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Thread: [LUPO SOLITARIO] Libro XV: The Darke Crusade

  1. #16
    Ensign Jesper's Avatar
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    Queste capanne stanno per essere Lonewolfate!

    PS: sopratutto dopo quello che è accaduto nel Let's Play di Highway Warrior, mi stupisco di non aver fatto fino ad ora un uso improprio dell'emote di

    Lone



    Quote Originally Posted by 144.
    Without a rigged sail, the stinking marsh wind propels your boat along the channel at a far slower rate. Gradually you approach the cluster of huts and, as you pass before them, you see eight dwellings, each built of mud-daubed roots and thatched with rotting vegetation. They are empty but they have not been deserted. The shoreline is littered with bones, the remnants of past meals, and nearby is a crude wooden frame on which the skins of a snake and a lizard have been stretched out to dry.

    ‘It’s a Ciquali camp,’ whispers Prarg nervously, his eyes scouring the surrounding waters for the slightest sign of movement. During your travels you have heard tales about the Ciquali, none of which were favourable. They are the bane of the Hellswamp—a breed of vicious amphibians, intelligent and cunning, with a taste for human flesh that makes them especially dangerous.

    ‘Our luck’s good, Lone Wolf,’ says Prarg, as gradually the wind carries you beyond the huts. ‘The camp’s empty—they must be away hunting. Truly we’re fortunate to have come this way this time.’

    As soon as you lose sight of the settlement, you hoist the sail and catch the prevailing wind which propels you northwards along Dakushna’s Channel. You are hungry, and unless you possess Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

    To continue, turn to 322.
    Ok, le capanne appartengono agli uominimostro Messicani Ci mangiamo del Cipotle Ciquali grazie a Grand Huntmastery e ci domandiamo dove saranno questi misteriosi nemici

    Quote Originally Posted by 322.
    Gradually, over the next few hours, the level of the water rises until it covers most of the surrounding mud flats. Here and there, clumps of wire-hard briar stand isolated on tiny islands which are almost flush with the surface. They are the only features to break the dreary landscape.

    As sunset approaches, so the wind dies until there is barely enough breeze to ruffle the canvas. Stoically Prarg gathers in the mainsail and you ship the oars; then together you pull back against the scum-darkened water and continue on your way. You are watchful of the current, for this will indicate your approach to the River Gourneni, but the water is so thick with silt and slime that neither of you can be certain of its direction, or even of its existence.

    It is almost dark when finally you reach the outflow of the Gourneni. It is a sluggish confluence, jammed with deadwood and silt-banks which obstruct most of its fifty-yard width. You both realize that an attempt to navigate this river at night would be foolish, and so you decide to set up camp at the river’s edge and wait until first light before continuing.

    Using your Kai skills of detection, you scan the two river banks to determine which would be a safer place to set up camp. Unfortunately you sense little difference between the two; neither east nor west looks very inviting.

    If you decide to set up camp on the west bank, turn to 135.

    If you choose to set up camp on the east bank, turn to 84.
    Abbiamo paura dei palestinesi?
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  2. #17
    Lieutenant Commander Defender's Avatar
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    Sinistra = West = let's go there!

  3. #18
    Warrant Officer Kaluisurrr's Avatar
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    ebbasta co sta sinistra, east!

  4. #19
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    West!
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  5. #20
    Ensign Jesper's Avatar
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    Go West!

    Quote Originally Posted by 135.
    Within ten yards of the west bank the boat stops abruptly when it runs aground in the silted shallows.

    ‘Curse our fortunes,’ grumbles Prarg, peering over the side. ‘I was a’hoping we’d be lucky enough t’keep our feet dry.’ Wearily he searches through the provisions and produces a heavy rope, one end of which he proceeds to tie around the stem while you stow away the oars. Then, together, you slip into the cold knee-deep mud and begin the laborious task of hauling the boat towards dry ground.

    You encamp on a strip of frozen loam and use the upturned boat as a shelter from the elements. As night falls, so, too, does the temperature. You cast your experienced eye across the darkening skies and see banks of cloud, heavy with snow, scudding the distant horizon. They are an unwelcome sight, the precursors to a winter storm.

