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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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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    Keep the ring; approach sneakily

    Darian on
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    cooljammer00cooljammer00 Hey Small Christmas-Man!Registered User regular
    edited December 2009
    Use your bow. Maybe we can pierce the egg. Really ruin their party.

    cooljammer00 on
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    KelorKelor Registered User regular
    edited December 2009
    Page 56: The black flagstones are covered with a fine layer of grit that scrunches with every step you take.

    If you have the Magnakai Discipline of Invisibility and have reached the Kai rank of Principalin, turn to 144.

    If you do not have this skill, or you have yet to reach this level of Kai training, turn to 349.


    Whoops.

    Kelor on
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    KelorKelor Registered User regular
    edited December 2009
    Page 349: The reptilians hear you and fix you with frightened stares. They wrap their webbed hands around the leathery egg protectively and slink quickly down the stairs. You run to the top of the staircase and peer down into the gloom, but you can see nothing in the darkness.

    If you have a Kalte Firesphere, a Lantern, or a Torch and Tinderbox, turn to 33.

    If you have a Fireseed and wish to throw it down the stairs, turn to 106.

    If you choose to unsheathe a hand weapon descend the stairs into darkness, turn to 224.


    Kalte Firesphere!

    Kelor on
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    KelorKelor Registered User regular
    edited December 2009
    Page 33: As your light flares into life, you notice an object lying on the steps. It was dropped by one of the reptilians as it made its hasty escape. It is a hexagonal-shaped piece of metal, embossed with a numerical design.

    If you have seen and examined one of these hexagonal tokens previously in your adventure, turn to 161.

    If you have never examined one of these tokens before, you may look at this one; turn to 283.

    Or, you may leave it untouched and descend the stairs; turn to 130.


    We've seen this sort of thing before.

    Kelor on
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    KelorKelor Registered User regular
    edited December 2009
    Page 161: With the experience of what happened when you last touched one of these strange tokens still fresh in your mind, you avoid picking up this one.However, this does not stop you from looking at its intricate design. This token is engraved with a mathematical equation and you calculate the answer to be 320. (Make a note of this number in the margin of your Action Chart, beneath the number you already have listed, as it may well prove useful at a later stage of your adventure.)

    Turn to 130.

    Kelor on
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    KelorKelor Registered User regular
    edited December 2009
    Page 130: Cautiously you descend the staircase, expecting the unexpected, your weapon held ready in case the reptilians attempt a surprise attack. The glow of your light washes over the black stone stairs below and you freeze in your tracks when you notice a poorly concealed trap. Carefully you step over the snare and continue towards a door at the bottom of the stairs. It is unlocked and slightly ajar.

    If you have a Mirror, turn to 237.

    If you wish to push open the door and continue, turn to 324.

    If you wish to push open the door and flatten yourself to the floor, in case the reptilians have prepared an ambush for you, turn to 46.

    Kelor on
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    mspencermspencer PAX [ENFORCER] Council Bluffs, IARegistered User regular
    edited December 2009
    Open and Go Prone

    (This seems too obvious an option -- I fear the author is going to make it backfire. [/metagaming])

    mspencer on
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    KelorKelor Registered User regular
    edited December 2009
    mspencer wrote: »
    (This seems too obvious an option -- I fear the author is going to make it backfire. [/metagaming])

    If only there was a discipline that could warn us about dangers up ahead......

    Kelor on
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    ViraletanViraletan Registered User regular
    edited December 2009
    Duck!

    Viraletan on
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    Man in the MistsMan in the Mists Registered User regular
    edited December 2009
    Kelor wrote: »
    Page 56: The black flagstones are covered with a fine layer of grit that scrunches with every step you take.

    If you have the Magnakai Discipline of Invisibility and have reached the Kai rank of Principalin, turn to 144.

    If you do not have this skill, or you have yet to reach this level of Kai training, turn to 349.


    Whoops.

    *throws red flag into the thread*

    We have Invisibility, and we meet the rank requirements.

    Man in the Mists on
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    cooljammer00cooljammer00 Hey Small Christmas-Man!Registered User regular
    edited December 2009
    Mulligan!

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    KelorKelor Registered User regular
    edited December 2009
    Man I totally missed that.

