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

  1. #106
    Master Chief Petty Officer Rise-the-Sky's Avatar
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    Ovviamente cerchiamo loot sul cadavere.

    Cmq bello che se avessimo avuto 15 punti vita (ovvero fossimo stati feriti seriamente) passare 15 giorni a scavare non ci avrebbe provocato nessun disagio ghgh
    spamm is life.

  2. #107
    Sturm's Avatar
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    Loot of course!
    “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


  3. #108
    Lieutenant Commander Defender's Avatar
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    Lootiamo tutto il cazzo del tutto peddè!

    247

  4. #109
    Ensign Jesper's Avatar
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    You empty the dead Drakkar’s pockets and pouches, and discover the following items:

    Dagger
    Sword
    Bottle (empty)
    Bow
    2 Arrows
    Ball of String
    40 Kika (equivalent to 4 Gold Crowns)

    You are about to abandon the body when suddenly you notice something gleaming in the top of its left boot. It is a rod of silver, plain and unmarked, and little more than four inches in length. If you wish to keep this Silver Rod, mark it on your Action Chart as a Special Item which you carry in your pocket.

    Satisfied that you have overlooked nothing of worth, you turn your attention to clearing the rockfall which is blocking your escape from this landing.

    To continue, turn to 347.
    Ok gente, ricordatevi di dirmi cosa volete prendere!

    Quote Originally Posted by 347.
    With stoic determination you begin the laborious task of clearing away the rock and rubble which fills this stairwell. You are fearful that it may take you several days to reach the next level, and so it comes as a welcome surprise when, after just a few minutes work, you see a gap appearing at the top of the mound. A gust of cold, wintry air wafts through this breach, rekindling your hopes of reaching the surface. Revived by the cold clean air, you attack the rubble with renewed vigour. But then your hopes are shaken when you hear a sinister sound; behind you, something is climbing the stairs to the landing.

    If you possess Kai-alchemy and have reached the rank of Sun Knight, turn to 256.

    If you do not possess this Discipline, or if you have yet to reach this level of Kai Mastery, turn to 285.
    Chevvelodico a fare

    Quote Originally Posted by 256.
    You pause to incant the words of the Brotherhood Spell Strength and within seconds you feel the fatigue disappear from your aching muscles. A vibrant sense of power and well-being infuses your whole body, enabling you to attack the rockfall with increased effect. Soon you have removed enough debris to enable you to squeeze through the gap to a clear section of the stairwell beyond. Once here, you block the opening behind you, and then race up the steps to the level above.

    Turn to 175.
    Siamo meglio di JC Denton

    Quote Originally Posted by 175.
    Quickly you climb the stairs, spurred on by the wintry chill which grows steadily colder as you ascend. You count one hundred and fifty steps before you arrive at a chamber which is heaped with rubble. Its only door is blocked by debris and huge slabs of marble, making an immediate exit impossible. But it is not the door which commands your attention; it is a narrow circular shaft which is set into the middle of the ceiling. It is the source of the cold, wintry draught.

    Expectantly, you step closer and investigate this shaft. For the most part it is dark, but you can see glimmers of grey daylight high above, and you can hear the whistling of the wind. But you can also hear another sound, one that is quite unexpected. It is a buzzing, insectile noise. You focus upon the darkness and suddenly you see that the noises come from nests of winged insects which are fixed to the inside of the shaft.

    If you possess Grand Pathsmanship and have reached the rank of Sun Knight, turn to 240.

    If you do not possess this Discipline, or if you have yet to reach this level of Kai rank, turn to 281.
    LW, inventore del Raid

    Quote Originally Posted by 175.
    You stand directly below the shaft and focus your Kai power on the basket-sized nests that are fixed along its walls. The incessant buzzing grows steadily louder; then several lines of large wasp-like insects emerge from the nests and escape towards the sky at the top of the shaft, driven away by your mental command.

    When you feel sure that the nests are empty, you reach up and take a grip of the rough brick which lines the shaft. It offers good purchase for your fingers and toes, enabling you to climb past the nests and reach the top of the shaft in a matter of minutes.

    Turn to 300.
    Quote Originally Posted by 300.
    From the top of the shaft you look out across the sprawling ruins of Antah. You have emerged upon the flat roof of a mouldering stone crypt situated a few hundred yards from the tower by which you first entered the subterranean temple. A chill wind howls in the surrounding trees and overhead the darkening winter sky warns that night is fast approaching.

