Post by Aguila Saber on May 31, 2015 6:33:36 GMT -5
LW 13
Because of the limited amounts of "mandatory" combats, and the few that there are can be evaded, this book should be completable with some luck by most characters.
For the skardos mountain route, there is only 1 mandatory combat, vs the Dholdarg. And Mogaruith can be completed with as little as 3 combat (vs Acolytes, Exterminus, and the Lancer) with a bit of luck in evading the Degradon.
A new character will feel starved on skills, or has to take chances on not getting a killed score in the combats.
There is 2 death by random number checks in this book. When dropping the cauldron down into the lab, and when passing under the Ghardoz bridge one section from the end. The latter one is 40% chance of death by random number unless character has both assimilance and grand huntmastery.
Play through Path (88 Sections):
Assimilance, Grand Huntmastery, Kai Alchemy, Kai Surge
Took the Skardos Mountain route. Went towards the water source, and hid from the cener group in the unused cavern. Went to the lake and killed the Dholdaarg. Moved on and hid away whenever possible to avoid all combats. Stowawayed on the wagon.
Visted the Library and got the Mogaruith Map. Followed the main flow. Got the copper key, but still had to fight the Degradon.
Into the throne room. Killed exterminus (without grand pathsmanship it is random number death risk).
Weakening the pin with Kai Alchemy succeeded and down with the Acid Cauldron and escape.
Escape went through the secret vault with herbs. The portcullis route was avoided (lose backpack with all contents if taken)
So took a dip in the moat, and made my way through to Slovia.
Mini-adventure: Herbwarden Tennan
Two choices:
Path of Hunter or Path o Healer. Take Path of Hunter myself but Path of Healer also works.
Circle of Blood and Bone, Sea and Sky, and Living Land. I usually take the two former (2 of 3 can be picked). Adventure can be completed regardless of choice.
The adventure is rather straight forward. Skill choices can sometimes reduce risks of premature end of adventure.
There is some inescapable risk of having the elixir bottle destroyed, but with some luck the character will never get to the section where they make the last check.
Play Through (54 sections):
Went up to the Cener's room, makes for less trouble later.
Investigate the noise while passing through Ruanon. The medallion is by far the best and safest way to get onto the boat and you likely to get more healing items than you took damage in the fight.
On the boat section 64 (leading to 19) is broken.
Fled from the thugs.
Asked Storm Eagle's advice before entering the lair and took it. (Storming in is harder to complete.)
Managed to enter without being noticed and then found the vial with the elixir (with some luck).
Then survived the two combats against the cener's.
LW 14
Several random death chances in this book. Entering the tower, 10% at best if you have grand huntmastery and a rope and scale the wall. Going the stairs route is at best 20% with grand huntmastery. Then flying into the citadel which can be negated by animal mastery, and finally when flying away at the end which is 10% regardless.
There are no points for refreshing a larger amount of endurance so mostly his adventure needs to be completed back to back with some healings in between. The creatures needed to be battled in lw 13 are tougher but can be evaded. Here they cant be evaded and must be fought after each other, this makes this adventure overall more difficult.
Because there is no evasion and combats are back to back without much healing in between, this adventure is more difficult to complete.
Play through Path (86 Sections):
Animal Mastery
Took the east wall path, followed the gourgaz once, and then my own path. Tried to evade the approaching creature (a vordak), then stalked it and killed it.
Eventually made my way into the citadel and getting the hints about zagarna's courtroom and many levels above early, quickly started to ascend when possible. Always taking the left path, when given choice between right and left.
Overall skills keeps me safe but this adventure also have you take quite a bit of damage if you don't have grand nexus or kai screen.
Battled gnagusk, helghast, drakkarim, then the vodok and the ice dragon.
Despite having quite high cs needed to fall back on Banedon holding the Zavaghar to kill it.
Mini-adventure: Dire I (70 sections)
Playing an undead creation touched by Kai. This is a fairly difficult adventure. There is one chance of full restore about half way into the adventure, problem is that it only happens if the damage would have killed you.
Starting out with nothing, there is quite a few good equips that will boost your cs up. Quite a few of them are also free in taking, some of them even on main path. Getting +8 cs bonus in weapons and items in this adventure is not too difficult.
Falling to despair is hard unless you take howling mind and use the cs boost option for the skill. In any case there is no enough despair points that can be gotten unless the player actively spends Hope points using skills.
There is quite a few combats to be had and many things conspire to reduce Dire's HP. Even when fighting quite a few combats on the 11 ratio, the combats tend to add up damage making this adventure fairly difficult to complete.
The best item to get is not all the armor items, it is the amulet of the sun, which is on the main path. Getting it is a 20% chance normally, and 40% if you have second sighted. Second Sighted can also make the last combat a lot easier.
Play Through Path (70 sections)
Lifelorn Aegis, Second Sighted
Acquired most of the items. Chainmail Vestment, Drakkarim Shield, Dragonhelm, Talestrian Greaves, Amulet of the Sun, and Backblade Axe.
With the first 3 of the above items, the alleyways must be selected when you reach the surface. You are drawn into the fighting and killed if you go by streets. Links look a bit awkward here but there is no good alternatives that I can see.
With 70 out of 120 sections read in one read through, there is not much options, and they tend to converge quite quickly.
The best nadziranim options to take to complete the game is probably the two selected, but with a bit of luck it can be completed by other options too.
LW 15
There are 2 mandatory death by random numbers in this book.
When trying to free Prarg 10% risk the Sergeant will stop you with fatal result.
When jumping over the fissure, 20% risk. 40% unless character has Grand Huntmastery at Kai Grand Guardian or higher.
This book is very linear and player will read through many sections on any one readthrough. It has two parts, and for the first part it is possible to avoid fighting any combats. The first part ends when buried in Antah and losing all Meals, Laumspur and Alether, and having endurnce set to 15.
It is possible to complete the adventure without curing bonus (without both regeneration and emergency healing) from this point with a bit of luck.
Play Through Path (121 sections):
Grand Pathsmanship
Play note: Grand Pathsmanship is extremely useful in this adventure.
Choose the western paths while in hellswamp (not going deeper than necessary), investigated the drakkarim encampment, approached shugkona from the east.
When giving the choice took the forest (there is another random death chance if going for stealing a horse). Made my way into Antah without trouble, with the chosen skills escape can be done easily without any combats. Travelling south on the river and went off before the obstruction. Followed the Drakkarim and then took a look at their loot for the Jadin Amulet.
Sprung out the prisoners from the camp, and continued towards darke on the main path. There is very little choices made by the character. I had found the silver rod on the drakkarim and that can save you a combat.
Mini-adventure: Prarg (46 sections)
This mini-adventure has 3 sections.
First: Starting up section, where more or less any choices made are irrelevant, ending with section 5.
Second: Moving to Castle Akital.
This section contains several combat opportunities, to whittle down the men you have with you. But combat can also be avoided by surrendering. Bad thing is that the adventure sort of promotes getting into trouble and surrendering, and not giving any rewards (more than damage taken) for fighting or other courageous behaviour. There is however two things that can be done during this part. One is getting more information about what is happening in Castle. Akital, the second is getting bonuses for Divinity skills.
The routes form circles so players can read same sections multiple times during the adventure.
Error: Link from section 9 to 62. This link should likely be to 69 instead.
Third: At Castle Akital.
Escaping from cell, visit the castle, start to free the prisoners, and then the final showdown within the castle.
There is only one mandatory combat. The final showdown in the castle.
The rules in the book has a major mistake. It says to generate CS and EP same as Lone Wolf, but this is a grand master adventure so Prarg would start with at least 25 cs and 30 ep. This however does not give Prarg proper start values. In order for the book to offer challenging fights, the character should be generated with Kai/Magnakai rules, preferrably in the range 15 to 19 for CS.
