Post by Aguila Saber on May 16, 2015 7:19:47 GMT -5
This is for the new books and the mini-adventures in them.
LW 1:
26% chance of death by random number (with weaponskill and hunting). 36% chance with neither of them. (Royal Citadel)
50% chance of death by random number unless you have either mindblast or mind over matter. (Kai Monastery)
Most powerful enemy:
CS 22 EP 30. Immune against Mindblast. Must be battled with a Dagger with no bonus.
Very difficult to have anything which increases cs in lone wolf 1.
Play Through Path (110 sections):
Skills: Mindhshield, Mindblast, Weaponskill: Dagger, Healing, Hunting.
There is not so many paths within the Monastery, once outside I met Banedon and went over the Alema Bridge.
Afterwards, the river path and using the Canoe.
Within Holmgard I went into the Tavern with the guild scribes and got a guild pass, and then into the armory on the street.
Visited the guildmaster and went into the final scenes.
Lone Wolf 2.
10% chance of death by random number (on ship)
10% chance of death by random number unless character has sixth sense. (Moving to Tarnalin)
Most powerful enemy:
CS 22 EP 30. Immnunne to Mindblast. Must be battled with a Spear with no bonus. -2 EP per round unless you have Mindshield.
Lone Wolf can have a +2 cs shield at this point in time.
Play Through Path (100 sections):
Skill: Sixth Sense.
There isn't much choices in this book. I preferred to make my own way and did not wave at the fishermen, with the coast within eye-sight.
Nowadays, the helghast meeting is mandatory for successful completion.
Bonus adventure: Lord-Lieutnant Rhygar
Fairly easy to finish with moderate cs and ep scores if Sundering Blow Tier III is chosen.
Play Through Path (18 sections):
There isn't much choices in this adventure. Can be noted that I much prefer to stay on the streets rather than jumping on the roofs.
LW 3.
There is no mandatory section for death by random number in this book, but quite difficult to avoid all the sections which incurs risk of death.
Jumping on ice floes, Kalkoth for getting a Blue Stone Triangle, Javek to name some.
Most powerful enemy:
Can be avoided with an effigy (with either require luck or knowledge from earlier play throughs) and for a character carried over is not too difficult defeat with the Sommerswerd. But low cs would incur a risk to miss the round limit to defeat the monster.
Play Through Path (82 sections):
Skill: Animal Kinship
Taking the Viad Glacier path.
Found by chance the crevasse with torchlight and investigated.
Attacked the Ice Barbarians and took their Firesphere and also got the Blue Stone Triangle from them.
Animal Kinship came in useful to avoid the Javek.
Killed the Crystal Frostworm and found the Silver Key.
Acquired some potions and the Silver Helmet.
Found the hidden temple, but woke up the guardian and fled the scene. (There are no good clues as to what to walk on, and with the information given fleeing makes most sense to me.)
Found Loi-Kymar and used the gallowbrush potion before meeting Vonotar.
Bonus adventure: Loi-Kymar, Brotherhood Mage
As long as player picks up the Bedwarmer and enters through the back door (for more herbs) this mini-adventure is not too difficult.
Herb choice and usage of spelss and relevant times can mitigate low cs and ep values to a fairly large extent.
Play Through Path (40 sections):
One of each herb to start. Picked up the Bedwarmer.
Enter the house by going through the garden (restock some herbs) and then the backdoor.
LW 4.
10% chance of death by random number (entering Ruanon)
There is no mandatory foes in this adventure. With some luck Barraka can be avoided with Holy Water and the Captain on the Watchtower is optional.
Overall, this is one of the easier adventures.
Play Through Path (90 sections):
Skill: Camouflage
Spoke to the Ajasir players and got D'Vals sword.
Met with the monks and being friendly got a potion of Holy Water.
Continued south and detoured later to find the missing rangers, entered the mines.
Lost the men to the meresquid (and well texts are screwed up so they were lost a second time)
Travelled through the mines avoiding confontations as much as possible.
When the bandits attacked ruanon, made way to the watch tower and got the onyx medallion from the enemy captain.
In maaken- made my way past the guards.
By initally avoiding direct confrontation with Barraka I defeated him with the holy water flask.
Mini-adventure : Captain Remir D'Val
This is a fairly difficult adventure to complete, especially with no previous playthroughs.
Expert Archer is to recommend and this will greatly increase the chances of success.
If character is using a bow and sword as weapon in the start, he may go through most of the adventure unarmed. This is a bit of an anomaly for a captain to be unarmed for such a long time while accompanied by his men and a huge amount of people dying around him.
Play Through Path (65 sections):
Skills: Iron Determination, Combat Sense, Expert Archer
Visit the armory at the start.
Generally, following the master tactican choices without the skill. But it is common sense to make those choices.
When given the chance, attack the enemy leader.
Make a breakout. Head to Ruanon.
When Baron joins, I made place for him in the headquarters.
When the assassin appears combat sense is very useful. Stepped out of the bed and turned the tables on the assassin.
After the assassin, there is not much choices remaining. When Lone Wold turns up there is a rather awkward loop in the adventure, where you will read the sections in a way which does not make much sense.
LW 5.
10% chance of death by random number (Falling to the ground)
The last enemy is either crypt spawn (cs 24) followed by haakon (cs 28), or a dhorgaan (cs 20) where a jewelled mace gives +5 cs.
Overall this book is fairly easy to complete with top gear, and completeable with average stats and gear.
Play Through Path (105 sections):
Skills: Mind Over Matter
Resisted arrest. Back towards the galleon, into the water. And then into the healer's house.
Down into the Baga Darooz. Limbdeath strikes again.
Up through a chimney with steam spiders, into the public baths and eventually the visit with the herbalist in Mikarum.
Into the palace. Recovered the Oede and witnessed the meeting between Zakhan and Kimah.
Made a rather tortorous route when escaping the palace but eventually made my way out without too much combat.
Turned down the offer of Bor Brew. Had never gotten the option to pick up any Black Crystal Cubes.
Didn't enter the Vaxelor's cave.
Arrived at the dougga market and paid for information about Tipasa's living place.
At the Tomb of the Mahjan, when facing Haakon, re-acquired the Sommerswerd and killed him with it.
Mini-adventure : Tipasa the Wanderer
This is a fairly well balanced mini-adventure and short. Once player can answer the riddles it becomes easier.
All three paths are possible to use to complete it. The way of the warrior probably easier because player starts with a weapon.
Play Through Path (27 sections):
Way of the Warrior.
Took the paths which allows Tipasa to acquire the Cat Key and Bird Key.
LW 6.