    The ruins are completely deserted. The undisturbed blanket of snow which lies thick upon the ground, hiding all tracks, sorely reminds you that fifteen precious days have elapsed since your internment. You think of Captain Prarg and wonder if he is still alive, and an empty feeling gnaws at your stomach when you pause to consider the fate which may have befallen him and his Lencian countrymen now that Magnaarn is in possession of the Doomstone. You are fearful, but you are not entirely without hope. Magnaarn believes you to be dead; it is a belief that you could use to your advantage. After all, by his own admission, did he not say that you were the only threat to his victory?

    Carefully you descend from the roof of the crypt and make your way through the forest to where, two weeks earlier, Magnaarn’s Tukodak guards were encamped. In this clearing there are no visible remains of their campsite, but diligently you sift through the ankle-deep snow, looking for clues to where they may have gone.

    If you possess Grand Pathsmanship, turn to 173.

    If you do not possess this Discipline, turn to 320.
    E siamo pure degli Sherpa da paura

    Quote Originally Posted by 173.
    Aided by your Kai skills, you uncover some tracks frozen beneath the snow. They were made by horses and wagons and are a little over a week old. There are far more than you expected to find here, and you can tell at once that they were not all made by Magnaarn’s entourage. Before he left this site and headed west, he was joined by several hundred reinforcements.

    During your search you also discover some scraps of food which you eat immediately: restore 3 ENDURANCE points. Having satisfied your curiosity, and your rumbling stomach, you decide to leave the campsite and follow the tracks westward.

    If you possess Animal Mastery and have reached the rank of Kai Grand Guardian (or higher), turn to 227.

    If you do not possess this Discipline, or if you have yet to reach this level of Kai Mastery, turn to 131.
    E per tutte queste nostre qualità, gli animali ci odiano

    Quote Originally Posted by 131.
    With mixed feelings you begin your trek through the forest. You are still hopeful of defeating Magnaarn, but you are less than enthusiastic about the prospect of having to foot-slog more than 250 miles in order to reach Darke, the city where you are most likely to find your sworn enemy.

    Pick a number from the Random Number Table.

    If the number you have picked is 0–4, turn to 216.

    If it is 5–9, turn to 46.
    Random Roll!

    Roll...6!

    Quote Originally Posted by 46.
    Stoically, you begin the difficult trek westwards through this dense timberland, following the tracks left behind by Magnaarn’s troops. At dusk you reach the forest’s edge and stare out across an open expanse of bare, snow-covered plain. There is no cover to be had here, but at least the approaching darkness will help keep you hidden from hostile eyes.

    As you emerge from the trees, by chance you notice something half-buried in the undergrowth. A closer look reveals it to be a large Drakkarim backpack. You flip open the buckles to search it and discover it contains the following items:

    Bow
    2 Arrows
    Enough food for 2 Meals
    Potion of Alether (increases COMBAT SKILL by 2 points for duration of one combat only)
    Bottle of Wine
    Bowstring

    If you wish to keep any of these items, remember to adjust your Action Chart accordingly.

    To continue your trek, turn to 103.
    Fuck Yeah, random loot! Ditemi cosa prendere

    Quote Originally Posted by 103.
    Layers of heavy snow clouds blanket the moon, and dusk quickly fades to a darkness which is total. Yet, using your Magnakai night vision, you experience no difficulties as you follow Magnaarn’s tracks across the open plain.

    Shortly before midnight you come to the banks of the River Shug, close to a small cluster of log huts which are grouped around a derelict ferry post. Your enemy’s week-old tracks lead you to the centre of this deserted settlement.

    Turn to 310.
    Col nostro culo, siamo arrivati a Silent Hill

    Quote Originally Posted by 310.
    The tracks end at a wooden jetty which juts precariously into the deep, fast-flowing waters of the River Shug. Carefully you examine the ground around this landing area, and aided by your exceptional tracking skills, you make two important discoveries. You deduce that Magnaarn and his troops boarded a barge here and headed downstream towards Darke. Also, you discover that this area was used as a mustering place for a second, far larger unit of troops. Doomwolf droppings and a Giak tooth hint at the identity of these troops, but your suspicions are confirmed when you find a bronze belt buckle which is engraved with the symbol of a fortress and a full moon. It is the symbol of the old Darklord city-fortress of Kagorst. It confirms your fears that Magnaarn has at last persuaded Kagorst to join his cause.

    Illustration XVIII—You find a bronze belt buckle engraved with the symbol of a fortress and a full moon.

    You are tired after your long trek. Rather than attempt to go any further, you decide instead to rest here in one of the empty cabins overnight and continue your journey at dawn.

    Turn to 188.
    I drakkarim hanno un casino di swag

    Quote Originally Posted by 188.
    You awake at first light and make a search of all the cabins, but they have either been despoiled by Giaks or stripped bare and you discover nothing of practical use. However, you do uncover enough scraps of food, preserved by the cold, to make quite a decent breakfast: restore 3 ENDURANCE points.