Skill choices are mostly unessential. Start with 1 level of each skill is advised since random death chances for not possessing a skill at all are present in various sections throughout the adventure. This leaves 2 points to put in what you like.
LW 16
There is several options in selectable paths which can cost the character dearly.
Following the assassin across the gap and falling can cost endurance, gold and backpack items. But following is necessary to get the runic ring. (40% risk to fall, 10% with Grandhuntmastery at Kai Grand Guardian) Th chance to get the runic ring is 20% (50% with grand huntmaastery at Kai Grand Guardian.)
Following the acolytes on the Longboat can cost you the all weapons on the weapon list, or has a high risk of death if you don't. (The phrasing is not so clear when it comes to weapon-like special items, but I'd actually include them here assuming you were told to carry them in your weapon belt.) The only thing which can prevent this is the Runic Ring.
Accompanying the acolytes of vashna has a random death risk. Bonuses can be accumulated to negate it. +2 (each) for Kai Alchemy, Assimilance and Kai Screen. -3 for having the Sommerswerd (maybe this shouldn't be counted if you have it in a Korlinium scabbard.) +1 for Runic Ring. A further +2 for having rank Sun Lord. Check needs a result of at least 5.
2nd last section: Character needs Kai Alchemy and Sun Knight or will have a 30% random death chance (more if a lot of damage was sustained vs cadak.)
The book is fairly linear. In helgor character can opt to pursue the assassin or not. When reaching Vorn, player has three main choices after the acolyte's attack:
- Follow on the long boat
- Follow shore
- Follow hill track.
Dying before reaching Vorn is quite unlikely, but after this point enemies attack you and there is little healing before the final fight.
After the rewrite solving the riddle is quite easy if you know that the calendar of Magnamund has 12 months. Shamath is difficult to beat if riddle is failed, but not impossible for a maxed character.
Play Through Path (119 sections)
Kai Screen
Kai Screen is to reduce the death chance due to random number. It also helps a lot against the Vortexi among other things.
Took north to get to the Tavern, thanks to taking Kai Screen this doesn't lose anything.
Followed Smudd's killer on the street (this path never gives the runic ring).
The already mastered skills, kept me quite safe until reaching Vorn.
After the acolyte's attack, took the hill track path.
In Shamath's realm, lost the dagger of vashna (but helshezag was kept in Kai Monastery since using it is way too costly with permanent EP reductions), answered shamath's riddle, and the returned. There was no need for using the deathstaff so battled the acolytes and vortexi without it.
Cadak was not difficult to beat and having Kai Surge made it fairly quick as well.
Having Kai Alchemy since before and there was no risk of failing on the second last section.
Mini-adventure: Dire II
With the skills selected and carrying over a charaacter, this aventure is quite easy to complete.
Even when not carrying over this adventure should not be too difficult to complete.
There are quite a few ways to get in trouble, but overall any character can complete this adventure with wise choices. or fail, if they make bad choices.
Play Through Path (35 sections)
New skill: Faith in the Light.
Helped the courier. Having second sighted I got hold of the Thane's Word.
Went through the passage where the Thane's Word is used.
Was randomly put onto a battle with a monster in the middens. Defeated it (the escape section number is missing) and got a Hammer Token.
Next section had me exit the Bor'ish fortress using the Hammer Token.
Having Second Sighted, acquired Midknight.
Then adventure is ... ell ending.
Overall this adventure is easy to complete, being fairly short and few combats before the end.
LW 17.
This is by far the most difficult book in the grand master series. Competing in difficulty with book 1 for overall most difficult.
Only a carried over character possessing the Sommerswerd has much chance in completing this adventure.
Quite a few creatures can be evaded and character is adviced to evade when possible.
Random Death chances:
Tagazin attacking. 20% risk with either Grand Pathsmanship or Grand Huntmastery, 50% otherwise. Can be avoided if you were lucky to kill Tagazin in 1 combat round. (30% chance to do that.)
Deathstaff attack by the Deathlord: 0% if you are Sun Thane, 10% risk for each rank below the maximum (Sun Thane)
Leaving the crystal spire: 30% if current EP>=20, 40% if current EP between 10 and 20, 50% if EP below 10.
There is also more random death choices on certain paths. Choosing the wrong path when returning to Azgad Island (reasonably the western is safer than the eastern, being further away from land)
There is also some inconsistencies when attacking Tagazin. Reasonably, any mundane weapon should shatter when used to hit him. As also happens in one path of the adventure, while in the crystal spire. But why doesn't the same thing happen if you use Kai surge on him? Or when you battle him on the Plane of Darkness just before returning through the shadow gate.
Kai surge is very valuable in this adventure since both Tagazin and Ixiataaga are immune to Psi surge and below. And without the +8 CS bonus you will be battling them on a high -X row, and quite possibly -11.
The book is quite linear with few choices that diverge more than a handful sections.
Play Through Path (126 sections):
Grand Weaponmastery: Bow and Sword
Followed Captain Lanza and battled the Cabalah and the Ziog. Took the green gem.
Swinged from the rigging successfully.
On the ice-boat evaded attacks, stayed low, and avoided fights.
Made my way into Xaagon. Evaded fights and stayed out of trouble.
Avoided the shimmering pillar and was lucky when leaving the chamber with the onyx key.
Defeated the three Kajarda. Kai surge was quite useful in making it fairly quick.
Tried to evade the insectoids and used the green gem.
First battle against Tagazin, through the shadow gate. Then battled chaos creatures and lavas before the chance to kill Tagazin outright.
Attempt failed. So had to avoid his charge and then battle him. (Had a fairly lucky sequence of numbers)
Destroyed the Dark Helm, and back to Magnamund and the battle against Ixiataaga. (Again was overall lucky in this fight.)
Managed to leave the crystal spire without getting crushed, took the western channel and arrived safely back at Azgad Island.
Mini-adventure: Karoth the Helghast
This adventure is fairly linear. It is well constructed and player gets to fight many battle, and also tends to find healing items on the way to replenish health. Had 14 combats in my play through in 98 sections, most of them in the range 20 to 30 cs, which is fairly well balanced with a base cs of 21 for Karoth.
The main thing which is not so good for this adventure is balance of the skills. The magical armour skill is grossly overpowered when compared to the other skills. -2 CS to enemy and -2 EP damage taken per round combined with a blade that does 2x damage in all fights, has a net worth of maybe 7-10 CS, in every fight.
Magical Armour: -2 CS to enemy and -2 EP taken per round. Cannot be used with the Bluefire Spear or with Mindblast. (Mindblast gives +2 vs living enemies, which are fairly rare in this advenure.) (Overpowered)
Black Blade Mastery: +2 CS when using Black Blade. (Quite good)
Life Syphon: +5 EP, max 3 times per adventure, max once per combat. (Good)
Wither the Foe: Halves Enemy CS and EP immediately. Once per adventure. (Good)
Mask of Fear: +1 cs for a fight and very specialized and only affecting living. (Bad)
Bluefire Storm: 3x damage in one combat round. Once per adventure. (Bad. Especially since you already hitting always with 2x damage)
Turn The Blow: Deflects 1 incoming blow, doubles the damage and turns it back on attacker. Endurance will be reduced to half in next fight. Once per adventure. (Potentially useful but the cost is very high for it. Mediocre.)
Bluefire Blast: 4x damage for spear in one combat. Then spear cannot be used during the next 3 fights. (Good.)
I don't think there is any random death passages in this book, but there are normal choice paths that has them.