    Who picks up Invisibility when it isn't the last skill left anyways?!

    Page 144: Using your improved mastery, you move forward silently, pillar by pillar, until you are within a few feet of the creatures. Their heads resemble those of baby crocodiles, but their bodies and forelimbs are toad-like and covered with hard, shiny scales. They chatter incessantly and, judging by their behaviour and speech patterns, they are sentient beings.

    If you possess the Magnakai Discipline of Divination, turn to 77.

    If you do not possess this skill, turn to 313


    Ok I checked, we definately have this one!

    Kelor on
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    KelorKelor Registered User regular
    edited December 2009
    Page 77: You detect that these creatures have the ability to communicate telepathically, although it is one of their less developed skills. Their leader appears to be a female, she is taller and lighter in colour than the rest. You take the risk of calling to her telepathically, and she responds by turning to face you. When her companions see what has attracted her attention, they shriek with fear and scurry down the stairs, carrying with them the egg, which they cradle protectively in their webbed hands. But she remains and speaks to you with her mind. 'You are unlike the other man-things that have ventured into our domain. What is it that you seek? Care you not what happens to those of your kind who trespass here?' The reptilian points to the far end of the hall, where a group of ghouls are huddled in the shadows. Your skin creeps as you realize they were once men like you.

    'I seek the Lorestone,' you reply, boldly. 'I am the Kai Lord Lone Wolf and I quest for the wisdom of Nyxator that I may vanquish the spawn of his enemies and save my people from destruction.'

    Her harsh gaze softens as your proud words fill her mind. You sense a sadness within her, but she replies with words of joy. 'Your quest will be fulfilled, as it was by your sire many centuries ago. We have waited long for your coming, Skarn, and we will fulfil our duty to He that gave us life.'

    Without an outward sign she beckons you to follow her, and you comply without hesitation.

    Turn to 200.

    Kelor on
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    KelorKelor Registered User regular
    edited December 2009
    Page 200: You follow her along passages and sloping tunnels, down long flights of stairs and through magnificent chambers that no human eye has ever seen before. The alien splendour of this ancient city leaves you in awe of the race that once dwelt in these halls. For interminable hours you follow in her wake until you arrive at a circular chamber of rust-red stone. The floor descends in a series of wide steps that encircle the room, and in the middle of the tiers is a shallow pit with a stone dais at its centre.

    ill12-2.gif

    At your approach, the dais glows with a crimson light that pulses like a living heart. Shimmering waves of silvery radiance sweep the steps and a chorus of voices, soft and sirenic, echo through the upper reaches of the chamber. You surrender yourself to instinct and step upon the dais, cupping your hands before you and raising your face to the roof. A golden light pours out of the darkness, soaking you in its brilliance and filling your senses with a glowing warmth. A gasp of awe arises from the tiers, now crowded with reptilians. They are the Crocaryx, the guardians of this city, the stewards of the Lorestone, who were placed here by the great God Kai. With joy and sorrow they have gathered to witness the fulfilment of their purpose, for your coming marks the end of their stewardship and the beginning of their demise.

    High above you a shadow is taking form at the core of the golden light. It is dark and leathery and shaped like an egg. Slowly it breaks and peels open to reveal a sparkling crystal sphere: it is the Lorestone of Tahou, the object of your quest.

    Turn to 150.

    Man well that was easy rather than breaking down doors.

    Kelor on
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    KelorKelor Registered User regular
    edited December 2009
    Page 150: A warm tingling runs through your body as the Lorestone descends into your hands and, as you touch the crystal, your senses become charged with a new vitality that obliterates the fatigue of your ordeal and fills you with new-found wisdom and strength (restore your ENDURANCE score to its original total).

    Then a swirl of colour engulfs your body and you feel yourself fall forward into the throat of a spinning vortex. The chamber dissolves and you begin to rise at an ever-increasing speed, as if you were falling upwards. A surge of light makes you close your eyes, but it passes in an instant and you find yourself staring down at an incredible and terrible sight.

    Turn to 2.

    Well that can't be good.