While completing this book is not overly difficult, it is difficult to acquire the Silver Bow in this adventure. To have good chances to acquire this item, the player needs to select weapon mastery, and bow as one of 3 weapons, and even then there is a risk that character will win not the tournament.
Most powerful enemy:
Dakomyd cs 25 ep 50. Immune to mindblast and psi-surge. Needs to deal 25 damage.
Play Through Path (100 sections):
Skills: Weaponmastery Bow, Dagger, Sword. Huntmastery. Nexus.
Paid the town levy, which drops you in the tavern directly. Talked to the tavern keeper and sat down for some food.
Shot Roark with a bow and talked to Cyrilus.
Entered the archery tournament and won it.
Paid Atlan 20 gold crowns for his horse, not parting with the silver bow.
Stopped at the temple and bought some alether berries.
In Varetta made a rather direct route to the Inn of the Crossed Swords, and got the location of Brass Street from the bartender.
Went towards Soren. Tried to be helpful, and it ended up with a lot of dead grave robbers and a lot of gold in the belt pouch.
Bought a river ticket south. Got a Tekaro Map and some potions in Luyen. Left the boat and the mercenaries in Eula.
Asked the Orgon's about the pontoons and had to swim across.
The remaining of the adventure is straight forward with little choice if you want to stay alive.
Mini-adventure: Gwynian the Sage
10% chance of death by random number (stealing the key)
Some skills are more useful than others in this adventure. The best ones to have is in my opinion projection, detect and dodge.
Some choices made by the character influences the difficulty of the adventure to a large degree.
Play Through Path (86 sections):
One skill of each type. Divination, Solar Flare, Projection, Detect, Dodge.
Main decisions that matters:
Did not try to get any alether berries.
Having found out quite a few unsettling things about him, did not allow Ferrel to accompany me to Simyn.
Stole the horse in Quarlen rather than trying to pay for it.
LW 7.
Most of the obstacles in this book are things which can be avoided by careful selection of path and skills, based on earlier playthroughs.
Almost all combats can be avoided, yet there is some combats on all paths, and some of these combats are challenging for non-top players.
Most annoying in this book is the loss of the backpack and all its contents one section before the end. For a first player there is also a very real risk of losing all weapons and weapon-like special item in this book, since you will always lose them but if choosing wrong path you wont rediscover them.
Play Through Path (82 sections):
Skills: Divination. Weaponmastery: Axe.
Went towards the beach. Was pursued by rats and battled the Zagothal. (Not sure if that gold key is used for anything in the adventure.)
Made my way into the fortress and met Tavig and followed him. Continued on my own when he left off.
Stayed away from the beast men: Wandered around a bit acquiring a Diamond and a Skeleton Key before getting sedated by sleeping class.
So faced Zahda and into the maze.
Took the sword using Nexus and then headed left and dropped the bubbles.
Battled the invisible enemy and got hold of the silver whistle.
Solved the Zakhan's riddle and then defeated the next monster with the silver whistle.
Exit the maze. Made my way into the prison cells and talked to Kasin, (A lot of info is acquired through that conversation which aids the player to make god choices.)
So a few deaths later made my way into the secret tunnel. Got back my equipment. Reached Zahda's throne room.
Destroyed the Doomstone, recaptured the Lorestone and then followed Zahda into the beam.
Mini-adventure: Tavig of Suentina
Too put it bluntly. The boss and boss monsters are not reasonable to beat despite top stats, all combat buffs, and best path.
Canan-oud Dessi: cs 20, ep 40 (40% risk to face even if trying to avoid with skills, and 70% without skills.)
Beastman guard: cs 18, ep 23
Beastman guard: cs 18, ep 23
Boss has cs 28 and ep 38 (Can be up to 10 ep lower by firing at it and scoring max damage on the arrow shot.)
Tavig can have up to 19 cs and an additional +2 for skilled swordman, and tough as nails can give him -1 damage per round.
However, there is no weapons or gear with bonuses. And very little that heals either. A fruit (+3 ep) and laumspur (+4).
Fighting on -7/-8 column has the following average values:
Enemy: 36 ep lost
Tavig: 37 ep lost (with tough as nails) 46 ep lost (without tough as nails)
This adventure has at best 5% to finish with top stats, optimal skills and optimum path.
Play Through Path (49 sections):
Tough as Nails, Skilled Swordsman, Hide in Shadows
Got the equipment in the lair. Then exit through the smaller area and ascend.
Hide from the beastman. (Death follows if you are discovered but fighting is not recommended.)
Enter the storage room and equip yourself.
Lose EP due to no food.
Go into the area with the monkey and eat the fruit. (Restores the EP you just lost.)
Then shot the monkey and fight the guards.
Make your way to the area with the canan-oud. Try to sneak past. Failed.
Battle your way to the All Seeing One. (Had a sequence of random numbers: 999009 when he was defeated.)
Still alive? Take the way through the traps.
Walk over the bridge. Step into the geyser.
You lose one weapon, suggest you keep the broadsword.
Battle the enemy scout, then cover for anisa so she can escape.
Count yourself very lucky if you survived all of this.
LW 8.
From about this adventure until the grand master adventures, finishing the adventures with a newly created character is getting very difficult even with top gear, skill selection, and top scores. Taking a character from the first magna-kai adventure is somewhat better but the best armor items are usually only found in the Kai series.
With the sommerswerd, the journey to the temple offers a high difficulty with the helghast and the poisonous python, whereas the vordaks are easy to handle. Without the sommerswerd finishing the battle against the 2 vordaks in 6 rounds is quite difficult and the end sections offer the same challenge as the journey to the temple.
Play Through Path (92 sections):
Skills: Psi-screen; Weaponmastery: Broadsword
Taking the Great North Road path.
Enter inn, talk to the dwarf. Talk to Jako.
Go north and detour towards Topham.
Pay respect at the monastey, which nets you the Lodestone.
Visit Tadia in the Ferry House, gives some useful potions.
Resturn to the road and show Pass at entrance to Tharro.
Choose the Hog-Foot Run path, enter the shop and swap the Lodestone for the Grey Crystal Ring. (This is btw. the only way to acquire the ring, since taking the ferry has no path past this shop.)
Enter the Temple of the Sword, and recognizing that the monk say "Die in Pain" passing on the food. (But why Lone Wolf wouldn't warn Paido of the meaning of the words I don't know.)
Battle the Helghast, then there is a fight with the Monks and then use a potion of Laumspur for Paido to recover.
Leave Tharro and make towards the Mordril Forest when given the chance.