Play Through Path (98 sections):
There isn't so much to say about the walk through. There is a lot of gathering points in the adventure and the player has to pass them and usually explore all the possibilities. Read through 98 sections, but quite a few of them are repeats, since player will often return to path points, and select new path(s) and often until all of them are chosen.
I usually acquire the Amulet of Nullification since with it, the last fight is a lot easier.
The Black Blade doing 2x EP damage makes a lot of difference in Karoth's durability and greatly reduces the rounds he needs to fight everyone. The -2 EP damage taken makes many of the fight damaging very little or not at all. After 14 fights, I still had 2x unused Life Syphons, quite a few healing items, and unsed savour the enemy ability. Some of the fights were lucky but even so, with Black Blade Master and Shadow Armour, Karoth is quite powerful fighter.
Without Shadow Armour, the challenge rating would go up several points. It is that powerful and useful.
LW 18
This is a linear book but with relatively few mandatory combat, and most of them are fairly well spaced.
Two fights at Pinepeaks Abbey vs fairly low cs enemies. One in Castle Trainus (2 if you fail to evade the hounds), Ghost of Roark, and then a full EP restore. Afterwards, it is the Lavas, and Vaxagore, which you can avoid if you manage to kill him with a Bow. (High chances for players with Magi-Magic at Sun Lord.)
There is two random death chances in this book, both can be avoided with skills.
When crossing the Storn to Slovia, Assimilance or Grand Huntmastery and Kai Alchemy escapes the random death section.
When attempting to throw the sun crystal into the shadow gate. Kai Alchemy at Sun Thane, or Grand Huntmastery or Grand Nexus and Grand Pathsmanship, assuming an EP over 11 in that section.
Play Through Path (129 sections)
Grand Nexus, Grand Weaponmastery: Axe
There is few path choices in this book. The main one is when choosing to travel over Duadon or Tekaro. I tend to use the Tekaro path since it does not pass so long through hostile territory.
Having just left Ixia behind this book feels quite a bit easier, but it is not easy to complete as a first adventure, but not wholly impossible either.
Mini-adventure: Jergor from Palmyrion
This mini like Prarg's doesn't take into account that grand master rules for CS and EP are different. Jergor starting out with even 25 CS is not making any sense at all. I'd recommend a score between 15 and 20 in CS. It can be completed with lower CS.
This is a very extensive mini-adventure, and player will read quite a few of the sections. There are two important choices in this book:
Travelling to the monastery over scade or trecking through the wilderness.
Taking the detour over your home town (Chrude) before returning to Nahsor.
This book has several fairly difficult combats in the start. Most of them give money which you will need badly, weapons, or special items like the Amulet inscribed with a Rune.
After reaching Kalma (first time) the game can be quite light on combat till you reach either Chrude or Nahsor in the end. In Nahsor it is possible to find paths which with a bit of luck has no combats at all. Player can be fairly low on HP when reaching Kalma and will still have very good chances to survive.
Skill selection:
Character has 8 skill points on 6 skills.
It is recommended to have one rank in Natural Lore. Without it you are likely to starve, or will lose much of your money buying food. Benefits with taking several is slim.
Camouflage a character can be without. In my play through I passed through no sections where it was used, but some other path selections and this skills can see a fair bit of usage.
Weapon Usage I'd recommend at least 1 point into, regardless of start CS.
Swimming has a couple of uses. Some paths become very dangerous without it or low level.
Perception and Pathfinding is by far the most used skills. Pathfinding is a must if travelling through the wilderness and 1 rank of Natural Lore is also needed for that path. Recommend one or more ranks in these.
Play Through Path (98 sections):
Natural Lore: 1 Camouflage: 0
Weapon Usage: 1 Swimming: 1
Pathfinding: 2 Perception: 3
CS 18 and EP 26
Search the start room to pick up some gear. You start with nothing so generally take time to search.
There are many fatal endings in the initial location. Many exits also involves having Swimming at some rank or risk drowning. There are also paths where you fall into water unconscious and then just wake up afterwards.
I didn't hide from the riders. It costs some Endurance but they have quite a bit of coins, all weapon types, and some provisions. Then I usually enter the forest but avoid going too deep. This leads to the encounter with the bear, which nets more coins, and the amulet which is quite useful later on.
At this point the character is fairly beat up, but the bear is the last combat encounter you will face in a while, and you have the coins to buy stuff you need.
Therefore I find myself affording most things I want to buy in Kalma, before leaving. With fairly good Pathfinding and Natural Lore I find the overland Path better than the scade path, so I take it.
When faced with the scene between the Soldier and the Pulak I intervene and kill the Pulak.
Soon afterwards the visit to the Monastery and acquiring the cure. Journey back starts and soon back at Kalma.
Then there is the second path choice. I opt to avoid Chrude, time is not on my side, although there is not much difference if the detour over Chrude is chosen. Main effect is likely more combats.
So enter Nahsor which has been taken over by Zombies. I walk around the streets miracoulously avoiding combats, and find myself overlooking the Monastery which is beleaguered by the Zombies. So need to find another path there. Eventually finds a place to stay the night, and is contacted by the city guard.
Insist on completing the quest and soon find myself on the way to the Monastery underground. There are two ways to get into the Monastery from below. One involves swimming the other involves battling some Zombie rats. With fairly low Swimming I avoided that path and instead took the alternative path and battled the rats.
A hand-weapon was lost gaining entry to the Kai Monastery, I had had very little fights against Zombies so was ushered into the final scene.
LW 19
This is one of the easier books in the GM series. There are few mandatory combats. This book is not as linear as the previous books, mainly because the character often have two separate paths to choose from.
Two paths in Tyso Necropolis. Character can either stay close to Wolf's Bane or linger and be cautious, which in this case leads to more danger and combats. Quite a few passages inside the fort you will enter also splits into 2 and more passages for shorter times.
Wolf's Bane combat is easier if character has access to either:
Kai Blast (Kai Surge at Sun Lord)
Grand Weaponmastery at Sun Lord giving edged and non-magical weapons +1 EP damage/round
Both of these would circumvent the combat ratio of -4 since they work in a different way than adjusting CS.
Random death chances:
The random death risk in the valley with Dragonfiles can be avoided by not using Kai alchemy.
When faced with diffusing the bomb, and choosing to fly away instead there is a % death risk unless the player has Deliverance at Sun Knight.
If trying to get access to the fort by stowaway. No risk if you have Grand Pathsmanship and 12 or more HP.
There is one broken puzzle in this book. The one in section 210. In Red Fox edition it was also broken but in the other directions. Seems difficult to have exactly 2 named islands north of Egen. (Was 1 in Red Fox, Is 3 In Manticore).
Play Through Path (103 sections):
Deliverance, Grand Weaponmastery: Dagger
In Tyso Necropolis took the Western Arch route (to avoid traps on his path).
Used Kai Alchemy to try to traverse the gorge. (Not recommended since it is better to decline using that skill.)
Kept close to Wolf's Bane trail giving him no time to prepare anything, and for the chance of dealing out some damage and getting the Bronze Disc.
To gain access to the fortress, killed one of the armoured warriors.
Defused the time bomb. (Although fleeing would have been safer.)
A carried over character is able to avoid most troubles with little or no damage, so presently was in the banquet hall for the duel vs Wolf's Bane.
Won the fight without taking much damage (good rolling) and then sucked into Naar's Inner Sanctum.
Hopped through the Shadow Gate back to Sommerlund.
Mini-adventure: Dire III
This adventure makes some assumptions which may not necessarily be true. There is routes through book 2 which does not net you the courier's papers (albeit no honorable ones and you need the amulet of the sun to survive them), and it is likewise unlikely that you will meet Lady Shroud in book 2.
