Category Archives: Lone Wolf

Journey of the Kai Marathon, Day Fifteen

We continue with Lone Wolf 5 – Shadow On The Sand. Our peace envoy has gone sour. I made a rather savage jailbreak, leaving a trail of dead bodies behind me, and come across the king selling me to a Darklord. The Darklord aims to put an end to the Kai menace (hey, that’s me!) forever, by destroying the last Kai and the Book of the Magnakai so there can’t be any more Kai.

I doubt it, dude. When I first got the Sommerswerd at the end of book 2, all I had to do was raise the Sommewrswerd and it nuked the Darklord from afar in a rather smashing explosion. So that’s what I do here: raise that sword and… What, I can’t? Why not? Okay, no, the book has other plans.  Whatever.

My name is Obiwan Kenobi. You stole my line. Prepare to die.

Okay, so the Darklord goes into exposition mode and tells us about the fabled Book of the Magnakai. Apparently the Kai monastery where I went, wasn’t very good at their job, because all the good superpowers are in this ancient and long-lost book. With the book, I could become more powerful than you could possibly imagine.

But hey, those are Drakkarim soldiers and a hunting dog, coming down the hall at me! I take the brave and yet sensible course of action: I run. i run and I run, and thanks some some lucky rolls and Mind Over Matter, eventually I lose them. I take a breather and look down from a rooftop, to see the aviary and landing platform where the Vassagonian soldiers handle their giant birds (flying birds in war? awesome!).

Time for some G.T.A. — Grand Theft Avian. Awww yeah!

Journey of the Kai Marathon, Day Fourteen

The power playthrough of the first 5 Lone Wolf books continues. Lone Wolf has become so overpowered that Chasm of Doom was a cake walk, with only minimal combat and never dropping below 20 endurance points. And now, time for Shadow On The Sand.

Lone Wolf has a base CS of 17. Add the Sommerswerd +8, a shield and helmet for +2 and +2, weaponskill with swords for +2, and mindblast for +2 more most times… and that’s 33. Compared to most bandits and monsters having 20 or so, most battles are done in 2 or 3 hits.

The Healing skill is pretty overpowered as well, and I have a backpack full of enough laumspur to come back from the edge of death.

So, let’s start.

In Chasm of Doom, a warlord named Baraka came across the sea from Vassagonia. He besieged, enslaved, and killed most of the barony of Ruanon, then tried to perform a ritual to raise a legion of undead Darklords so he could take over the world.

In book 5, the king is sending me overseas to Vassagonia. We’re gonna kick ass, wipe them off the planet and rid the world of the menace forev…  no? Really? Oh, that’s cool — the king of Vassagonia apologized profusely, and condemned this unsanctioned rogue action. I’m being sent overseas to sign the formal peace treaty. Isn’t that nice of everybody?

Problem is, that king died while we were en route.

As I step off the boat, we are attacked by the security team of the new king. My escorts are instantly killed, and I kill one guard before I’m slapped with a sleep-dart, and I wake up in jail. Damn.

Fortunately my jailers have never watched TV, and they fall for the oldest trick in the book: I hide in a corner, they walk in to investigate, I jump both of them. I get ripped up a bit in the scuffle, but come out of it with two dead guards, a sword, and some keys.

I make my way down a hall and brutally kill another guard. I’m the freakin’ angel of death! This room is the armory, and I find a door combination and some weapons… but not my stuff. Further down the hall, I find a chest with a snake living in it (of course! but how does that happen?) but again not my stuff. The third door… has my stuff. And now I’m the insanely OP Lone Wolf who will wreak a bloody vengeance upon this land.

I kake my way into the nicer parts of the royal palace, out of the jails and basements and into the arboretum, and into… the throne room. Where I find the king in a heated discussion with a Darklord.

About his newly acquired prisoner, Lone Wolf the last of the Kai. I’d hate to be that guy.

Oh hell.

 

Journey of the Kai Marathon, Day Thirteen

Lone Wolf, The Chasm of Doom — Finale

The trip from Ruanon to Maaken was easy, just a couple of page-turns and one band of bandits who didn’t see me. Now that I’m at the Maakengorge, I have to find the temple and stop Baraka from a human sacrifice.

I see a guarded door, and an unguarded set of stairs. I use my Camouflage skill and hang out by the door, until I overhear a guard say the password out loud. That password gets me through their security, and the book doesn’t even ask if I remember it. Thanks, guy!

I walk down some stairs and find myself overlooking the temple. Just like that, no dungeon crawl or anything! And there he is, the big bad himself. I shout my battle cry “Get your hands off her, you damn dirty ape!” and move in for the attack.

I’ve mentioned before that the Sommerswerd is hugely O.P. right? Yeah, I take 4 points of damage and kill Barraka in 3 hits. And that’s it: turn to 350.