I took the path past the hungry monsters (Xlorg), battled the Silver Swamp Python (Painful without Curing) and then managed to avoid facing the spider before reaching the Temple of Ohrido.
With the Sommerswerd the last combats are quite easy and the Vordaks were quickly dispatched, and with Divination throwing out the cubes is an easy choice to make.
Mini-adventure: Paido the Vakeros
This is a fairly well constructed mini-adventure but alas some of the abilities are overpowered when compared to the others.
Sorcery and picking Battle Magic : Kaenos : Baffle are way overpowered as worded, especially so with none of the enemies able to counter them.
Not sure if there is an errata for them anywhere.
With a less 'powerful' selection of skills, the adventure provides good challenge level. Depending on paths there is also some random death chances but all can be avoided.
Play Through Path (75 sections):
Skills: Prophecy, Sorcery, Evocation, Battle Magics.
Went straight into the city.
Got the medallion from master kodo.
Spoke to the woman in the inn.
Used evocation on the murdered guard and returned to the inn.
Got an unwelcome visit at night by the guard and surrendered.
Got help to escape and took the sewer path. (There is quite a few things making no sense in this adventure, since in this path Paid doesn't even know there is a helghast.)
Leaving the sewer took the path the murdered woman is haunting. Parted with the medallion.
When entering the guarded area in the north quarter, it is highly recommended to fight the guards, due to high risk for death by random number if you don't.
There are some broken sections here so for at least one path you are led to sections which takes you past the Lady Varlis encounter. But clearly by later sections, this encounter is not supposed to be optional.
Continue, to the other laboratory.
Battled the drakkar overseer, then freed the prisoners on the level below.
Meet with Winter's Song.
Enter the boss area with the drakkar commander and battle him (pushing Winter's Song out of harm's way).
Then just follow the adventure till it reaches its end.
LW - 9
With Zakhan Kimah toned down book 9 is now somewhat easier than book 8. As first book this is quite difficult, but a character with only the Magnakai books would fair fairly well even if stats not top.
Before the Lorestone, it is possible to have as little as 3 fights, and afterwards it is likewise possible to have only the one fight vs. the Zakhan.
Play Through Path (81 sections):
Skills: Psi-Surge, Weaponmastery: warhammer.
Took the quick path north, by acquiring the invitation, going along the highway, and using the Invitation whenever possible.
Ignored my rumbling stomach, assuming that we would be well treated at Chiban's house.
So arrived quickly and easily at Chiban's house, and went to the senate house to put forward the mission.
The President was not impressed and voted against me.
Made a quick escape (selected skills makes it quite likely to avoid combats), and meet Sogh.
parted with my gold to escape the guards. Instead meeting with the guildmaster of thieves.
Descended into the cauldron and I'm kept fairly safe by the selected skills.
Stood my ground against the ghouls and looked more closely at the token.
Fought the psi-ghoul and acquired the psychic ring.
Reptiles run away at my approach (not possible to contact them without invisibility).
Used the Firesphere and noticed the second token.
Thus avoiding the Zadragon, which now is the most difficult combat in this book.
With Nexus skill, I helped out the people trapped in the burning house.
And following my hunches (Divination) leapt off the wagon.
Then on to the battle with the Zakhan and the end of this adventure.
Mini-adventure: Sogh the Thief
The chance to complete this adventure is mostly related to the fortune roll Sogh makes at the start. With a score of 5 or better, a character will most likely succeed past the adventure when making reasonable choices.
It is fairly annoying that the description in section 56 (Map section) is inaccurate, making the Map a red herring at best and forcing an extra fortune check at worst.
This adventure is one of the easiest and all the three thief skills offers fairly equal chances of success.
Play Through Path (35-ish sections:
I tried out this adventure with each of the skills.
There is very little choices to make in this mini. Most of the choices are made by your selected skill.
LW - 10
This book is not too difficult to complete, since all the difficult fights can be avoided with some luck.
The safest path is likely to follow to Cetza and wait a while and bring in the reserves when they are needed. Then the only fight you will get is the one when encountering Baron Shinzar, and you will meet the Krorn pack if you do not have the Sommerswerd. Continuing towards Torgar you will meet some Zagganozod with cs 20, and if you lucky this will be your last fight.
Best chance to survive is probably to take the skills in the Lore Circle in Solaris since that minimizes the risk for meeting the assault captain. The assault captain is not impossible to beat but quite difficult to win against with a cs of 31 and ep of 35. If avoiding him and this is the player's fist adventure, then the character needs to have either have nexus or a dagger.
Play Through Path (62 sections):
Skill: Curing, Weaponmastery: Spear
Followed the price to Cetza, declined the invitation to follow the King (Keep a low profile)
In Cetza I held back initially and followed up with the reserves when this was needed.
Battled and killed Baron Shinzar.
Ignored the risk of ambush at the ford, and killed the Zagganozod instead of detouring.
Flagged down the Talestrians and was brought to Adamas.
Made the run with the crystal explosive and then entered Torgar.
Had no problems shooting the orbs and thus burning the enemy instead of myself.
Met up with the assault captain and defeated him which netted a black key.
Freed Paido avoided picking an unecessary fight with the drakkarim and intstead vent directly to the location of the Lorestones for the finale of the adventure.
Mini-adventure: Echoes of Lost Light (Lone Wolf in Luomi)
For a player with first adventure, this is a difficult adventure, due to low number of skills and fairly limited equipment. Quite a few of the combats are difficult and causes a fair amount of endurance loss, and healing is very limited for such a character.
For a well rounded player with good stats and completed most of the books this mini-adventure is fairly easy. There is quite a few choices which can kill the unwary character outright, if taken.
Play Through Path (38 sections):
Went through the keep, and then battled the foe upstairs. (The other path has death by random number or just death.)
Managed to cross to the next ward.
Having the -2cs penalty (I did not get a medal in main adventure), I investigated the sounds to intervene. This netted me the Herald's Hammer.
Passed over into the Noble's Ward.
Stayed out of trouble till I faced the Terrorgaunt.
Made my way into the Trade Ward. Battled some Drakkarim, and then continued for the final encounter.
The Sommerswerd kicked in before the herald's Hammer, but with the boss weakened using the Herald's Hammer on it is a fairly easy fight.
LW 11
Despite the chaos master being a bit easier to face, this is easily the most difficult book so far, and for reasonable chances of winning a fairly stacked character is needed.
For a character starting with this book, chances to win with optimum paths, skills and stats the chances to win this adventure is remote, with a combat cs 38 ep 45 followed by a combat of cs 30 ep 21. A character starting can at best have lore circle of fire, plus one more skill.