    After your meal, you gather together your equipment and set off along the river bank, heading west. The surrounding landscape is a harsh black and white desolation, devoid of all colour. The bleakness is deepened by the constant moaning wind and the occasional cawing of distant carrion crows. Five miles downstream you happen upon a hut at the edge of the river. You are expecting it to be empty, like the others at the ferry stage, so it comes as a welcome surprise to find it contains a rowboat and a pair of oars, both in good condition. Heartened by your discovery, you launch the boat into the water and begin your voyage towards Darke.

    Pick a number from the Random Number Table.

    If the number you have picked is 0–4, turn to 73.

    If it is 5–9, turn to 293.
    Un altro random Roll!

    Roll...8!

    Quote Originally Posted by 293.
    The journey downstream is swift and easy. The icy river cuts a direct path across the frozen plain before it wends its way through an expanse of low, rolling hills, blackened and scarred by war. Ruined hovels smoulder on the horizon and scores of snow-covered corpses, human and otherwise, lie where they died in a running battle that has swept like wildfire across this land.

    Shortly after midday, you see something in the distance that sets your nerves on edge. It is a group of figures, huddled together on the river bank. You magnify your vision and identify them to be Drakkarim, possibly deserters from Magnaarn’s army, who are attempting to catch fish from the river.

    If you wish to hide in the bottom of the boat and allow the current to carry you past them, turn to 108.

    If you choose to row with the current, so that you will pass by these enemy soldiers as quickly as possible, turn to 69.
    Che si fa ?

    ************************************************** ***********************
    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: 39/42 (+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, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key

    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: XII
    - 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)
    - Sparati da un vecchio storpio (Libro XV)
    ************************************************** ******
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  5. #110
    Master Chief Petty Officer Rise-the-Sky's Avatar
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    Allora prendiamo la silver road (speciale), Alether , 2 cibi e il vinello.

    Visto che non possiamo combattere spingiamo a tutta e diventiamo dei fuoribordo umani.
    E poi come si fa a dir di no al paragrafo 69 (come minimo ci troveremo di fronte a Paido nudo usato come esca per pesci)
    spamm is life.

  6. #111
    Bortas's Avatar
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    doppio
    Last edited by Bortas; 2nd May 2013 at 11:52.
    LA VERITA' E' LA FUORI! MA ANCHE NO...
    Spoiler

    Spoiler


  7. #112
    Bortas's Avatar
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    Imboschiamoci sul fondo della barca fa tanto fuggitivo, mi vengono a mente decine di filme dove le guardie frescone vedono passare una barca vuota nel fiume e non la cagano... 108

    Per l'ggettistica refulliamo le freccie, la pozza, i meal, e se avanza posto la bottiglia di vino... Cambiamo anche le 5 corone in kika non si sa mai...

    Chiaramente la silver rod la considero presa e infilata negli special.
    Last edited by Bortas; 2nd May 2013 at 11:55.
    LA VERITA' E' LA FUORI! MA ANCHE NO...
    Spoiler

    Spoiler


  8. #113
    Sturm's Avatar
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    108 anche per me, Solid in azione!
    “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


  9. #114
    Lieutenant Commander Defender's Avatar
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    Per gli item: prendiamo la Silver Rod e droppiamo la statuetta di Zagarna.

    Nello zaino mettiamo l'Alether, i due Meal e la bottiglia di vino (che male non fa!)

    Per la scelta. sono per imboscarci...

    108

  10. #115
    Ensign Jesper's Avatar
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    Solid !!!

    Quote Originally Posted by 108.
    You flatten yourself against the bottom of the rowboat and listen to the gruff voices of the Drakkarim as you draw closer to their position. You hear splashes; then suddenly there is a loud thud and the rusty tip of an arrow punches its way through the side of the boat, stopping barely inches in front of your face. You hear the enemy’s coarse laughter and you realize that they are simply using your boat for a spot of target practice. They are unaware that you are hiding inside. As you drift past them they rapidly lose interest in your craft. They put down their bows, pick up their makeshift fishing lines, and resume their efforts to catch themselves something to stave off their hunger.

    Turn to 251.
    Il classico trucco della barca randagia funziona sempre In effetti le acque sono così pericolose su Magnamund che passeranno decide di barche senza equipaggio ogni giorno, da sto ponte...

    Quote Originally Posted by 251.
    It is late afternoon when you catch sight of a town on the horizon. You check your map and discover it to be Konozod, a fortified Drakkarim stronghold. As the river carries you closer, you magnify your vision and see that it is built upon the left bank of the Shug. A huge stone bridge spans the river, and beneath this you see that the waterway is blocked by a barrier of chained logs.