    Kelor on
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    KelorKelor Registered User regular
    edited December 2009
    Page 2: You look upon the city of Tahou from the balcony of a tall tower, the spire of the Thalis Temple, situated at the heart of the Rainbow Park. It is noon, but there is no brightness in this day, for a grey blanket of smoke covers the sky. Below you lies a shattered city, its once proud buildings now seething infernos, its streets and squares choked with rubble. Hasty defences have been constructed where the city wall is holed or fallen, and the battlements to the north and east are covered with unburied dead.

    Beyond the wall, the flats lie shrouded in a mist that curls like the smoke of a thousand campfires. Its thickness is unnatural and you sense at once that it has been conjured to hide the enemy. You leave the tower and make your own way through the burning streets towards the West District, where the fighting at the wall is fiercest. You pass the smouldering ruins of the Anarium and take a fire-swept street that leads to the West Gate. A building at the end of this street is being used as a shelter for the wounded. The roof has caught fire and a handful of soldiers are trying desperately to evacuate the wounded before it collapses.

    If you wish to help these soldiers, turn to 342.

    If you wish to continue towards the West Gate, turn to 179.

    Kelor on
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    FerrosolFerrosol Registered User regular
    edited December 2009
    Fight!

    Ferrosol on
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    Chrono HelixChrono Helix Registered User regular
    edited December 2009
    Help the soldiers even though they were trying to get us killed earlier.

    Chrono Helix on
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    ArdentMarauderArdentMarauder Registered User regular
    edited December 2009
    Hey, if we help the Captain that was trying to get us killed earlier, he might think that we double-backed to help him, and reward us with more money that we can't take with us. We'd better try and help.

    ArdentMarauder on
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    donkyhotaydonkyhotay Registered User regular
    edited December 2009
    help the soldiers

    donkyhotay on
    Do not be afraid to joust a giant just because some people insist on believing in windmills.
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    RedThornRedThorn Registered User regular
    edited December 2009
    Help the soldiers.

    We might save somebody important.

    RedThorn on
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    JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited December 2009
    Let's go help the soldiers.

    Kelor wrote: »

    Man well that was easy rather than breaking down doors.

    Never think you're out of the woods in a Lone Wolf Book until it tells you to go to 350. You'll see why.

    JaysonFour on
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    ViraletanViraletan Registered User regular
    edited December 2009
    Help the soldiers free the people.

    Viraletan on
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    UltimanecatUltimanecat Registered User regular
    edited December 2009
    Go ahead and help.

    I'm guessing the psi-ring is the one that the creepy thieves' guild leader wanted. Which means we probably ought to find a way to give it to him.

    Lone Wolf always keeps his promises.

    Ultimanecat on
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    KelorKelor Registered User regular
    edited December 2009
    Page 342: The first floor is soon set ablaze as the wind whips the roof fire into a raging inferno. A soldier, his face and uniform completely blackened by soot, staggers down the stairs and collapses into your arms.

    'The captain's up there . . .' he croaks, his throat burned from inhaling the scorching air. 'He went to save his brother just before the roof caught.'

    If you have the Magnakai Discipline of Nexus and have reached the Magnakai rank of Principalin, turn to 159.

    If you do not have this skill, or have yet to reach this level of Magnakai training, turn to 59.



    That doesn't sound good. We do not have Nexus.

    Kelor on
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    KelorKelor Registered User regular
    edited December 2009
    Page 59: You start up the stairs, but the first floor is already engulfed by flames. A gust of wind whips the fire down the stairwell, scorching your face and tunic (lose 2 ENDURANCE points) and forcing you to retreat into the street. Unable to help those who have been caught in the inferno, you leave the house sadly and hurry towards the West Gate.

    Turn to 179.

    Kelor on
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    KelorKelor Registered User regular
    edited December 2009
    Page 179: You reach the West Gate and climb the body-strewn stairs to the battlements. On this side of the city the mist is less dense and you can see regiments of Drakkarim warriors advancing in lines towards the great moat. Behind them are trundled huge machines of war designed to fire canisters of boiling oil and red-hot liquid metal over the city wall. Cavalry wait in reserve while siege towers and catapults are hauled forward by lumbering ghorkas and muscular leathery zull.