This book is also very streamlined towards the end. When reaching the final scene, all passages are either instant fail of the adventure or leading you back to the only successful path on the next section.
This book can be completed without any combats being fought, this is also reflected in the difficult rating of the book. The main way of losing this adventure is choosing an instant death section and there is quite a few of those.
Most of the monsters have fairly low CS and EP, making it not difficult to win the combats that are present.
There is even some rules quadary when fighting the Tree of Ghosts and using Anatema since it is possible to score a Killed score vs that enemy. Choosing to use the sword vs that enemy, which will be the 1st can easily be the toughest fight in the book.
Play Through Path (55 sections):
Howling Mind
Stayed calm while in the Kai Monastery. Accepted Anathema.
You are prompted if you have a Bronin Battle Axe, but I haven't ever seen that weapon.
You are also said that any item with Naar in the name is gone. But I have come across no such items in the books.
Outside the Kai Monastery, took the woods. Didn't feel like chopping through the vegation and so faced the Tree of Souls.
Defeated it fairly easy without using Anathema for a +2 spirit and a free Axe.
Investigate the camp. Selected to take out the siege engines. Used Anathema vs the Gourgaz and the Drakkarim.
Made my way without delays to Tower Zil. Choose the path looking for suspicious people.
The helghast was interested in the amulet of the sun. So exit and +3 spirit.
Made a visit to the divot and caused some conflagration in the mountain side.
The skulls caused no damage since my damage reduction was 3 and fighting on 11+ CR.
So went to the lodge.
There is no real choices or combats there (you either dire directly or finsih as mentioned above), and so finished the adventure.
Lw 20
There is one random death chance in this book, when passing through the Dragon Lord's realm. It doesn't matter which skills you have or use, you will in the end have a roll where if you roll 0 you are dead, although sometimes you will have to fail one or two other rolls first.
This is a quite linear book where Lone Wolf passes through quite a few realms to finally end up in Dazganon once again. Most of the fights can be avoided with skills or luck, but there are two difficult encounters on the main path that are mandatory. Zantaz who is immune to all psychic attacks, and Kekataag at the end. Between these two the character has a full heal if using Shamath's Potion.
Both Kekataag and Zantaz are difficult opponents and chances to beat them with a new character is slim. Still, a new character is greatly helped by being able to take the Skarn-Ska weapon and can with it handle a lot more difficult creatures than was possible in the earlier adventures.
The Temple Deep reference for the Demoneak's is not accurate since yu do not necessarily have to have met that creature there.
The Pirsi reference seems a bit odd in Avarvae's realm, although the character would only know Sebb Jarel if taking that path. But Lone Wolf would still recognize Paido and Adamas.
Play Through Path (113 sections):
Telegnosis, Grand Weaponmastery: Warhammer
In Nza'Poks realm took the ridge path and found the Blue Diamond. (This needs Telegnosis to find.)
In the Kunae's realm paddled into the river and managed to avoid the spiders and a fight with the hyena creature. Stil had my gold crowns for the riddle.
Choices in Zantaz realm tend to matter very little.
In Dragonlord realm the Blue Diamond is quite useful. I stowawayed in the net, and made the first roll for not being discovered. Was lucky to find the scarab quickly, again Telegnosis was quite useful.
In Shamath's realm took the potion.
In Avaravae's realm drank it, it is still quite easy to escape from the realm and the Tormentress.
Avoided T'zor and presently found myself in the throne room.
It is fairly easy to defeat Kekataag for a character with the Sommerswerd and all the skills except one.
Mini-adventure: Althean, Magician of Dessi
This is the back story on how the Tome of Darkness was found and recovered by the elder magi.<
I like this adventure quite a bit, it is well structured and challenging.
It starts with an investigation phase where you on one day need to find out who murdered a fellow Magician of Dessi called Sokan.
The day has 40 points on a Time Gauge and so you walk around on places of interest and does things time passes.
There are three clues that you'd want to discover before end of the day, and time is fairly tight. Skill choices also matter a bit.
To get started a character needs to use Alchemy, Evocation, Elementalism or Psychomancy in the correct place. Without these you can still succeed, but it will be a matter of rolling a high enough on random number in specific place.
The second part of the adventure becomes a lot easier if a character manages to gather all three clues. One clue is essential, the mission will fail without it and it is the clue which is hardest and most time consuming to get. To get it (the first time) also requires some alertness on behalf of the reader. One of the other clues also requires alertness and having done some specific actions before, or you will simply not be able to uncover the clue.
I'd recommend the following skills:
Either Enchantment or Sorcery. Very difficult to do this adventure without either.
Alchemy and Elementalist are quite useful. They too are fairly often used as alternatives to each other.
Psychomancy is not used a lot, but the few chances you get to use it are quite useful
Staff of Magi you will most likely want to take as well.
Evocation is not used much. Actually went unused on my play through.
Your combat skill, endurance, and will power is pre-set. You can affect these abit with item selections. This is a good thing since the adventure is well balanced for your values.
Play Through Path (87 sections):
Elementalism Evocation Mind Block Sorcery Staff of Dessi
Went to the murder scene.
Visited bed room and spoke to the air elemental.
Visted the library and went through the books
Examined the office and found the chakram.
Went to the Inn and spoke to the Vassagonian.
Was taken to their leader and spoke to him.
Visited the Purifiers and was taken to Arkhan's office.
Found the book.
Talked to the artificer and the archaeologist before leaving.
Survived the assassin attempt and went back to the Purifiers for a second chat.
Was lucky to get in on first try and spoke to the archaeologist again.
Leaving I had just enough time to reenter a second time and spoke to the artificer.
Talked to Lord Casis and went to the murderer's place with four Vakeros.
Fight. Earthquake.
Helped the family.
Went to the square and helped survivors from the ship.
Got the amulet. Left the place after helping out with a monster.
Went to the trade harbour.
Into the light house. Waited and then battled the monster.
Got a Power key and made my way to Khor.
Talked to the Vassagonians and got some help with the remaining encounters.
10: Deadly. Challenging with 50 cs (base + items + weaponmastery)
For level below: -2 cs.
0 : Easy. Challengning with 30 cs (base + items + weaponmastery)
Highest attainable cs in 13:
34 (base + random number) + 7 (items) + 8 (sommerswerd) + 5 (grand weaponmastery) = 54
Lowest possible cs in 13:
10 (base + random number) + 0 (items) + 0 (weapons) + 0 (no weapon skill) = 10
Summary (Higher number, more danger):
LW 13: 7 (Psychic grand master skills are very helpful, especially if facing the Degradon.)
LW 14: 8 (Kai surge is very helpful for this adventure since very few are immune to it, and those on the main path are all harmed by it.)
LW 15: 6 (Kai surge again very helpful since very few are immune to any psychic attacks of the mandatory enemies.)
LW 16: 7 (Kai surge again very helpful since few are immune. Cadak is immune to Psi surge and below.)
LW 17: 9 (Kai surge, Sommerswerd and having a good carried over character more or less required.)
LW 18: 7 (Kai surge again very helpful since none of the mandatory monsters are immune to it, but some of them are immune to Psi-Surge.)
LW 19: 5
LW 20: 7 (Kai surge very useful against Keekataag, useless vs. Zantaz however.)
Mini-adventures:
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.
Tennan: 6
Dire I: 8
Prarg: 0 (if using GM rules), 3 (with Kai/MagnaKai rules).
Dire II: 2
Karoth: 3 (with Shadow Armour), 8 (without Shadow Armour)
Jergor: 1 (if using GM rules), 6 (with Kai/MagnaKai rules)
Dire III: 1
Althean: 8
Because of the limited amounts of "mandatory" combats, and the few that there are can be evaded, this book should be completable with some luck by most characters.