    Prarg volunteers to sit the first watch but, mindful that his need for rest is greater than yours, you insist that he be the first to get some sleep. For four hours you sit and scan the bleak horizon, your mind filled with unanswered questions about the mission and the dangers you have yet to face. While you ponder what may await you in the future, you remain watchful and alert, for the risk of an attack by the denizens of this swamp is ever present. Fortunately, the cold dissuades them from leaving their lairs this night and your watch passes without incident. Then the time comes for you to awaken Prarg. With a distinct lack of enthusiasm he takes over whilst you settle down to catch a few hours of much needed sleep.

    Turn to 327.
    Sto giro non abbiamo manco dovuto usare i nostri poteri mentali per falsare il lancio di una moneta!

    Quote Originally Posted by 327.
    Prarg awakens you shortly before dawn. It has been snowing during the night and the boat is covered with a thin layer of crisp white flakes. As you open your eyes, the cold air brings you swiftly to your senses, its sudden unexpected chill making you shiver violently. However, this discomfort is momentary; your Magnakai skill of Nexus rights the imbalance and a comfortable warmth returns to your frozen limbs.

    Carefully you step from beneath the boat and cast your eyes across the marsh which borders the river, now completely white. Tracks in the snow betray the nocturnal passage of several swamp creatures, but none are too large as to cause you undue concern. Prarg unpacks some provisions and, after a breakfast of dried meat, potatoes, ale, and blue cheese, you prepare the boat for your long voyage north up the Gourneni river to Bear Rock.

    By mid-morning the snow has returned and your progress is soon hampered by a whipping wind that blows persistently in your faces. Shielded by your innate skills, the sub-zero temperatures cause you little concern as tirelessly you work the oars. But Prarg is not so fortunate and, as the hours pass, the cold saps his strength until he is unable to continue rowing. Single-handedly you take over the oars whilst your guide, swathed in blankets, mans the rudder and acts as your pilot through the narrower sections of the Gourneni.

    Turn to 107.
    Abbiamo scelto la sponda senza eventi mi sa

    Quote Originally Posted by 107.
    You reach Bear Rock shortly before dusk. The landmark is a massive granite boulder, weather-worn into the shape of a huge bear standing upright with its forepaws extended. It is positioned on the west side of the Gourneni and overshadows a sheltered cove formed where, over the centuries, the river has undercut the bank. Here you bring the boat ashore and make camp for the night.

    Over your evening meal you discuss the next leg of your mission. In the morning you will hide the boat before setting off cross-country towards Magnaarn’s headquarters at Shugkona. Fifty miles of dense timberland separate you from this town and, in current conditions, you estimate it will take at least two days to reach.

    If you possess Animal Mastery and have reached the rank of Kai Grand Guardian or higher, turn to 129.

    If you do not possess this Discipline, or if you have yet to reach this level of Kai rank, turn to 88.
    Niente Animal Mastery!

    Quote Originally Posted by 129.
    Having finished your evening meal, you are faced with a difficult decision: who should take the first watch. Both of you are very tired, and after a whole day’s rowing you are less than enthusiastic about the prospect of trying to stay awake for another four hours.

    If you decide to volunteer for the first watch, turn to 309.

    If you would rather decide the matter on the toss of a coin, turn to 56.
    AHAHAHAHAHAHAHAHAHAAH!

    PS: se avessimo avuto Anal Mastery saremmo andati a un paragrafo tarrissimo
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  6. #21
    Lieutenant Commander Defender's Avatar
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    Lasciamo che decida il destinoh!

    Moneta!