For a carried over character with best gear, stats, lore circle of spirit and a potion of alether I'd rate the chance of completion to around 50%.
Healing will add a lot of ep, since this book is easily the most linear book and a character is prone to read 130 sections before completing it. This is also needed since there is no full heal between the chaos master and the villains of sommerlund.
Play Through Path (130 sections):
Skill: Animal Control, Weaponmastery: Mace
Investigated the gully when arriving. Battled the Khozinda.
With Divination, made contact with the Yoakor Leader.
In Yanis, looked at the adjacent room.
In Khat Trisect, avoided the monoliths but took a closer look at the crops. (Senara)
When travelling to met Lorkon, when out with Tuk Tron to examine the bridge and then followed him back to face the Agtah.
Left when ordered to do so.
Met up with Lorkon Ironheart.
Did not dally around to look at equipment before setting off for Tolakos.
Entered the great sephulcre, up to the roof and battled the scarlet warrior.
Down and into Baylon's tomb before it is time to face off against the Chaos Master.
Managed to avoid the random chance combats in Guakor.
Made the mandatory combats and meetings in the Neverness.
Used the sewer system to gain entry to Hagadaar.
Battled the villains and finally Vonotar.
Mini-adventure: Lorkon Ironheart of Meledor
In terms of balance this is probably one of the best mini-adventure. The enemies are no stronger than 18 cs. There is several fights on the main paths. There is also a lot of healing on the main paths.
This adventure is challenging when played with a fairly low cs. If character starts with top cs there is no need to have either of the two combat related skills.
Annoying in this book is that often many different paths are offered, but the combat all the paths end up in always tends to have the same cs and ep regardless of actions taken and skills possessed and even skills used prior to combat (like Rune Mastery).
Play Through Path (50 sections):
Swordmaster, Rune Mastery, Enhanced Psi
Did not pursue the chaos beasts into the forest.
Did not find out which village to be attacked until very late, warned by courier.
As mentioned above, Lorkon faces the same challenges if he defends on the road as if he protects and digs himself into an easily defendable town.
When the option to attack the bandit officer appears, it is taken.
So off to Hagadaar. With the chosen skills, this is a more pleasant journey than it is without enhanced psi.
Enters through the sewer sysem. Fights off some giant rats but this is not a particular difficult fight.
Stays low for rest.
Then nears the city centre through alleyways.
Runs away when detected. Then tries to break through the enemy lines to escape. This leaves Lorkon alone.
Takes the roof route into the temple. And then simply goes in and confronts the villains for the final encounter.
LW 12.
As book 11 this book is not easy to complete with a start character. However, there is a lot of items available which Lone Wolf can procure. Taking Curing will give him +5 cs and +2 ep for instance, and there is also chance for korlinium chainmail for an additional +3 cs and +1 ep, and this also comes with 1 does of agdana.
The difficult fight in this book is the fight against Darklord Kragenskul (and the crypt spawn), and without the Sommerswerd the one against Darklord Gnaag and the Mind Reaper. Chances to win these fights are quite lowish. Having a few earlier MagnaKai adventures and more mgnakai skills significantly improves the chances.
For a character with the Sommerswerd and the Dagger of Vashna and 9 Magna Kai skill this adventure is not too difficult to complete. The toughest fight is against Darklord Kragenskul and with the help of the Dagger of Vashna and the gear acquired in the book this is not too difficult to win.
Biggest annoyances in the mongoose version is the misspelling of the title, and the wrong linking from 272 to 285 (is 85 in book).
Play Through Path (128 sections):
Invisibility, Weaponmastery: shortsword
There isn't much choices in this book.
Xargath is killed by bow.
I always tend to avoid the Giak Fortress in the pass, and meet with the electrical monster.
I avoided the harbour area and went directly to the storage deposit in Argazad.
Used the Dagger of Vashna against Kragenskul.
Despite my bonuses to the roll took some damage from the Zlanbeast.
Went to Aarnak and then onto the Lajakeka.
I always tend to answer the knock on the door, since it nets the creature's name.
Didn't gamble on the fight.
Went with the other travellers when disembarking, then lost Taktaal's followers when warned by my skills.
Avoided the Liganim.
Used the Black Key from adventure 10 to get into the laboratory.
Picked up the Zejar Dulaga.
Met with Taktaal and killed him with it.
Met Gnaag, dispatched his mind reaper, and then used the Sommerswerd to dispatch Gnaag.
Mini-adventure: Kirlundin Captain Borse
This is a short mini-adventure. Long sections, but you will usually only read a few of them. This book would have benefited with cutting down and reducing length of some sections and made more sections, since sometimes information is missing in the sections, and they are otherwise several page long copies of each other. An example of missing info in a section is end section 9, which is linked from 77 and none of them contain information on what you can take along with you.
There is only one skill choice and my overall feeling is that it is much more difficult to complete this adventure with the navigator skill than with the other two skills.
The adventure offers 4 main paths:
* Western landing
* Northern landing with mercy
* Northern landing without mercy
* We are Sommlending and don't go treasure hunting with the ship.
You can also choose to not go on treasure hunting and with a certain skill choice and taking charge, player has decent chances to complete the adventure even with a combat skill of about 10 and 11. If player goes treasure hunting, then player needs at least a combat skill of 16 or 17 to be successful.
Seen to number of sections read this is the shortest mini-adventure, Rhygar's mini-adventure being the second shortest. (But Rhygar can be shorter if you take shortest path in it and longest path in Borse's adventure.) It is possible to successfully complete this mini in as little as 8 sections.
Play Through Path (8 to 17):
Tried it out with the three different skills. It is probably already detailed enough by the path.
10 = Not winnable even with top stats, or high risk for random death,
8 = Challenging with top stats and gear
6 = Challenging with better than average stats and good gear
4 = Challenging with average stats and gear
2 = Easy
0 = Hard to lose.
Summary (Higher number, more danger, first number stand alone, 2nd number carried over):
LW 1: 9, 9
LW 2: 7, 7
LW 3: 6, 4
LW 4: 4, 1
LW 5: 5, 2
LW 6: 6, 2
LW 7: 7, 3
LW 8: 9, 5
LW 9: 8, 4
LW 10:7, 4
LW 11:10,8
LW 12:8, 3
Rhygar: 5
Loi-Kymar: 4
Remir D'Val: 7
Tipasa: 6
Gwynian: 3
Tavig: 10
Paido: 6 (Assumes Baffle is not used.)
Sogh : 3
Lone Wolf: 7(stand-alone), 3 (carried over)
Lorkon: 5
Borse: 7 (for paths that involves finding the island)
Feel free to add more or comment on things above. I will make some more for the coming adventures.