Vashna remains imprisoned, I have the dagger that can free him, the princess is saved, roll credits.

Journey of the Kai Marathon, Day Twelve

We’re continuing Lone Wolf, book 4 – The Chasm of Doom.

I was sent in search of a missing platoon of soldiers and a missing wagon full of gold. I found the city of Ruanon in ruins, under siege by a warlord who intends to make a human sacrifice to raise an army of undead Darklords.

But the first order of business, is that the city is under attack!

It’s a blur of battle. Flaming balls from catapults and from wizards. Archers and foot soldiers. A couple of fights for me, but with an effective CS of 33 I rip through them faster than I can read the narrative. And victory is ours!

Now, to make my way 50 miles to the Maakengorge, a canyon where the Darklords were defeated a zillion years ago, and the site of the intended sacrifice. Fortunately, this is a quick and easy trip since the enemy was routed and scattered in the battle. I run into a single ragtag group of “bandits” who don’t even see me as they go by, and am in the gorge the next day.

Journey of the Kai Marathon, Day Eleven

We continue The Chasm of Doom, in which I’m looking for the bandits who stole a royal shipment of gold. I had 50 rangers at my command yesterday, but 40 are walking home, 2 are dead, and 8 turned tail and fled when we were attacked by a legion of unusually well-armed and well-trained bandits.

Now I’m back in my native Fighting Fantasy environment: a solo adventurer, crawling through mines.

But I should point out, that I have the mines mapped out and know the shortest route. Only three pages later, I can see the exit from the mines, and with a little help from one of the slaves I’m off into the woods two pages later. And down below, I see the city of Ruanon. The local lord is there, and soldiers, and maybe answers.

Or, maybe the city has been burned down, and the remaining center of the city is under siege by a mix of bandits and armed, trained soldiers dressed as bandits.

There’s no combat, though: just running, and some random rolls. In a glorious cutscene, I’m terrorized by hunting dogs and a sniper, and am saved by Captain D’Val who isn’t dead after all!

It’s a sad scene here in Ruanon. Most of the population is dead or enslaved, the rest have been besieged for over a month. The bandits are indeed not bandits at all, but soldiers of a warlord named Barraka. The local baron has completely snapped under the strain and horror of seeing his land and people destroyed and his family killed. And it gets weirder: Barraka kidnapped the baron’s daughter as a human sacrifice to raise a legion of undead Darklords according to a prophecy.

Well, crud. The mission has changed.

 

Journey of the Kai Marathon, Day Ten

My power-playthrough continues, as I do the first five Lone Wolf books in one sitting (well, a few evenings). It’s… The Journey of the Kai Marathon. Today we open The Chasm of Doom, book 4.

The story arc of the previous war against Helgedad has petered out, and now I’m being sent to investigate a missing wagon full of gold. The king already sent a troop of 100 men, and they went missing. So, he’s sending the best — me.

But, unlike the usual adventures, this time I’m accompanied by 50 rangers. I wonder whether they’ll really do anything, or just be a plot device…

We’re heading south through the wide open farmlands, the great plains of wheat and other food crops. Not a lot to see, until we meet up with a troupe of entertainers. They seem like a friendly lot… and then I notice that one of them is carrying a genuine Sommlending cavalry sword. Upon investigation, it turns out to be Captain D’Val’s sword… the leader of that troop that went missing!

Fortunately, we forgive and forget, sleep well, eat a hearty breakfast, and take off.

At dusk we find ourselves at a inn, where everyone is really edgy. They almost didn’t let us in, because they thought we were the bandits who have been attacking them every night. They’re a determined bunch of bandits, too: despite the band of soldiers here, they attack anyway. I make a swashbuckling leap through the roof of the stable, shake off a mild concussion, and kick some ass. But it was a hollow victory: only 11 horses remain so 40 of my men take off back home on foot, a legion of Sirs Not Appearing In This Film.

But, they’re better off than the troop that came before us. The next day as we’re riding, we see a flock of carrion-eating birds… and the bodies of 40 of the previous troop. They were apparently set upon by an unusually large host of bandits… that’s weird.

We continue onward to the village of Eshnar. That one entertainer who had Captain D’Val’s sword, said he bought it here at the inn. We get into town and my Spider Sense tingles like crazy… but not in time to save us. The whole village is bandits, and they’re hucking sawblades at us! Two of my men are killed, and the other 8 take off running home, as I run into the woods.

That answers that question of my platoon of soldiers. They were really just narrative text, and not something effective. Darn.

As I flee through the woods, I come to the entrance to the mines. I figure I haven’t had a good ol’ dungeon crawl in some time, so I head into the darkness.