  7. #22
    Warrant Officer Kaluisurrr's Avatar
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    moneta e poi bariamo con i nostri poteri mentali

  8. #23
    Lieutenant Tibù's Avatar
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    moneta!

    cmq si ricordo che magi-magic era tipo l'arte più inutile sempre doppione di alchemy
    mandale83 on PSN
    Spoiler


  9. #24
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    Vediamo se anche questa moneta è anti divination! Lasciamo che sia la sorte a decidere (o anche la death aura)
    “Perché io?”
    “Perché eri un cacciatore senza denti. Sei stato scelto per la tua rabbia, sei stato scelto per tutte le ferite che avevi subito, scelto per tutte le volte che eri stato colpito, picchiato e umiliato davanti agli altri. Scelto per la rabbia che eri costretto a tenerti dentro,per le parole che non potevi pronunciare. Scelto per la furia cieca che avvolgeva il tuo cuore come una morsa dopo ogni pugno e ogni calcio che ti veniva inferto,dopo ogni sasso che ti veniva lanciato. E per la rabbia più grande di tutte,quella che riservavi a te stesso,perché eri incapace di reagire,dato che loro erano sempre di più, e sempre più grandi, e sempre più forti. Ma se le cose cambiassero? C’è forse miglior cacciatore di chi un tempo era la preda? Qualcuno che sarebbe spinto a difendersi dalle forze oscure mandate dal mondo,che non si fermerebbe mai neppure se fossero tante, e molto più grandi e potenti di lui. Perché essendo stato un tempo preda non permetterebbe mai a se stesso di ridivenirlo. Non si arrenderebbe mai. Morirebbe piuttosto che sottomettersi. Perché tu? Perché fra tutti quelli che erano presenti quel giorno,c’era un solo cacciatore. E come ti dice la tua adorata scienza…i simili si attraggono,la presenza dell’osservatore influenza l’osservato,ed è matematico che non esistano casi e coincidenze. C’è solo…cortesia professionale.”

    Quote Originally Posted by Wolfo in ts
    Sono un materialista del culo

    Spoiler


  10. #25
    Ensign Jesper's Avatar
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    Il fato deciderà il nostro fato!

    Quote Originally Posted by 56.
    You take a Gold Crown from your money pouch, flick it in the air, and then catch it on the back of your hand. With your advanced skills it is easy for you to sense immediately what the coin is showing, but Prarg is not so gifted.

    ‘Heads or tails?’ you ask your companion.

    Thoughtfully he scratches his chin as he considers his answer.

    Pick a number from the Random Number Table.

    If the number you have picked is 0–4, turn to 117.

    If it is 5–9, turn to 298.
    Roll...5!

    Quote Originally Posted by 298.
    ‘Heads!’ says Prarg.

    You remove your hand to reveal the citadel of Holmgard stamped on the reverse side of the coin.

    ‘Never mind, Prarg,’ you say, trying hard not to sound too pleased with the way things have turned out. ‘The time’ll soon pass. Wake me in four hours and I’ll take over.’

    Prarg gathers his weapons and equipment and, while you are settling yourself down to sleep in the relative comfort of the boat, he climbs to the top of Bear Rock to begin his cold and lonely vigil.

    Turn to 250.
    Ma lol, pure lo sfottiamo

    Quote Originally Posted by 250.
    The sound of a dog growling loudly in your ear stirs you to sudden wakefulness. Instinctively you reach for your weapon, but as you do so, a set of sharp fangs closes about your wrist: lose 2 ENDURANCE points.

    Fiercely you struggle to free yourself from the vice-tight jaws of an Akataz. The war-dog hangs on to your wrist with grim determination until a blow to its neck with the edge of your left hand kills it instantly. As its body drops to the snow, you unsheathe your weapon and call out to Prarg. He replies, but his voice is distant and filled with desperation. You climb the river bank, cursing yourself for allowing your guide to take the first watch. Overcome by fatigue he must have fallen asleep, allowing a pack of marauding Akataz to fall upon you without warning.

    As you crest the bank, you see Prarg stabbing and slashing with his sword, fighting like a wild man to save himself from a dozen of the snapping, snarling war-dogs.

    ‘Quickly, Prarg!’ you shout, as you rush to his aid. ‘Stand back-to-back. Don’t let them separate us or you’re done for!’

    Wild Akataz Pack: COMBAT SKILL 40 ENDURANCE 55

    These war-dogs are especially susceptible to psychic attack. Double all bonuses you would normally receive should you decide to use a psychic attack during this combat.

