune, and then slaughter her if we don't like it. Or if that bit is in our future.

    NerfThatMan on
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  • KelorKelor Registered User regular
    edited January 2010
    Page 24: A wide grin cracks the old Ookor's face. Awkwardly she picks up the cards and shuffles them in her rheumatic hands before asking you to choose three of them at random.

    Pick a number from the Random Number Table.

    If the number you have picked is 0-3, turn to 172.

    If it is 4-6, turn to 307.

    If it is 7-9, turn to 224.


    I got a 6.

    Kelor on
  • KelorKelor Registered User regular
    edited January 2010
    Page 307: The cards you have drawn from the pack are marked with varied and colourful symbols. The first shows a bed, the second a young Ookor child, and the third a sword. The aged fortune teller weaves her crooked fingers around the cards. She mutters incessantly to herself and T'uk T'ron is obliged to act as her translator.

    'She say you will dream of when you were young. In your dream much will be made clear to you. This dream is good. It will help you grow strong and defeat your enemies.'

    Turn to 96.

    Kelor on
  • KelorKelor Registered User regular
    edited January 2010
    Page 96: While you ponder the meaning of her reading, she retrieves her cards from the table and shuffles away to help her daughters gather the empty food bowls. T'uk T'ron swallows the last of his delicious meal and rounds it off with a hearty belch. The Ookor villagers thank him--for it seems that such a reaction is the highest compliment one can pay after receiving Ookor hospitality.

    'We can go now, yes?' he says, wiping his mouth on his sleeve. You nod your reply and he in turn barks an order to his company to return to their chariots.

    As your chariot pulls away from her village the old fortune teller waves farewell and you return her gesture with a smile.

    Turn to 117.

    Kelor on
  • KelorKelor Registered User regular
    edited January 2010
    Page 117: A few miles beyond the village, the road leaves the valley and crosses an open expanse of lush grassland. The hours roll by and you watch the passing landscape with increasing wonder as you try to comprehend how it can thrive beneath a sunless sky. Slowly the plain descends towards a wide river, sluggish with sediment and flanked by tall, grey-green trees. A bridge spans the dark water and the road continues beyond towards a line of hills. The bridge is built of stout timber, but as you draw closer to it you sense that something is seriously amiss.

    If you have the Magnakai Discipline of Huntmastery and have reached the rank of Principalin or more, turn to 48.

    If you do not have this skill, or if you have yet to reach this level of Magnakai training, turn to 321.


    We have Huntmastery at that rank.

    Kelor on
  • KelorKelor Registered User regular
    edited January 2010
    Page 48: By magnifying your vision you are able to see that the middle of the bridge is damaged. Many of the planks have been torn up and strewn across the surface at random, crudely disguising the gaping hole. You scream a warning to T'uk T'ron and he is able to halt the chariots just in time, as they thunder towards the approach ramp.

    If you have the Magnakai Discipline of Pathsmanship and have reached the rank of Tutelary or more, turn to 69.

    If you do not possess this skill, or have yet to reach this level of Magnakai training, turn to 196.


    Telescope eyes are pretty handy.

    Kelor on
  • KelorKelor Registered User regular
    edited January 2010
    Page 69: Your senses scream a warning that the trees harbour hidden enemies. They are lurking, ready to ambush anyone who attempts to cross the bridge. You tell T'uk T'ron and immediately he orders his guards to dismount and take cover behind their chariots while he and his driver go forward to examine the damaged bridge.

    If you wish to go with T'uk T'ron, turn to 282.

    If you decide to stay with his guards defending the chariots, turn to 158.

    Kelor on
  • EshEsh Tending bar. FFXIV. Motorcycles. Portland, ORRegistered User regular
    edited January 2010
    Man up and go with T'ron.

    Esh on
  • RedThornRedThorn Registered User regular
    edited January 2010
    Go with T'uk.

    RedThorn on
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  • NerfThatManNerfThatMan Registered User regular
    edited January 2010
    Stay behind and slaughter the guards.

    NerfThatMan on
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  • Man in the MistsMan in the Mists Registered User regular
    edited January 2010
    Check out the bridge.

    Man in the Mists on
  • fmz65fmz65 Registered User regular
    edited January 2010
    Stay with the Captain.

    I like him for some odd reason and would hate to see him die.

    fmz65 on
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  • pslong9pslong9 Registered User regular
    edited January 2010
    Let's save a red shirt for once... stay with the Captain

    pslong9 on
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  • Chrono HelixChrono Helix Registered User regular
    edited January 2010
    Stick with him.

    Chrono Helix on
  • donkyhotaydonkyhotay Registered User regular
    edited January 2010
    save the redshirts stay with the guards

    donkyhotay on
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