For the skardos mountain route, there is only 1 mandatory combat, vs the Dholdarg. And Mogaruith can be completed with as little as 3 combat (vs Acolytes, Exterminus, and the Lancer) with a bit of luck in evading the Degradon.
A new character will feel starved on skills, or has to take chances on not getting a killed score in the combats.
There is 2 death by random number checks in this book. When dropping the cauldron down into the lab, and when passing under the Ghardoz bridge one section from the end. The latter one is 40% chance of death by random number unless character has both assimilance and grand huntmastery.
Play through Path (88 Sections):
Assimilance, Grand Huntmastery, Kai Alchemy, Kai Surge
Took the Skardos Mountain route. Went towards the water source, and hid from the cener group in the unused cavern. Went to the lake and killed the Dholdaarg. Moved on and hid away whenever possible to avoid all combats. Stowawayed on the wagon.
Visted the Library and got the Mogaruith Map. Followed the main flow. Got the copper key, but still had to fight the Degradon.
Into the throne room. Killed exterminus (without grand pathsmanship it is random number death risk).
Weakening the pin with Kai Alchemy succeeded and down with the Acid Cauldron and escape.
Escape went through the secret vault with herbs. The portcullis route was avoided (lose backpack with all contents if taken)
So took a dip in the moat, and made my way through to Slovia.
Mini-adventure: Herbwarden Tennan
Two choices:
Path of Hunter or Path o Healer. Take Path of Hunter myself but Path of Healer also works.
Circle of Blood and Bone, Sea and Sky, and Living Land. I usually take the two former (2 of 3 can be picked). Adventure can be completed regardless of choice.
The adventure is rather straight forward. Skill choices can sometimes reduce risks of premature end of adventure.
There is some inescapable risk of having the elixir bottle destroyed, but with some luck the character will never get to the section where they make the last check.
Play Through (54 sections):
Went up to the Cener's room, makes for less trouble later.
Investigate the noise while passing through Ruanon. The medallion is by far the best and safest way to get onto the boat and you likely to get more healing items than you took damage in the fight.
On the boat section 64 (leading to 19) is broken.
Fled from the thugs.
Asked Storm Eagle's advice before entering the lair and took it. (Storming in is harder to complete.)
Managed to enter without being noticed and then found the vial with the elixir (with some luck).
Then survived the two combats against the cener's.
LW 14
Several random death chances in this book. Entering the tower, 10% at best if you have grand huntmastery and a rope and scale the wall. Going the stairs route is at best 20% with grand huntmastery. Then flying into the citadel which can be negated by animal mastery, and finally when flying away at the end which is 10% regardless.
There are no points for refreshing a larger amount of endurance so mostly his adventure needs to be completed back to back with some healings in between. The creatures needed to be battled in lw 13 are tougher but can be evaded. Here they cant be evaded and must be fought after each other, this makes this adventure overall more difficult.
Because there is no evasion and combats are back to back without much healing in between, this adventure is more difficult to complete.
Play through Path (86 Sections):
Animal Mastery
Took the east wall path, followed the gourgaz once, and then my own path. Tried to evade the approaching creature (a vordak), then stalked it and killed it.
Eventually made my way into the citadel and getting the hints about zagarna's courtroom and many levels above early, quickly started to ascend when possible. Always taking the left path, when given choice between right and left.
Overall skills keeps me safe but this adventure also have you take quite a bit of damage if you don't have grand nexus or kai screen.
Battled gnagusk, helghast, drakkarim, then the vodok and the ice dragon.
Despite having quite high cs needed to fall back on Banedon holding the Zavaghar to kill it.
Mini-adventure: Dire I (70 sections)
Playing an undead creation touched by Kai. This is a fairly difficult adventure. There is one chance of full restore about half way into the adventure, problem is that it only happens if the damage would have killed you.
Starting out with nothing, there is quite a few good equips that will boost your cs up. Quite a few of them are also free in taking, some of them even on main path. Getting +8 cs bonus in weapons and items in this adventure is not too difficult.
Falling to despair is hard unless you take howling mind and use the cs boost option for the skill. In any case there is no enough despair points that can be gotten unless the player actively spends Hope points using skills.
There is quite a few combats to be had and many things conspire to reduce Dire's HP. Even when fighting quite a few combats on the 11 ratio, the combats tend to add up damage making this adventure fairly difficult to complete.
The best item to get is not all the armor items, it is the amulet of the sun, which is on the main path. Getting it is a 20% chance normally, and 40% if you have second sighted. Second Sighted can also make the last combat a lot easier.
Play Through Path (70 sections)
Lifelorn Aegis, Second Sighted
Acquired most of the items. Chainmail Vestment, Drakkarim Shield, Dragonhelm, Talestrian Greaves, Amulet of the Sun, and Backblade Axe.
With the first 3 of the above items, the alleyways must be selected when you reach the surface. You are drawn into the fighting and killed if you go by streets. Links look a bit awkward here but there is no good alternatives that I can see.
With 70 out of 120 sections read in one read through, there is not much options, and they tend to converge quite quickly.
The best nadziranim options to take to complete the game is probably the two selected, but with a bit of luck it can be completed by other options too.
LW 15
There are 2 mandatory death by random numbers in this book.
When trying to free Prarg 10% risk the Sergeant will stop you with fatal result.
When jumping over the fissure, 20% risk. 40% unless character has Grand Huntmastery at Kai Grand Guardian or higher.
This book is very linear and player will read through many sections on any one readthrough. It has two parts, and for the first part it is possible to avoid fighting any combats. The first part ends when buried in Antah and losing all Meals, Laumspur and Alether, and having endurnce set to 15.
It is possible to complete the adventure without curing bonus (without both regeneration and emergency healing) from this point with a bit of luck.
Play Through Path (121 sections):
Grand Pathsmanship
Play note: Grand Pathsmanship is extremely useful in this adventure.
Choose the western paths while in hellswamp (not going deeper than necessary), investigated the drakkarim encampment, approached shugkona from the east.
When giving the choice took the forest (there is another random death chance if going for stealing a horse). Made my way into Antah without trouble, with the chosen skills escape can be done easily without any combats. Travelling south on the river and went off before the obstruction. Followed the Drakkarim and then took a look at their loot for the Jadin Amulet.
Sprung out the prisoners from the camp, and continued towards darke on the main path. There is very little choices made by the character. I had found the silver rod on the drakkarim and that can save you a combat.
Mini-adventure: Prarg (46 sections)
This mini-adventure has 3 sections.
First: Starting up section, where more or less any choices made are irrelevant, ending with section 5.
Second: Moving to Castle Akital.
This section contains several combat opportunities, to whittle down the men you have with you. But combat can also be avoided by surrendering. Bad thing is that the adventure sort of promotes getting into trouble and surrendering, and not giving any rewards (more than damage taken) for fighting or other courageous behaviour. There is however two things that can be done during this part. One is getting more information about what is happening in Castle. Akital, the second is getting bonuses for Divinity skills.
The routes form circles so players can read same sections multiple times during the adventure.
Error: Link from section 9 to 62. This link should likely be to 69 instead.
Third: At Castle Akital.
Escaping from cell, visit the castle, start to free the prisoners, and then the final showdown within the castle.
There is only one mandatory combat. The final showdown in the castle.
The rules in the book has a major mistake. It says to generate CS and EP same as Lone Wolf, but this is a grand master adventure so Prarg would start with at least 25 cs and 30 ep. This however does not give Prarg proper start values. In order for the book to offer challenging fights, the character should be generated with Kai/Magnakai rules, preferrably in the range 15 to 19 for CS.