    If you win the combat, turn to 176.
    E ovviamente la paghiamo istantaneamente, perchè il Karma ci odia e Prarg non sa fare la guardia

    COMBAT RATING: +10 (con Mindblast)

    Roll...3
    Lupo Solitario -2 (38)
    Cani di Modica -10 (45)

    Roll...2
    Lupo Solitario -3 (35)
    Cani di Modica -9 (36)

    Roll...3 ma che cazz
    Lupo Solitario -2 (33)
    Cani di Modica -10 (26)

    Roll...4 -.-
    Lupo Solitario -2 (31)
    Cani di Modica -11 (15)

    Roll...1
    Lupo Solitario -3 (28)
    Cani di Modica -8 (7)

    Roll...2 vabbe -.-
    Lupo Solitario -3 (25)
    Cani di Modica -9 (MORTI, PORCO KAI)

    Non parliamone più <.<

    Quote Originally Posted by 176.
    As the few remaining pack survivors slink away into the forest, you help Prarg, who has sustained several deep wounds to his arms and legs, to reach the boat. Repeatedly he apologizes for having fallen asleep while on guard but you refuse to let him take all of the blame.

    Using your innate Kai skills you tend to Prarg’s injuries and ensure that they heal without infection. He recovers quickly, but the use of your Curing skills leaves you feeling weak and tired: lose 5 ENDURANCE points.

    Turn to 215.
    Vabbe lol. E tutto perchè ce la siamo sborata che avevamo vinto a testa e croce <.<
    Spoiler


    Quote Originally Posted by 215.
    You wake with the dawn and fix a hasty breakfast before breaking camp. Within the hour you are ready to begin your trek towards Magnaarn’s stronghold at Shugkona, but first you must dispose of your boat. Prarg takes what provisions he needs; then, with his sword, he pierces several holes in the keel. You launch the boat towards the centre of the river and watch as slowly it sinks beneath the surface. The moment it disappears, you leave the river’s edge and set off into the trees.

    Deep in the forest the snowfall is light underfoot, because of the thick canopy of branches overhead, and you find the going much easier than expected. You are struck by the unexpected beauty of this dense timberland in winter, by the intricate webs of frost that trail between its blue-green branches, and by its frozen streams and waterfalls. But even as you admire it, you remain ever conscious of its dangers. Prarg leads the way, and swiftly you progress from one concealed marker to another, all having been placed by him on previous missions behind enemy lines. By using his system of hidden signposts he is able to guide you safely through a maze of Drakkarim outposts and patrol routes that riddle this timberland.

    It is nearing noon and you have covered more than twenty miles when Prarg motions you to halt: he has found something unexpected. Nailed to a trunk is a small rectangle of orange-coloured metal.

    ‘This is a Drakkarim marker,’ he says, after closer examination. ‘They use them to mark the perimeter boundaries of their forest camps. It wasn’t here the last time I came this way which means there must be a new outpost here, somewhere close.’

    ‘How close?’ you ask.

    ‘Within half a mile at most.’

    For a few moments you stop and listen to the silence of the forest. You close your eyes and concentrate, and through the use of your aural skills, you detect noises away to the north. The sounds are mixed and many, and you are unable to discern their exact cause.

    If you wish to investigate these sounds, turn to 65.

    If you choose to avoid them, turn to 189.
    Visto che le nostre "abilità auricolari" ci hanno fatto scoprire sti suoni...? O no ?

    ************************************************** ***********************
    Lupo Solitario, Sun Knight

    CS: 41 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +2 Levelup)
    --> 45 (con +4 Mindblast)
    --> 49 (con +8 Kai-Surge)

    EP: 22/42 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +4 Levelup)

    Discipline Grand Master
    - Grand Huntmastery
    - Grand Pathmanship
    - Kai-Alchemy
    - Kai-Surge
    - Kai-Screen
    - Magi-Magic

    Weapons (2): Dagger, Scarlet Warrior's Sword

    Backpack (8): Rope, Mirror, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Copper Key, Golden Key, Laumpspur (cura 4 EP), Meal

    Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1), Statuette of Zagarna, Green Key
    [Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith

    Money (50): 42 Corone, 10 Kika (10=1C), 20 Lune (4=1C)