    If you wish to allow your boat to drift towards this barrier, turn to 314.

    If you decide to avoid the barrier, you can put ashore and continue on foot by turning to 231.
    Che famo ?

    ************************************************** ***********************
    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: 42/42 (+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, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key, Alether (+2 CS), Meal, Meal, Wine

    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, Silver Rod
    [Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith

    Money (50): 37 Corone, 60 Kika (10=1C), 20 Lune (4=1C)


    MORTOMETRO: XII
    - 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)
    - Sparati da un vecchio storpio (Libro XV)
    ************************************************** ******
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  11. #116
    Master Chief Petty Officer Rise-the-Sky's Avatar
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    Scendiamo a terra, che dallo scontro contro le catene sommerse rischia di venir fuori una stupidissima morte.
    spamm is life.

  12. #117
    Bortas's Avatar
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    Scendiamo a terra le acque ci sono nemiche, abbiamo già avuto abbastanza fortuna con questa bagnarola, col culo che abbiamo puntano dirette alle cascate giganti del re caduto alte 1000 metri con statue ginganti ai lati che sbeffeggiano una morte così stupida...
    LA VERITA' E' LA FUORI! MA ANCHE NO...
    Spoiler

    Spoiler


  13. #118
    Lieutenant Commander Defender's Avatar
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    Sisi scendiamo, il lupo é animalo di terra non di fiume!

  14. #119
    Ensign Jesper's Avatar
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    Quote Originally Posted by 231.
    You steer the boat towards the river bank and as soon as the prow embeds itself in the mud, you disembark and make your way quickly towards two lines of ramshackle huts which are standing near the water’s edge. A narrow alley separates these hovels, and it is from here that you observe the town’s defences and try to assess how many Drakkarim are stationed within this stronghold.

    The town itself comprises a sorry collection of battle-damaged buildings, ringed by a perimeter wall of logs which is shored up in many places. Several long and bitter battles have been fought here over the past year, and everywhere you look the vivid scars of war are plain to see. The town is strangely quiet and it appears to be weakly protected. The Drakkarim garrison are few in number, and those that you have seen so far appear to be either young, old, or walking wounded.

    Night is beginning to draw in. The Drakkarim are lighting the torches which line the perimeter wall, and a change of guard is taking place at the main gate. You are considering leaving this town and continuing on your way towards Darke, when suddenly you see something which makes you change your mind.

    Turn to 50.
    Inutile che vi dica chi ci si para di fronte, nudo e incaprettato...

    Quote Originally Posted by 50.
    A ragged line of Lencian prisoners are crossing the stone bridge, escorted by a dozen Drakkarim armed with crossbows and spears. The main gates swing open to admit them, and, as the Lencians file through with their heads bowed in defeat, you see that the central square of this town has been turned into a large prisoner-of-war compound. It is enclosed by a crude fence of wire and sharpened stakes, which is patrolled by sentries and Akataz war-dogs. From what little you can see you estimate at least two hundred Lencians are being held captive here.

    The conditions are shocking. The men are being kept out in the open, without shelter or heat of any kind, and judging by the state of those already here, it looks as if the Drakkarim are purposefully starving them to death.

    Your shock soon turns to anger, and you vow to do something to help these prisoners. But before you can think through a plan of action, your Kai senses warn you of approaching footsteps. Two of the Drakkarim escort have slipped away from the line and they are now walking briskly towards the alleyway. One has a large canvas sack slung over his shoulder, and as they draw closer, you are forced to take cover in a shadowy doorway to avoid being seen.

    Pick a number from the Random Number Table. If you possess Assimilance, add 3 to your score.

    If your total score is now 4 or less, turn to 116.

    If it is 5 or more, turn to 259.
    Non abbiamo Assimilance, quindi rolliamo liscio!

    Roll...7!

    Quote Originally Posted by 259.
    The two escorts enter the alleyway and, although you are less than ten feet away from them, they fail to see you hiding in the shadowy doorway. You watch as they open the sack and proceed to pick over and divide its contents. It is filled with the spoils of battle: items of value which they have taken from prisoners or stolen from the dead.

    They laugh greedily until they hear the gruff shouts of their sergeant who is standing at the main gates, shouting out their names. Quickly they hide their booty in a hole beneath an empty horse trough; then they leave the alleyway and hurry back to the town.

    If you wish to uncover the hiding place and search the sack, turn to 323.

    If you choose instead to follow these two Drakkarim, turn to 137.
    To or not to ?

    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  15. #120
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    loot ovviamente!
    http--www.wayne2k1.com-signaturepics-sigpic4356_3.gif

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