Skill choices are mostly unessential. Start with 1 level of each skill is advised since random death chances for not possessing a skill at all are present in various sections throughout the adventure. This leaves 2 points to put in what you like.
LW 16
There is several options in selectable paths which can cost the character dearly.
Following the assassin across the gap and falling can cost endurance, gold and backpack items. But following is necessary to get the runic ring. (40% risk to fall, 10% with Grandhuntmastery at Kai Grand Guardian) Th chance to get the runic ring is 20% (50% with grand huntmaastery at Kai Grand Guardian.)
Following the acolytes on the Longboat can cost you the all weapons on the weapon list, or has a high risk of death if you don't. (The phrasing is not so clear when it comes to weapon-like special items, but I'd actually include them here assuming you were told to carry them in your weapon belt.) The only thing which can prevent this is the Runic Ring.
Accompanying the acolytes of vashna has a random death risk. Bonuses can be accumulated to negate it. +2 (each) for Kai Alchemy, Assimilance and Kai Screen. -3 for having the Sommerswerd (maybe this shouldn't be counted if you have it in a Korlinium scabbard.) +1 for Runic Ring. A further +2 for having rank Sun Lord. Check needs a result of at least 5.
2nd last section: Character needs Kai Alchemy and Sun Knight or will have a 30% random death chance (more if a lot of damage was sustained vs cadak.)
The book is fairly linear. In helgor character can opt to pursue the assassin or not. When reaching Vorn, player has three main choices after the acolyte's attack:
- Follow on the long boat
- Follow shore
- Follow hill track.
Dying before reaching Vorn is quite unlikely, but after this point enemies attack you and there is little healing before the final fight.
After the rewrite solving the riddle is quite easy if you know that the calendar of Magnamund has 12 months. Shamath is difficult to beat if riddle is failed, but not impossible for a maxed character.
Play Through Path (119 sections)
Kai Screen
Kai Screen is to reduce the death chance due to random number. It also helps a lot against the Vortexi among other things.
Took north to get to the Tavern, thanks to taking Kai Screen this doesn't lose anything.
Followed Smudd's killer on the street (this path never gives the runic ring).
The already mastered skills, kept me quite safe until reaching Vorn.
After the acolyte's attack, took the hill track path.
In Shamath's realm, lost the dagger of vashna (but helshezag was kept in Kai Monastery since using it is way too costly with permanent EP reductions), answered shamath's riddle, and the returned. There was no need for using the deathstaff so battled the acolytes and vortexi without it.
Cadak was not difficult to beat and having Kai Surge made it fairly quick as well.
Having Kai Alchemy since before and there was no risk of failing on the second last section.
Mini-adventure: Dire II
With the skills selected and carrying over a charaacter, this aventure is quite easy to complete.
Even when not carrying over this adventure should not be too difficult to complete.
There are quite a few ways to get in trouble, but overall any character can complete this adventure with wise choices. or fail, if they make bad choices.
Play Through Path (35 sections)
New skill: Faith in the Light.
Helped the courier. Having second sighted I got hold of the Thane's Word.
Went through the passage where the Thane's Word is used.
Was randomly put onto a battle with a monster in the middens. Defeated it (the escape section number is missing) and got a Hammer Token.
Next section had me exit the Bor'ish fortress using the Hammer Token.
Having Second Sighted, acquired Midknight.
Then adventure is ... ell ending.
Overall this adventure is easy to complete, being fairly short and few combats before the end.
LW 17.
This is by far the most difficult book in the grand master series. Competing in difficulty with book 1 for overall most difficult.
Only a carried over character possessing the Sommerswerd has much chance in completing this adventure.
Quite a few creatures can be evaded and character is adviced to evade when possible.
Random Death chances:
Tagazin attacking. 20% risk with either Grand Pathsmanship or Grand Huntmastery, 50% otherwise. Can be avoided if you were lucky to kill Tagazin in 1 combat round. (30% chance to do that.)
Deathstaff attack by the Deathlord: 0% if you are Sun Thane, 10% risk for each rank below the maximum (Sun Thane)
Leaving the crystal spire: 30% if current EP>=20, 40% if current EP between 10 and 20, 50% if EP below 10.
There is also more random death choices on certain paths. Choosing the wrong path when returning to Azgad Island (reasonably the western is safer than the eastern, being further away from land)
There is also some inconsistencies when attacking Tagazin. Reasonably, any mundane weapon should shatter when used to hit him. As also happens in one path of the adventure, while in the crystal spire. But why doesn't the same thing happen if you use Kai surge on him? Or when you battle him on the Plane of Darkness just before returning through the shadow gate.
Kai surge is very valuable in this adventure since both Tagazin and Ixiataaga are immune to Psi surge and below. And without the +8 CS bonus you will be battling them on a high -X row, and quite possibly -11.
The book is quite linear with few choices that diverge more than a handful sections.
Play Through Path (126 sections):
Grand Weaponmastery: Bow and Sword
Followed Captain Lanza and battled the Cabalah and the Ziog. Took the green gem.
Swinged from the rigging successfully.
On the ice-boat evaded attacks, stayed low, and avoided fights.
Made my way into Xaagon. Evaded fights and stayed out of trouble.
Avoided the shimmering pillar and was lucky when leaving the chamber with the onyx key.
Defeated the three Kajarda. Kai surge was quite useful in making it fairly quick.
Tried to evade the insectoids and used the green gem.
First battle against Tagazin, through the shadow gate. Then battled chaos creatures and lavas before the chance to kill Tagazin outright.
Attempt failed. So had to avoid his charge and then battle him. (Had a fairly lucky sequence of numbers)
Destroyed the Dark Helm, and back to Magnamund and the battle against Ixiataaga. (Again was overall lucky in this fight.)
Managed to leave the crystal spire without getting crushed, took the western channel and arrived safely back at Azgad Island.
Mini-adventure: Karoth the Helghast
This adventure is fairly linear. It is well constructed and player gets to fight many battle, and also tends to find healing items on the way to replenish health. Had 14 combats in my play through in 98 sections, most of them in the range 20 to 30 cs, which is fairly well balanced with a base cs of 21 for Karoth.
The main thing which is not so good for this adventure is balance of the skills. The magical armour skill is grossly overpowered when compared to the other skills. -2 CS to enemy and -2 EP damage taken per round combined with a blade that does 2x damage in all fights, has a net worth of maybe 7-10 CS, in every fight.
Magical Armour: -2 CS to enemy and -2 EP taken per round. Cannot be used with the Bluefire Spear or with Mindblast. (Mindblast gives +2 vs living enemies, which are fairly rare in this advenure.) (Overpowered)
Black Blade Mastery: +2 CS when using Black Blade. (Quite good)
Life Syphon: +5 EP, max 3 times per adventure, max once per combat. (Good)
Wither the Foe: Halves Enemy CS and EP immediately. Once per adventure. (Good)
Mask of Fear: +1 cs for a fight and very specialized and only affecting living. (Bad)
Bluefire Storm: 3x damage in one combat round. Once per adventure. (Bad. Especially since you already hitting always with 2x damage)
Turn The Blow: Deflects 1 incoming blow, doubles the damage and turns it back on attacker. Endurance will be reduced to half in next fight. Once per adventure. (Potentially useful but the cost is very high for it. Mediocre.)
Bluefire Blast: 4x damage for spear in one combat. Then spear cannot be used during the next 3 fights. (Good.)
I don't think there is any random death passages in this book, but there are normal choice paths that has them.