    MORTOMETRO: XI
    - Istakillato dall'esca+party hiddato (Libro I)
    - Caduto in una trappola da caccia Giak (Libro I)
    - Inchiappato nel sonno da un agente dei Darklords (Libro II)
    - Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
    - Vittime di una Cantina (Libro IV)
    - Tentacle-raped (Libro VII)
    - Sparati da un Nano storpio (Libro VIII)
    - 1v1 con lo Zakhan Kimah (Libro IX)
    - 1v100 con il Baron Shinzar (Libro X)
    - Caduti durante la scalata ad Haagadar (Libro XI)
    - 1v1 con Vonotar all'ultimissimo sangue (Libro XI)
    ************************************************** ******
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  11. #26
    Master Chief Petty Officer
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    investighiamo!
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  12. #27
    Lieutenant Commander Defender's Avatar
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    ovviamente

    cmq mi è piaciuta la prestazione di Prarg....

    "guadda sono ezpertizzimo, come me sarai al sicuro ti guiderò ioioio, sarà come bere un bicchier d'acquah!"

    alla seconda notte di guardia BAM addormentato come l'ultimo dei niubbi -__-

  13. #28
    Ensign Jesper's Avatar
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    Quote Originally Posted by 65.
    Prarg has reservations about your decision; he fears that your curiosity could be leading you both straight into the arms of the enemy. You understand his anxiety but you stand by your decision. Time is running against you and some risks must be taken if you are to discover quickly the location of Magnaarn and the Doomstone. With a nod of his head Prarg accepts the logic of your argument. Then, as if to reaffirm his loyalty, he draws his sword and offers to lead the way.

    Cautiously you follow him through the dense trees, your nerves as taught as bowstrings. As you draw closer, you are able to make out the sounds of wood being chopped, gruff voices, and the jingle of horse bridles. Your suspicions are confirmed when you reach the edge of a clearing and see a Drakkarim encampment in the centre of recently cleared ground. Three log cabins, two only partially completed, stand in the middle of a circular ditch which is backed in turn by a chest-high wall of sharpened stakes. You count more than a hundred Drakkarim labouring to complete this forest outpost, while another fifty or so stand guard along its perimeter wall. They look well-equipped; all are clad in thick furs and studded leather armour, and they wield weapons which are unmistakably fresh from the forge.

    Illustration IV—Suddenly the door swings open and a Drakkarim officer strides out into the snow.

    Slowly you edge your way around the clearing until you are on the north side of the encampment. Here the perimeter wall has yet to be completed, affording you an unobstructed view of the cabins. You settle yourself behind a fallen tree and patiently you observe the main hut. Suddenly the door swings open, and a Drakkarim officer strides out into the snow. He pulls on his iron helm and draws his wolfskin cloak close about him as he goes off to inspect his men’s work. The door swings shut, but before it closes, you catch a glimpse of something that sparks your curiosity anew.

    Turn to 329.
    Ormai so che questi cliffhanger non condurranno mai a Paido nudo incaprettato ç_ç

    Quote Originally Posted by 329.
    Before the door closed you caught sight of a map spread out across a trestle table in the centre of the cabin. You whisper to Prarg what you have seen; then you tell him to wait for you here while you try to get a closer look at that map. It may contain a clue to Magnaarn’s whereabouts.

    Slowly you work your way across the snowy ground towards the ditch which encircles the camp. Your camouflage skills keep you from being seen by the Drakkarim sentries and you are able to reach the cover of this shallow, ice-filled trench with little difficulty. While you wait here for the chance to make a dash for the cabin, you notice two points of entry: the main door and a side window.

    If you wish to enter the cabin by the door, turn to 295.

    If you choose to enter through the side window, turn to 16.
    Lupo vede Lupo vuole

    Da dove entriamo?
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  14. #29
    Master Chief Petty Officer Rise-the-Sky's Avatar
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    Avesse avuto almeno la decenza di morire tragicamente....


    Passiamo dalla finestra va che fa + scena
    Last edited by Rise-the-Sky; 30th April 2013 at 09:37.
    spamm is life.

  15. #30
    Bortas's Avatar
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    Anche io sono per la finestra.
    LA VERITA' E' LA FUORI! MA ANCHE NO...
    Spoiler

    Spoiler


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