Journey of the Kai Marathon, Day Nine

When we last saw Lone Wolf, he was dead in the Caverns of Kalte. He took 1 point of damage from a kalkoth, and its venom is Your Adventure Ends Here material. So, I reloaded from a save and played through the book again.

Fast forward: off course, over land, a baknar and some Eskimo, our brave hero being very not brave and very un-heroic, falling into a cave, jumping over some ice. This time, I attack those old men to steal their dinner… and get a blue triangle keycard. Hey, I know what this is for!

I scare off a snow snake on a cliff, then pick a different tunnel and sneak past a sleeping baknar… and find myself back in the room with the door. I rummage through the skeletons and fight the snake again, coming out of it with a silver key and a giant diamond, but also lightly injured because I didn’t roll so lucky this time. But, I do have a blue keycard from the old men in the cave, so I’m spared a fight with a venomous lion.

And, I’m in the fortress proper!

The entryway is a trash heap, where I find a coil of rope that takes up 2 backpack spaces. But when climbing mountains and exploring caves, that’s gotta be useful at some point! A bit further along, I find a room with a bunch of potions which I don’t take with me since my backpack is already full, then I find a second room with a magical +2 helmet. I toss out my old helmet (+2 endurance) for this one. Nice!

Moving on, I find my way to a landing which has an obvious secret panel. Behind it is a swirly gateway to the realm of demons, the same which are trapped in those overhead lights. Sounds like a great place to visit, so I step inside!

I find myself in a temple. A statue comes to life and starts lumbering toward me. I know that books like this, such a creature usually has the magic gem that I need, but then again maybe not! I run.

I stop for wind and find myself in a jail cell block, which is guarded by a barbarian who fortunately was not paying attention to my clomping nor to my wheezing and panting. I wander the cells, and one of the prisoners is a wizard of the same order as my old friend Banedon from book 1. The wizard tells me that Vonotar kidnapped him so as to get teleported here to Kalte, and is apparently off the Darklords’ Christmas list since their invasion tanked. That’s good; it means he probably isn’t protected by anything tougher than barbarians. The good news continues: Vonotar has this wizard’s magic staff of teleportation too, so I won’t have to walk back to the ship after I kill Vonotar.

Good god, what is that?

Together, we creep down a hallway and encounter the kitchen. I one-shot-kill the barbarian there, and the wizard starts rummaging the cabinets for herbs.  And get this: he crafts me a healing potion, makes up a sleep-gas bomb with some other herbs, and packs his pockets with magical reagents. Nice! I know now to never underestimate herbalists in this world.

We creep our way down another hallway, and find… Vonotar in a big ol’ throne room.

The wizard distracts him by engaging in psychic battle, while Vonotar distracts me with this horrible tentacle monster thing. Fortunately, the Sommerswerd is absurdly O.P. and the thing goes down in two hits. Vonotar comes at me with a bolt of magical energy, forgetting that the Sommerswerd also consumes magic; and the wizard puts Vonotar down in one hit with a fistful of herbs that turn into an entanglement spell. I like this guy!

And that’s it; turn to 350. The wizard was great, the boss fight was easy, the Sommerwerd is O.P., and now that bastard is in prison. I’m assured that the prison is 100% totally inescapable, so we’ll never be hearing from  Vonotar again. No-sir-ee!

Journey of the Kai Marathon, Day Eight

In our last episode, our brave hero Lone Wolf, bravely watched his party of three redshirts wiped out by Eskimo with arrows, then heroically took a child hostage at knifepoint. He then expertly fell down a crevasse and found himself in the Caverns of Kalte.

Good job, Lone Wolf. You’re a credit to the Kai name.

The caverns are clearly illuminated, as caves always are in movies or books. In this case, it’s because of magical lighting bowls built into the ceiling by The Ancients. So I guess Magnamund was formerly home to aliens or something? The illumination is very useful as I jump over an icy river, and find my way.

I smell meat cooking, and go to investigate. I see two old men, and when I try to say hi they scream and run. Undaunted, I devour their food and steal their portable fire. Our hero, ladies and gentlemen.

Moving on, I am bedazzled by the beauty of the ice caves, which are decorated with crystals and brightly it by the magic lamps. It’s really evocative writing here, really gets my imagination going. I have a brief run-in with a snow snake, but otherwise am not impeded at all until I get to the room with The Big Door, the door into the ice fortress.

The door takes a blue triangle keycard, which I don’t have. But it does have a giant crystal snake which attacks me! Fortunately the Sommerswerd +8 is so insanely overpowered that I kill it in one shot. The noise attracts a kalkoth, which is basically a vicious, giant lion with a barbed tongue.

It’s also a poisonous tongue. Although I killed it in two hits, the poison is to poisonous that my adventure ends here.

Damn.