Play Through Path (98 sections):
There isn't so much to say about the walk through. There is a lot of gathering points in the adventure and the player has to pass them and usually explore all the possibilities. Read through 98 sections, but quite a few of them are repeats, since player will often return to path points, and select new path(s) and often until all of them are chosen.
I usually acquire the Amulet of Nullification since with it, the last fight is a lot easier.
The Black Blade doing 2x EP damage makes a lot of difference in Karoth's durability and greatly reduces the rounds he needs to fight everyone. The -2 EP damage taken makes many of the fight damaging very little or not at all. After 14 fights, I still had 2x unused Life Syphons, quite a few healing items, and unsed savour the enemy ability. Some of the fights were lucky but even so, with Black Blade Master and Shadow Armour, Karoth is quite powerful fighter.
Without Shadow Armour, the challenge rating would go up several points. It is that powerful and useful.
LW 18
This is a linear book but with relatively few mandatory combat, and most of them are fairly well spaced.
Two fights at Pinepeaks Abbey vs fairly low cs enemies. One in Castle Trainus (2 if you fail to evade the hounds), Ghost of Roark, and then a full EP restore. Afterwards, it is the Lavas, and Vaxagore, which you can avoid if you manage to kill him with a Bow. (High chances for players with Magi-Magic at Sun Lord.)
There is two random death chances in this book, both can be avoided with skills.
When crossing the Storn to Slovia, Assimilance or Grand Huntmastery and Kai Alchemy escapes the random death section.
When attempting to throw the sun crystal into the shadow gate. Kai Alchemy at Sun Thane, or Grand Huntmastery or Grand Nexus and Grand Pathsmanship, assuming an EP over 11 in that section.
Play Through Path (129 sections)
Grand Nexus, Grand Weaponmastery: Axe
There is few path choices in this book. The main one is when choosing to travel over Duadon or Tekaro. I tend to use the Tekaro path since it does not pass so long through hostile territory.
Having just left Ixia behind this book feels quite a bit easier, but it is not easy to complete as a first adventure, but not wholly impossible either.
Mini-adventure: Jergor from Palmyrion
This mini like Prarg's doesn't take into account that grand master rules for CS and EP are different. Jergor starting out with even 25 CS is not making any sense at all. I'd recommend a score between 15 and 20 in CS. It can be completed with lower CS.
This is a very extensive mini-adventure, and player will read quite a few of the sections. There are two important choices in this book:
Travelling to the monastery over scade or trecking through the wilderness.
Taking the detour over your home town (Chrude) before returning to Nahsor.
This book has several fairly difficult combats in the start. Most of them give money which you will need badly, weapons, or special items like the Amulet inscribed with a Rune.
After reaching Kalma (first time) the game can be quite light on combat till you reach either Chrude or Nahsor in the end. In Nahsor it is possible to find paths which with a bit of luck has no combats at all. Player can be fairly low on HP when reaching Kalma and will still have very good chances to survive.
Skill selection:
Character has 8 skill points on 6 skills.
It is recommended to have one rank in Natural Lore. Without it you are likely to starve, or will lose much of your money buying food. Benefits with taking several is slim.
Camouflage a character can be without. In my play through I passed through no sections where it was used, but some other path selections and this skills can see a fair bit of usage.
Weapon Usage I'd recommend at least 1 point into, regardless of start CS.
Swimming has a couple of uses. Some paths become very dangerous without it or low level.
Perception and Pathfinding is by far the most used skills. Pathfinding is a must if travelling through the wilderness and 1 rank of Natural Lore is also needed for that path. Recommend one or more ranks in these.
Play Through Path (98 sections):
Natural Lore: 1 Camouflage: 0
Weapon Usage: 1 Swimming: 1
Pathfinding: 2 Perception: 3
CS 18 and EP 26
Search the start room to pick up some gear. You start with nothing so generally take time to search.
There are many fatal endings in the initial location. Many exits also involves having Swimming at some rank or risk drowning. There are also paths where you fall into water unconscious and then just wake up afterwards.
I didn't hide from the riders. It costs some Endurance but they have quite a bit of coins, all weapon types, and some provisions. Then I usually enter the forest but avoid going too deep. This leads to the encounter with the bear, which nets more coins, and the amulet which is quite useful later on.
At this point the character is fairly beat up, but the bear is the last combat encounter you will face in a while, and you have the coins to buy stuff you need.
Therefore I find myself affording most things I want to buy in Kalma, before leaving. With fairly good Pathfinding and Natural Lore I find the overland Path better than the scade path, so I take it.
When faced with the scene between the Soldier and the Pulak I intervene and kill the Pulak.
Soon afterwards the visit to the Monastery and acquiring the cure. Journey back starts and soon back at Kalma.
Then there is the second path choice. I opt to avoid Chrude, time is not on my side, although there is not much difference if the detour over Chrude is chosen. Main effect is likely more combats.
So enter Nahsor which has been taken over by Zombies. I walk around the streets miracoulously avoiding combats, and find myself overlooking the Monastery which is beleaguered by the Zombies. So need to find another path there. Eventually finds a place to stay the night, and is contacted by the city guard.
Insist on completing the quest and soon find myself on the way to the Monastery underground. There are two ways to get into the Monastery from below. One involves swimming the other involves battling some Zombie rats. With fairly low Swimming I avoided that path and instead took the alternative path and battled the rats.
A hand-weapon was lost gaining entry to the Kai Monastery, I had had very little fights against Zombies so was ushered into the final scene.
LW 19
This is one of the easier books in the GM series. There are few mandatory combats. This book is not as linear as the previous books, mainly because the character often have two separate paths to choose from.
Two paths in Tyso Necropolis. Character can either stay close to Wolf's Bane or linger and be cautious, which in this case leads to more danger and combats. Quite a few passages inside the fort you will enter also splits into 2 and more passages for shorter times.
Wolf's Bane combat is easier if character has access to either:
Kai Blast (Kai Surge at Sun Lord)
Grand Weaponmastery at Sun Lord giving edged and non-magical weapons +1 EP damage/round
Both of these would circumvent the combat ratio of -4 since they work in a different way than adjusting CS.
Random death chances:
The random death risk in the valley with Dragonfiles can be avoided by not using Kai alchemy.
When faced with diffusing the bomb, and choosing to fly away instead there is a % death risk unless the player has Deliverance at Sun Knight.
If trying to get access to the fort by stowaway. No risk if you have Grand Pathsmanship and 12 or more HP.
There is one broken puzzle in this book. The one in section 210. In Red Fox edition it was also broken but in the other directions. Seems difficult to have exactly 2 named islands north of Egen. (Was 1 in Red Fox, Is 3 In Manticore).
Play Through Path (103 sections):
Deliverance, Grand Weaponmastery: Dagger
In Tyso Necropolis took the Western Arch route (to avoid traps on his path).
Used Kai Alchemy to try to traverse the gorge. (Not recommended since it is better to decline using that skill.)
Kept close to Wolf's Bane trail giving him no time to prepare anything, and for the chance of dealing out some damage and getting the Bronze Disc.
To gain access to the fortress, killed one of the armoured warriors.
Defused the time bomb. (Although fleeing would have been safer.)
A carried over character is able to avoid most troubles with little or no damage, so presently was in the banquet hall for the duel vs Wolf's Bane.
Won the fight without taking much damage (good rolling) and then sucked into Naar's Inner Sanctum.
Hopped through the Shadow Gate back to Sommerlund.
Mini-adventure: Dire III
This adventure makes some assumptions which may not necessarily be true. There is routes through book 2 which does not net you the courier's papers (albeit no honorable ones and you need the amulet of the sun to survive them), and it is likewise unlikely that you will meet Lady Shroud in book 2.