LW 1:
26% chance of death by random number (with weaponskill and hunting). 36% chance with neither of them. (Royal Citadel)
50% chance of death by random number unless you have either mindblast or mind over matter. (Kai Monastery)
Most powerful enemy:
CS 22 EP 30. Immune against Mindblast. Must be battled with a Dagger with no bonus.
Very difficult to have anything which increases cs in lone wolf 1.
Play Through Path (110 sections):
Skills: Mindhshield, Mindblast, Weaponskill: Dagger, Healing, Hunting.
There is not so many paths within the Monastery, once outside I met Banedon and went over the Alema Bridge.
Afterwards, the river path and using the Canoe.
Within Holmgard I went into the Tavern with the guild scribes and got a guild pass, and then into the armory on the street.
Visited the guildmaster and went into the final scenes.
Lone Wolf 2.
10% chance of death by random number (on ship)
10% chance of death by random number unless character has sixth sense. (Moving to Tarnalin)
Most powerful enemy:
CS 22 EP 30. Immnunne to Mindblast. Must be battled with a Spear with no bonus. -2 EP per round unless you have Mindshield.
Lone Wolf can have a +2 cs shield at this point in time.
Play Through Path (100 sections):
Skill: Sixth Sense.
There isn't much choices in this book. I preferred to make my own way and did not wave at the fishermen, with the coast within eye-sight.
Nowadays, the helghast meeting is mandatory for successful completion.
Bonus adventure: Lord-Lieutnant Rhygar
Fairly easy to finish with moderate cs and ep scores if Sundering Blow Tier III is chosen.
Play Through Path (18 sections):
There isn't much choices in this adventure. Can be noted that I much prefer to stay on the streets rather than jumping on the roofs.
LW 3.
There is no mandatory section for death by random number in this book, but quite difficult to avoid all the sections which incurs risk of death.
Jumping on ice floes, Kalkoth for getting a Blue Stone Triangle, Javek to name some.
Most powerful enemy:
Can be avoided with an effigy (with either require luck or knowledge from earlier play throughs) and for a character carried over is not too difficult defeat with the Sommerswerd. But low cs would incur a risk to miss the round limit to defeat the monster.
Play Through Path (82 sections):
Skill: Animal Kinship
Taking the Viad Glacier path.
Found by chance the crevasse with torchlight and investigated.
Attacked the Ice Barbarians and took their Firesphere and also got the Blue Stone Triangle from them.
Animal Kinship came in useful to avoid the Javek.
Killed the Crystal Frostworm and found the Silver Key.
Acquired some potions and the Silver Helmet.
Found the hidden temple, but woke up the guardian and fled the scene. (There are no good clues as to what to walk on, and with the information given fleeing makes most sense to me.)
Found Loi-Kymar and used the gallowbrush potion before meeting Vonotar.
Bonus adventure: Loi-Kymar, Brotherhood Mage
As long as player picks up the Bedwarmer and enters through the back door (for more herbs) this mini-adventure is not too difficult.
Herb choice and usage of spelss and relevant times can mitigate low cs and ep values to a fairly large extent.
Play Through Path (40 sections):
One of each herb to start. Picked up the Bedwarmer.
Enter the house by going through the garden (restock some herbs) and then the backdoor.
LW 4.
10% chance of death by random number (entering Ruanon)
There is no mandatory foes in this adventure. With some luck Barraka can be avoided with Holy Water and the Captain on the Watchtower is optional.
Overall, this is one of the easier adventures.
Play Through Path (90 sections):
Skill: Camouflage
Spoke to the Ajasir players and got D'Vals sword.
Met with the monks and being friendly got a potion of Holy Water.
Continued south and detoured later to find the missing rangers, entered the mines.
Lost the men to the meresquid (and well texts are screwed up so they were lost a second time)
Travelled through the mines avoiding confontations as much as possible.
When the bandits attacked ruanon, made way to the watch tower and got the onyx medallion from the enemy captain.
In maaken- made my way past the guards.
By initally avoiding direct confrontation with Barraka I defeated him with the holy water flask.
Mini-adventure : Captain Remir D'Val
This is a fairly difficult adventure to complete, especially with no previous playthroughs.
Expert Archer is to recommend and this will greatly increase the chances of success.
If character is using a bow and sword as weapon in the start, he may go through most of the adventure unarmed. This is a bit of an anomaly for a captain to be unarmed for such a long time while accompanied by his men and a huge amount of people dying around him.
Play Through Path (65 sections):
Skills: Iron Determination, Combat Sense, Expert Archer
Visit the armory at the start.
Generally, following the master tactican choices without the skill. But it is common sense to make those choices.
When given the chance, attack the enemy leader.
Make a breakout. Head to Ruanon.
When Baron joins, I made place for him in the headquarters.
When the assassin appears combat sense is very useful. Stepped out of the bed and turned the tables on the assassin.
After the assassin, there is not much choices remaining. When Lone Wold turns up there is a rather awkward loop in the adventure, where you will read the sections in a way which does not make much sense.
LW 5.
10% chance of death by random number (Falling to the ground)
The last enemy is either crypt spawn (cs 24) followed by haakon (cs 28), or a dhorgaan (cs 20) where a jewelled mace gives +5 cs.
Overall this book is fairly easy to complete with top gear, and completeable with average stats and gear.
Play Through Path (105 sections):
Skills: Mind Over Matter
Resisted arrest. Back towards the galleon, into the water. And then into the healer's house.
Down into the Baga Darooz. Limbdeath strikes again.
Up through a chimney with steam spiders, into the public baths and eventually the visit with the herbalist in Mikarum.
Into the palace. Recovered the Oede and witnessed the meeting between Zakhan and Kimah.
Made a rather tortorous route when escaping the palace but eventually made my way out without too much combat.
Turned down the offer of Bor Brew. Had never gotten the option to pick up any Black Crystal Cubes.
Didn't enter the Vaxelor's cave.
Arrived at the dougga market and paid for information about Tipasa's living place.
At the Tomb of the Mahjan, when facing Haakon, re-acquired the Sommerswerd and killed him with it.
Mini-adventure : Tipasa the Wanderer
This is a fairly well balanced mini-adventure and short. Once player can answer the riddles it becomes easier.
All three paths are possible to use to complete it. The way of the warrior probably easier because player starts with a weapon.
Play Through Path (27 sections):
Way of the Warrior.
Took the paths which allows Tipasa to acquire the Cat Key and Bird Key.
LW 6.