 

Journey of the Kai Marathon, Day Seven

In preparation for playing Lone Wolf Book 6, the Kingdoms of Terror, I’m playing through books 1 through 5 again in a couple of power sessions.

Take off! To the Great White North! Take off! It’s such a beauty way to go!

Last session, I finished book 2, in which the invading army was destroyed by an energy blast from the Sommerswerd. As a result, the war is basically over…

… Until we get news that the magician who sold out Sommerlund and let the enemy get such a surprise attack on the whole kingdom, is still alive in the Great White North. So the king is all like “Hey, you go get that hoser, eh?  Take off already!”

  • CS of 17 +8 for the Sommerswerd and +2 for weaponskill, +2 for a shield, +2 mindblast when applicable That’s a whopping 31!
  • 26 endurance +2 for a helmet.
  • A backpack full of food and laumspur healing potions, because every book gives me more and I also have healing power. And also because this book didn’t offer me anything useful for arctic adventuring such as ropes and blankets.
  • Kai disciplines of weaponskill, mindshield and mindblast, tracking and camouflage, sixth sense, healing, and mind-over-matter.

Our expedition starts off badly, when a winter storm blows us some 30 miles off course. Rather than waste a day sailing back to our intended landing zone, I and three redshirts elect to spend several days crossing overland in sledges. Hm, interesting choice…

The overland crossing is cold and awful, as expected. We’re attacked by wild animals once, but no harm is done. And then we encounter the natives, a fantasy parody of Eskimos: they ride on skis, and a carry a child in a backpack who has a bow to provide fire support. The three redshirts are killed in a cutscene, and I kill one of the Eskimo myself. In a desperate act of heroism and bravery, I take a child hostage and bravely threaten to cut his throat, as I make my heroic and noble escape on one of the sledges.

Our hero, ladies and gentlemen. Our hero.

Riding off into the snowy wastes, the rest of my journey is uneventful. It gets dark and I hole up in a cave, where I fall down a hole and find myself inside the Caverns of Kalte.

 

Journey of the Kai Marathon, Day Six

Journey of the Kai: a power session to play through the first five Lone Wolf books. We’re in Fire On The Water, and it’s been a long and hard journey so far. Lone Wolf and Rhygar (a warrior, and Sommerlund ambassador to Durenor) are headed to the capital of Durenor, Hammerdal, to fetch the Sommerswerd. Halfway there, they were attacked by Helghasts and had to run for their lives.

We are at the entrance to the Tarnalin, a forty-mile-long tunnel under the mountains and into the capital city. I am given the opportunity to give away my magic Helghast-killing spear to Rhygar so he can defend the entrance, but my sixth sense tells me that I’ll encounter another of those things and need this. Sorry, Rhygar.

My intuition proves right. I am attacked by one, and I get to kill it without a fight.

I’ll reiterate that the reason I’m doing this Journey of the Kai thing and power-playing the first 5 books, is because I want to play Kingdoms of Terror and the combat is calibrated towards having this magnificent +8 beast.

Next thing I know, I come to a barricade by the king’s soldiers. I show my credentials, and get a ride into town. One page later, I’m meeting King Alin of Durenor… and picking up the Sommerswerd.

It bombards my mind with magic and visions. The visions tell me that the sword is +8 and does double damage to undead. Oh hell yes. I feel like Muad Dib doing that “Emperor, we come for you!” thing. But also kind of like He-Man. Is that wrong?

The next few pages are a montage: fourteen days waiting for the navy to mobilize, while Sommlending people die in the meantime. And then when we get underway, most of the soldiers get seasick, … and then we’re attacked.

Out of a mysterious fog, the ship arrives. Crewed by the living dead, and still draped in the rot and seaweed from whence it came, the hulk rams into our flagship and destroys it in one hit. I jump onto the death ship, and start re-slaughtering zombies left and right. A Helghast comes into the hold at one point, but I get a really lucky roll of the die and kill it in one shot.

Back on deck, I’m looking for my next target. There! Fireballs are coming from the tower, killing Durenese soldiers. That seems like a mega-weapon worth destroying! But it’s not a mega-weapon… it’s Vonator the Traitor. The wizard Banedon mentioned this guy, said that he sold out the other wizards. Looks like he was right. Unfortunately for Vonator, the Sommerswerd is really crazy O.P. and it absorbs his magical attack. So he screams, hucks a smoke bomb, and takes off in a boat.

I try to go after him, but it’s no good. There’s too much fire and smoke, and a brief run-in with a kraan, and eventually I decide to take a breather on one of the Durenese battleships.

Finally, we pull into the coast at Holmgard. In an awesome cut-scene, I whip out the Sommerswerd, and it does this crazy Ark of the Covenant thing, blasting the undead demon army in one shot. Victory!