This book is also very streamlined towards the end. When reaching the final scene, all passages are either instant fail of the adventure or leading you back to the only successful path on the next section.
This book can be completed without any combats being fought, this is also reflected in the difficult rating of the book. The main way of losing this adventure is choosing an instant death section and there is quite a few of those.
Most of the monsters have fairly low CS and EP, making it not difficult to win the combats that are present.
There is even some rules quadary when fighting the Tree of Ghosts and using Anatema since it is possible to score a Killed score vs that enemy. Choosing to use the sword vs that enemy, which will be the 1st can easily be the toughest fight in the book.
Play Through Path (55 sections):
Howling Mind
Stayed calm while in the Kai Monastery. Accepted Anathema.
You are prompted if you have a Bronin Battle Axe, but I haven't ever seen that weapon.
You are also said that any item with Naar in the name is gone. But I have come across no such items in the books.
Outside the Kai Monastery, took the woods. Didn't feel like chopping through the vegation and so faced the Tree of Souls.
Defeated it fairly easy without using Anathema for a +2 spirit and a free Axe.
Investigate the camp. Selected to take out the siege engines. Used Anathema vs the Gourgaz and the Drakkarim.
Made my way without delays to Tower Zil. Choose the path looking for suspicious people.
The helghast was interested in the amulet of the sun. So exit and +3 spirit.
Made a visit to the divot and caused some conflagration in the mountain side.
The skulls caused no damage since my damage reduction was 3 and fighting on 11+ CR.
So went to the lodge.
There is no real choices or combats there (you either dire directly or finsih as mentioned above), and so finished the adventure.
Lw 20
There is one random death chance in this book, when passing through the Dragon Lord's realm. It doesn't matter which skills you have or use, you will in the end have a roll where if you roll 0 you are dead, although sometimes you will have to fail one or two other rolls first.
This is a quite linear book where Lone Wolf passes through quite a few realms to finally end up in Dazganon once again. Most of the fights can be avoided with skills or luck, but there are two difficult encounters on the main path that are mandatory. Zantaz who is immune to all psychic attacks, and Kekataag at the end. Between these two the character has a full heal if using Shamath's Potion.
Both Kekataag and Zantaz are difficult opponents and chances to beat them with a new character is slim. Still, a new character is greatly helped by being able to take the Skarn-Ska weapon and can with it handle a lot more difficult creatures than was possible in the earlier adventures.
The Temple Deep reference for the Demoneak's is not accurate since yu do not necessarily have to have met that creature there.
The Pirsi reference seems a bit odd in Avarvae's realm, although the character would only know Sebb Jarel if taking that path. But Lone Wolf would still recognize Paido and Adamas.
Play Through Path (113 sections):
Telegnosis, Grand Weaponmastery: Warhammer
In Nza'Poks realm took the ridge path and found the Blue Diamond. (This needs Telegnosis to find.)
In the Kunae's realm paddled into the river and managed to avoid the spiders and a fight with the hyena creature. Stil had my gold crowns for the riddle.
Choices in Zantaz realm tend to matter very little.
In Dragonlord realm the Blue Diamond is quite useful. I stowawayed in the net, and made the first roll for not being discovered. Was lucky to find the scarab quickly, again Telegnosis was quite useful.
In Shamath's realm took the potion.
In Avaravae's realm drank it, it is still quite easy to escape from the realm and the Tormentress.
Avoided T'zor and presently found myself in the throne room.
It is fairly easy to defeat Kekataag for a character with the Sommerswerd and all the skills except one.
Mini-adventure: Althean, Magician of Dessi
This is the back story on how the Tome of Darkness was found and recovered by the elder magi.<
I like this adventure quite a bit, it is well structured and challenging.
It starts with an investigation phase where you on one day need to find out who murdered a fellow Magician of Dessi called Sokan.
The day has 40 points on a Time Gauge and so you walk around on places of interest and does things time passes.
There are three clues that you'd want to discover before end of the day, and time is fairly tight. Skill choices also matter a bit.
To get started a character needs to use Alchemy, Evocation, Elementalism or Psychomancy in the correct place. Without these you can still succeed, but it will be a matter of rolling a high enough on random number in specific place.
The second part of the adventure becomes a lot easier if a character manages to gather all three clues. One clue is essential, the mission will fail without it and it is the clue which is hardest and most time consuming to get. To get it (the first time) also requires some alertness on behalf of the reader. One of the other clues also requires alertness and having done some specific actions before, or you will simply not be able to uncover the clue.
I'd recommend the following skills:
Either Enchantment or Sorcery. Very difficult to do this adventure without either.
Alchemy and Elementalist are quite useful. They too are fairly often used as alternatives to each other.
Psychomancy is not used a lot, but the few chances you get to use it are quite useful
Staff of Magi you will most likely want to take as well.
Evocation is not used much. Actually went unused on my play through.
Your combat skill, endurance, and will power is pre-set. You can affect these abit with item selections. This is a good thing since the adventure is well balanced for your values.
Play Through Path (87 sections):
Elementalism Evocation Mind Block Sorcery Staff of Dessi
Went to the murder scene.
Visited bed room and spoke to the air elemental.
Visted the library and went through the books
Examined the office and found the chakram.
Went to the Inn and spoke to the Vassagonian.
Was taken to their leader and spoke to him.
Visited the Purifiers and was taken to Arkhan's office.
Found the book.
Talked to the artificer and the archaeologist before leaving.
Survived the assassin attempt and went back to the Purifiers for a second chat.
Was lucky to get in on first try and spoke to the archaeologist again.
Leaving I had just enough time to reenter a second time and spoke to the artificer.
Talked to Lord Casis and went to the murderer's place with four Vakeros.
Fight. Earthquake.
Helped the family.
Went to the square and helped survivors from the ship.
Got the amulet. Left the place after helping out with a monster.
Went to the trade harbour.
Into the light house. Waited and then battled the monster.
Got a Power key and made my way to Khor.
Talked to the Vassagonians and got some help with the remaining encounters.
10: Deadly. Challenging with 50 cs (base + items + weaponmastery)
For level below: -2 cs.
0 : Easy. Challengning with 30 cs (base + items + weaponmastery)
Highest attainable cs in 13:
34 (base + random number) + 7 (items) + 8 (sommerswerd) + 5 (grand weaponmastery) = 54
Lowest possible cs in 13:
10 (base + random number) + 0 (items) + 0 (weapons) + 0 (no weapon skill) = 10
Summary (Higher number, more danger):
LW 13: 7 (Psychic grand master skills are very helpful, especially if facing the Degradon.)
LW 14: 8 (Kai surge is very helpful for this adventure since very few are immune to it, and those on the main path are all harmed by it.)
LW 15: 6 (Kai surge again very helpful since very few are immune to any psychic attacks of the mandatory enemies.)
LW 16: 7 (Kai surge again very helpful since few are immune. Cadak is immune to Psi surge and below.)
LW 17: 9 (Kai surge, Sommerswerd and having a good carried over character more or less required.)
LW 18: 7 (Kai surge again very helpful since none of the mandatory monsters are immune to it, but some of them are immune to Psi-Surge.)
LW 19: 5
LW 20: 7 (Kai surge very useful against Keekataag, useless vs. Zantaz however.)
Mini-adventures:
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.
Tennan: 6
Dire I: 8
Prarg: 0 (if using GM rules), 3 (with Kai/MagnaKai rules).
Dire II: 2
Karoth: 3 (with Shadow Armour), 8 (without Shadow Armour)
Jergor: 1 (if using GM rules), 6 (with Kai/MagnaKai rules)
Dire III: 1
Althean: 8