While completing this book is not overly difficult, it is difficult to acquire the Silver Bow in this adventure. To have good chances to acquire this item, the player needs to select weapon mastery, and bow as one of 3 weapons, and even then there is a risk that character will win not the tournament.
Most powerful enemy:
Dakomyd cs 25 ep 50. Immune to mindblast and psi-surge. Needs to deal 25 damage.
Play Through Path (100 sections):
Skills: Weaponmastery Bow, Dagger, Sword. Huntmastery. Nexus.
Paid the town levy, which drops you in the tavern directly. Talked to the tavern keeper and sat down for some food.
Shot Roark with a bow and talked to Cyrilus.
Entered the archery tournament and won it.
Paid Atlan 20 gold crowns for his horse, not parting with the silver bow.
Stopped at the temple and bought some alether berries.
In Varetta made a rather direct route to the Inn of the Crossed Swords, and got the location of Brass Street from the bartender.
Went towards Soren. Tried to be helpful, and it ended up with a lot of dead grave robbers and a lot of gold in the belt pouch.
Bought a river ticket south. Got a Tekaro Map and some potions in Luyen. Left the boat and the mercenaries in Eula.
Asked the Orgon's about the pontoons and had to swim across.
The remaining of the adventure is straight forward with little choice if you want to stay alive.
Mini-adventure: Gwynian the Sage
10% chance of death by random number (stealing the key)
Some skills are more useful than others in this adventure. The best ones to have is in my opinion projection, detect and dodge.
Some choices made by the character influences the difficulty of the adventure to a large degree.
Play Through Path (86 sections):
One skill of each type. Divination, Solar Flare, Projection, Detect, Dodge.
Main decisions that matters:
Did not try to get any alether berries.
Having found out quite a few unsettling things about him, did not allow Ferrel to accompany me to Simyn.
Stole the horse in Quarlen rather than trying to pay for it.
LW 7.
Most of the obstacles in this book are things which can be avoided by careful selection of path and skills, based on earlier playthroughs.
Almost all combats can be avoided, yet there is some combats on all paths, and some of these combats are challenging for non-top players.
Most annoying in this book is the loss of the backpack and all its contents one section before the end. For a first player there is also a very real risk of losing all weapons and weapon-like special item in this book, since you will always lose them but if choosing wrong path you wont rediscover them.
Play Through Path (82 sections):
Skills: Divination. Weaponmastery: Axe.
Went towards the beach. Was pursued by rats and battled the Zagothal. (Not sure if that gold key is used for anything in the adventure.)
Made my way into the fortress and met Tavig and followed him. Continued on my own when he left off.
Stayed away from the beast men: Wandered around a bit acquiring a Diamond and a Skeleton Key before getting sedated by sleeping class.
So faced Zahda and into the maze.
Took the sword using Nexus and then headed left and dropped the bubbles.
Battled the invisible enemy and got hold of the silver whistle.
Solved the Zakhan's riddle and then defeated the next monster with the silver whistle.
Exit the maze. Made my way into the prison cells and talked to Kasin, (A lot of info is acquired through that conversation which aids the player to make god choices.)
So a few deaths later made my way into the secret tunnel. Got back my equipment. Reached Zahda's throne room.
Destroyed the Doomstone, recaptured the Lorestone and then followed Zahda into the beam.
Mini-adventure: Tavig of Suentina
Too put it bluntly. The boss and boss monsters are not reasonable to beat despite top stats, all combat buffs, and best path.
Canan-oud Dessi: cs 20, ep 40 (40% risk to face even if trying to avoid with skills, and 70% without skills.)
Beastman guard: cs 18, ep 23
Beastman guard: cs 18, ep 23
Boss has cs 28 and ep 38 (Can be up to 10 ep lower by firing at it and scoring max damage on the arrow shot.)
Tavig can have up to 19 cs and an additional +2 for skilled swordman, and tough as nails can give him -1 damage per round.
However, there is no weapons or gear with bonuses. And very little that heals either. A fruit (+3 ep) and laumspur (+4).
Fighting on -7/-8 column has the following average values:
Enemy: 36 ep lost
Tavig: 37 ep lost (with tough as nails) 46 ep lost (without tough as nails)
This adventure has at best 5% to finish with top stats, optimal skills and optimum path.
Play Through Path (49 sections):
Tough as Nails, Skilled Swordsman, Hide in Shadows
Got the equipment in the lair. Then exit through the smaller area and ascend.
Hide from the beastman. (Death follows if you are discovered but fighting is not recommended.)
Enter the storage room and equip yourself.
Lose EP due to no food.
Go into the area with the monkey and eat the fruit. (Restores the EP you just lost.)
Then shot the monkey and fight the guards.
Make your way to the area with the canan-oud. Try to sneak past. Failed.
Battle your way to the All Seeing One. (Had a sequence of random numbers: 999009 when he was defeated.)
Still alive? Take the way through the traps.
Walk over the bridge. Step into the geyser.
You lose one weapon, suggest you keep the broadsword.
Battle the enemy scout, then cover for anisa so she can escape.
Count yourself very lucky if you survived all of this.
LW 8.
From about this adventure until the grand master adventures, finishing the adventures with a newly created character is getting very difficult even with top gear, skill selection, and top scores. Taking a character from the first magna-kai adventure is somewhat better but the best armor items are usually only found in the Kai series.
With the sommerswerd, the journey to the temple offers a high difficulty with the helghast and the poisonous python, whereas the vordaks are easy to handle. Without the sommerswerd finishing the battle against the 2 vordaks in 6 rounds is quite difficult and the end sections offer the same challenge as the journey to the temple.
Play Through Path (92 sections):
Skills: Psi-screen; Weaponmastery: Broadsword
Taking the Great North Road path.
Enter inn, talk to the dwarf. Talk to Jako.
Go north and detour towards Topham.
Pay respect at the monastey, which nets you the Lodestone.
Visit Tadia in the Ferry House, gives some useful potions.
Resturn to the road and show Pass at entrance to Tharro.
Choose the Hog-Foot Run path, enter the shop and swap the Lodestone for the Grey Crystal Ring. (This is btw. the only way to acquire the ring, since taking the ferry has no path past this shop.)
Enter the Temple of the Sword, and recognizing that the monk say "Die in Pain" passing on the food. (But why Lone Wolf wouldn't warn Paido of the meaning of the words I don't know.)
Battle the Helghast, then there is a fight with the Monks and then use a potion of Laumspur for Paido to recover.
Leave Tharro and make towards the Mordril Forest when given the chance.
I took the path past the hungry monsters (Xlorg), battled the Silver Swamp Python (Painful without Curing) and then managed to avoid facing the spider before reaching the Temple of Ohrido.