    At the foot of the wall, a unit of Salonese engineers are repairing the damage done to a bridge they constructed during the night. They have only one more plank to lay to make the bridge safe and enable a squad of Drakkarim assault-troopers to reach the West Gate. You see a soldier creep to the edge of the bridge and raise a large screen to protect the engineer who is laying this final plank.

    If you have a bow and wish to use it, turn to 99.

    If you do not have a bow or do not wish to use it, turn to 249.

    Kelor on
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    pslong9pslong9 Registered User regular
    edited December 2009
    Bow!

    pslong9 on
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    ArdentMarauderArdentMarauder Registered User regular
    edited December 2009
    pslong9 wrote: »
    Bow!

    ArdentMarauder on
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    UltimanecatUltimanecat Registered User regular
    edited December 2009
    Shoot some arrows.

    Don't know if we still have that amulet from the evil island but I see no reason why it wouldn't have worked there. Oh well.

    Ultimanecat on
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    donkyhotaydonkyhotay Registered User regular
    edited December 2009
    use the bow

    donkyhotay on
    Do not be afraid to joust a giant just because some people insist on believing in windmills.
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    ViraletanViraletan Registered User regular
    edited December 2009
    Bow Time!

    Viraletan on
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    Man in the MistsMan in the Mists Registered User regular
    edited December 2009
    IIRC it's not the temperature tolerance we would've used. If we had Nexus we would have extinguished the fire with psychic powers.

    Man in the Mists on
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    RedThornRedThorn Registered User regular
    edited December 2009
    Pew Pew with the bow.

    We didn't lug around all those extra arrows for nothing!

    RedThorn on
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    Man in the MistsMan in the Mists Registered User regular
    edited December 2009
    Shoot the soldier right through the screen.

    It's fun watching soldiers scatter when you kill someone right through the tiny eyehole.

    Man in the Mists on
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    KelorKelor Registered User regular
    edited December 2009
    Page 99: The Drakkarim assault-troopers crouch behind their oblong shields, waiting for their chance to storm the gate. You draw your arrow and take aim at the engineer's screen. You will have only a second in which to fire as he steps forward to slip the final plank in place.

    Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with Bow, add 3 to the number you have.

    If your total is now 0-6, turn to 70.

    If it is 7 or more, turn to 198.


    We have Weaponmastery, so +3 to the roll, then because have the sweet silver plated Bow of Duadon we get an extra +3, automatically letting us succeed.

    See, doping pays off kids!

    Kelor on
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    KelorKelor Registered User regular
    edited December 2009
    Page 198: Your shaft pierces the engineer's throat, sending him toppling into the moat. In panic, the soldier drops his screen and runs back across the bridge towards the Drakkarim. They view this as an act of cowardice and kill him out of hand as a warning to the Salonese.

    Your bow skill has bought the defenders at the West Gate precious time to patch their battered defences. You are about to help them when a new threat looms to the north.

    Turn to 249.

    Kelor on
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    KelorKelor Registered User regular
    edited December 2009
    Page 249: Further along the battlements a group of determined Giak soldiers have climbed the wall, using a scaling ladder. Leading their attack is a large scaly Gourgaz, who wields a two-handed axe with devastating effect. It cuts a gruesome path through the Anarian defenders and launches itself at you.

    Gourgaz: COMBAT SKILL 23 ENDURANCE 34

    This creature is immune to Mindblast (but not Psi-surge).

    If you win the combat, turn to 303.


    Combat ratio is 35 - 23 (Gourgaz' Combat Skill) = 12.

    First round is an 8
    , automatically killing the Gourgaz.

    Kelor on
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    KelorKelor Registered User regular
    edited December 2009
    Page 303: With their leader slain, the Giaks suddenly lose their nerve and fall back to their ladder. You leap forward and help them on their way with a flurry of blows that leaves six dead at your feet. Several leap from the battlements into the moat rather than stand and face your deadly counter-attack. Within minutes the wall is cleared of the enemy and a squad of Slovian mercenaries arrives to plug the gap.

    If you have the Magnakai Discipline of Huntmastery and have reached the Magnakai rank of Principalin, turn to 35.

    If you do not possess this skill, or have yet to reach this level of Magnakai training, turn to 168.


    We have Principalin Huntmastery.

    Kelor on
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