With the Sommerswerd the last combats are quite easy and the Vordaks were quickly dispatched, and with Divination throwing out the cubes is an easy choice to make.
Mini-adventure: Paido the Vakeros
This is a fairly well constructed mini-adventure but alas some of the abilities are overpowered when compared to the others.
Sorcery and picking Battle Magic : Kaenos : Baffle are way overpowered as worded, especially so with none of the enemies able to counter them.
Not sure if there is an errata for them anywhere.
With a less 'powerful' selection of skills, the adventure provides good challenge level. Depending on paths there is also some random death chances but all can be avoided.
Play Through Path (75 sections):
Skills: Prophecy, Sorcery, Evocation, Battle Magics.
Went straight into the city.
Got the medallion from master kodo.
Spoke to the woman in the inn.
Used evocation on the murdered guard and returned to the inn.
Got an unwelcome visit at night by the guard and surrendered.
Got help to escape and took the sewer path. (There is quite a few things making no sense in this adventure, since in this path Paid doesn't even know there is a helghast.)
Leaving the sewer took the path the murdered woman is haunting. Parted with the medallion.
When entering the guarded area in the north quarter, it is highly recommended to fight the guards, due to high risk for death by random number if you don't.
There are some broken sections here so for at least one path you are led to sections which takes you past the Lady Varlis encounter. But clearly by later sections, this encounter is not supposed to be optional.
Continue, to the other laboratory.
Battled the drakkar overseer, then freed the prisoners on the level below.
Meet with Winter's Song.
Enter the boss area with the drakkar commander and battle him (pushing Winter's Song out of harm's way).
Then just follow the adventure till it reaches its end.
LW - 9
With Zakhan Kimah toned down book 9 is now somewhat easier than book 8. As first book this is quite difficult, but a character with only the Magnakai books would fair fairly well even if stats not top.
Before the Lorestone, it is possible to have as little as 3 fights, and afterwards it is likewise possible to have only the one fight vs. the Zakhan.
Play Through Path (81 sections):
Skills: Psi-Surge, Weaponmastery: warhammer.
Took the quick path north, by acquiring the invitation, going along the highway, and using the Invitation whenever possible.
Ignored my rumbling stomach, assuming that we would be well treated at Chiban's house.
So arrived quickly and easily at Chiban's house, and went to the senate house to put forward the mission.
The President was not impressed and voted against me.
Made a quick escape (selected skills makes it quite likely to avoid combats), and meet Sogh.
parted with my gold to escape the guards. Instead meeting with the guildmaster of thieves.
Descended into the cauldron and I'm kept fairly safe by the selected skills.
Stood my ground against the ghouls and looked more closely at the token.
Fought the psi-ghoul and acquired the psychic ring.
Reptiles run away at my approach (not possible to contact them without invisibility).
Used the Firesphere and noticed the second token.
Thus avoiding the Zadragon, which now is the most difficult combat in this book.
With Nexus skill, I helped out the people trapped in the burning house.
And following my hunches (Divination) leapt off the wagon.
Then on to the battle with the Zakhan and the end of this adventure.
Mini-adventure: Sogh the Thief
The chance to complete this adventure is mostly related to the fortune roll Sogh makes at the start. With a score of 5 or better, a character will most likely succeed past the adventure when making reasonable choices.
It is fairly annoying that the description in section 56 (Map section) is inaccurate, making the Map a red herring at best and forcing an extra fortune check at worst.
This adventure is one of the easiest and all the three thief skills offers fairly equal chances of success.
Play Through Path (35-ish sections:
I tried out this adventure with each of the skills.
There is very little choices to make in this mini. Most of the choices are made by your selected skill.
LW - 10
This book is not too difficult to complete, since all the difficult fights can be avoided with some luck.
The safest path is likely to follow to Cetza and wait a while and bring in the reserves when they are needed. Then the only fight you will get is the one when encountering Baron Shinzar, and you will meet the Krorn pack if you do not have the Sommerswerd. Continuing towards Torgar you will meet some Zagganozod with cs 20, and if you lucky this will be your last fight.
Best chance to survive is probably to take the skills in the Lore Circle in Solaris since that minimizes the risk for meeting the assault captain. The assault captain is not impossible to beat but quite difficult to win against with a cs of 31 and ep of 35. If avoiding him and this is the player's fist adventure, then the character needs to have either have nexus or a dagger.
Play Through Path (62 sections):
Skill: Curing, Weaponmastery: Spear
Followed the price to Cetza, declined the invitation to follow the King (Keep a low profile)
In Cetza I held back initially and followed up with the reserves when this was needed.
Battled and killed Baron Shinzar.
Ignored the risk of ambush at the ford, and killed the Zagganozod instead of detouring.
Flagged down the Talestrians and was brought to Adamas.
Made the run with the crystal explosive and then entered Torgar.
Had no problems shooting the orbs and thus burning the enemy instead of myself.
Met up with the assault captain and defeated him which netted a black key.
Freed Paido avoided picking an unecessary fight with the drakkarim and intstead vent directly to the location of the Lorestones for the finale of the adventure.
Mini-adventure: Echoes of Lost Light (Lone Wolf in Luomi)
For a player with first adventure, this is a difficult adventure, due to low number of skills and fairly limited equipment. Quite a few of the combats are difficult and causes a fair amount of endurance loss, and healing is very limited for such a character.
For a well rounded player with good stats and completed most of the books this mini-adventure is fairly easy. There is quite a few choices which can kill the unwary character outright, if taken.
Play Through Path (38 sections):
Went through the keep, and then battled the foe upstairs. (The other path has death by random number or just death.)
Managed to cross to the next ward.
Having the -2cs penalty (I did not get a medal in main adventure), I investigated the sounds to intervene. This netted me the Herald's Hammer.
Passed over into the Noble's Ward.
Stayed out of trouble till I faced the Terrorgaunt.
Made my way into the Trade Ward. Battled some Drakkarim, and then continued for the final encounter.
The Sommerswerd kicked in before the herald's Hammer, but with the boss weakened using the Herald's Hammer on it is a fairly easy fight.
LW 11
Despite the chaos master being a bit easier to face, this is easily the most difficult book so far, and for reasonable chances of winning a fairly stacked character is needed.
For a character starting with this book, chances to win with optimum paths, skills and stats the chances to win this adventure is remote, with a combat cs 38 ep 45 followed by a combat of cs 30 ep 21. A character starting can at best have lore circle of fire, plus one more skill.
For a carried over character with best gear, stats, lore circle of spirit and a potion of alether I'd rate the chance of completion to around 50%.
Healing will add a lot of ep, since this book is easily the most linear book and a character is prone to read 130 sections before completing it. This is also needed since there is no full heal between the chaos master and the villains of sommerlund.
Play Through Path (130 sections):
Skill: Animal Control, Weaponmastery: Mace
Investigated the gully when arriving. Battled the Khozinda.
With Divination, made contact with the Yoakor Leader.
In Yanis, looked at the adjacent room.
In Khat Trisect, avoided the monoliths but took a closer look at the crops. (Senara)
When travelling to met Lorkon, when out with Tuk Tron to examine the bridge and then followed him back to face the Agtah.
Left when ordered to do so.
Met up with Lorkon Ironheart.
Did not dally around to look at equipment before setting off for Tolakos.
Entered the great sephulcre, up to the roof and battled the scarlet warrior.
Down and into Baylon's tomb before it is time to face off against the Chaos Master.
Managed to avoid the random chance combats in Guakor.
Made the mandatory combats and meetings in the Neverness.
Used the sewer system to gain entry to Hagadaar.
Battled the villains and finally Vonotar.
Mini-adventure: Lorkon Ironheart of Meledor
In terms of balance this is probably one of the best mini-adventure. The enemies are no stronger than 18 cs. There is several fights on the main paths. There is also a lot of healing on the main paths.
This adventure is challenging when played with a fairly low cs. If character starts with top cs there is no need to have either of the two combat related skills.
Annoying in this book is that often many different paths are offered, but the combat all the paths end up in always tends to have the same cs and ep regardless of actions taken and skills possessed and even skills used prior to combat (like Rune Mastery).
Play Through Path (50 sections):
Swordmaster, Rune Mastery, Enhanced Psi
Did not pursue the chaos beasts into the forest.
Did not find out which village to be attacked until very late, warned by courier.
As mentioned above, Lorkon faces the same challenges if he defends on the road as if he protects and digs himself into an easily defendable town.
When the option to attack the bandit officer appears, it is taken.
So off to Hagadaar. With the chosen skills, this is a more pleasant journey than it is without enhanced psi.
Enters through the sewer sysem. Fights off some giant rats but this is not a particular difficult fight.
Stays low for rest.
Then nears the city centre through alleyways.
Runs away when detected. Then tries to break through the enemy lines to escape. This leaves Lorkon alone.
Takes the roof route into the temple. And then simply goes in and confronts the villains for the final encounter.
LW 12.
As book 11 this book is not easy to complete with a start character. However, there is a lot of items available which Lone Wolf can procure. Taking Curing will give him +5 cs and +2 ep for instance, and there is also chance for korlinium chainmail for an additional +3 cs and +1 ep, and this also comes with 1 does of agdana.
The difficult fight in this book is the fight against Darklord Kragenskul (and the crypt spawn), and without the Sommerswerd the one against Darklord Gnaag and the Mind Reaper. Chances to win these fights are quite lowish. Having a few earlier MagnaKai adventures and more mgnakai skills significantly improves the chances.
For a character with the Sommerswerd and the Dagger of Vashna and 9 Magna Kai skill this adventure is not too difficult to complete. The toughest fight is against Darklord Kragenskul and with the help of the Dagger of Vashna and the gear acquired in the book this is not too difficult to win.
Biggest annoyances in the mongoose version is the misspelling of the title, and the wrong linking from 272 to 285 (is 85 in book).
Play Through Path (128 sections):
Invisibility, Weaponmastery: shortsword
There isn't much choices in this book.
Xargath is killed by bow.
I always tend to avoid the Giak Fortress in the pass, and meet with the electrical monster.
I avoided the harbour area and went directly to the storage deposit in Argazad.
Used the Dagger of Vashna against Kragenskul.
Despite my bonuses to the roll took some damage from the Zlanbeast.
Went to Aarnak and then onto the Lajakeka.
I always tend to answer the knock on the door, since it nets the creature's name.
Didn't gamble on the fight.
Went with the other travellers when disembarking, then lost Taktaal's followers when warned by my skills.
Avoided the Liganim.
Used the Black Key from adventure 10 to get into the laboratory.
Picked up the Zejar Dulaga.
Met with Taktaal and killed him with it.
Met Gnaag, dispatched his mind reaper, and then used the Sommerswerd to dispatch Gnaag.
Mini-adventure: Kirlundin Captain Borse
This is a short mini-adventure. Long sections, but you will usually only read a few of them. This book would have benefited with cutting down and reducing length of some sections and made more sections, since sometimes information is missing in the sections, and they are otherwise several page long copies of each other. An example of missing info in a section is end section 9, which is linked from 77 and none of them contain information on what you can take along with you.
There is only one skill choice and my overall feeling is that it is much more difficult to complete this adventure with the navigator skill than with the other two skills.
The adventure offers 4 main paths:
* Western landing
* Northern landing with mercy
* Northern landing without mercy
* We are Sommlending and don't go treasure hunting with the ship.
You can also choose to not go on treasure hunting and with a certain skill choice and taking charge, player has decent chances to complete the adventure even with a combat skill of about 10 and 11. If player goes treasure hunting, then player needs at least a combat skill of 16 or 17 to be successful.
Seen to number of sections read this is the shortest mini-adventure, Rhygar's mini-adventure being the second shortest. (But Rhygar can be shorter if you take shortest path in it and longest path in Borse's adventure.) It is possible to successfully complete this mini in as little as 8 sections.
Play Through Path (8 to 17):
Tried it out with the three different skills. It is probably already detailed enough by the path.
10 = Not winnable even with top stats, or high risk for random death,
8 = Challenging with top stats and gear
6 = Challenging with better than average stats and good gear
4 = Challenging with average stats and gear
2 = Easy
0 = Hard to lose.
Summary (Higher number, more danger, first number stand alone, 2nd number carried over):
LW 1: 9, 9
LW 2: 7, 7
LW 3: 6, 4
LW 4: 4, 1
LW 5: 5, 2
LW 6: 6, 2
LW 7: 7, 3
LW 8: 9, 5
LW 9: 8, 4
LW 10:7, 4
LW 11:10,8
LW 12:8, 3
Rhygar: 5
Loi-Kymar: 4
Remir D'Val: 7
Tipasa: 6
Gwynian: 3
Tavig: 10
Paido: 6 (Assumes Baffle is not used.)
Sogh : 3
Lone Wolf: 7(stand-alone), 3 (carried over)
Lorkon: 5
Borse: 7 (for paths that involves finding the island)
Feel free to add more or comment on things above. I will make some more for the coming adventures.