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View Full Version : [LET'S PLAY] Lupo Solitario - Nostalgia, nostalgia canaglia: il ritorno



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Jesper
1st March 2013, 17:16
Thirty yards along on the left side of the street, you hear the sound of merriment drifting out of a large ramshackle building. There is a creaking sign above the door.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/small22.png

If you want to enter the tavern, turn to 4.

If you wish to continue along Barnacle Street turn to 83.


Direi che entriamo diretto...



The tavern is full of brigands and drunks, the good-for-nothing crews of trading ships moored at the jetty, all singing and drinking while some try their strength at arm-wrestling. All are so engrossed that nobody notices you enter. In a far corner, you see the fishermen that robbed you. They are seated at a round table covered with empty ale tankards. You know that if you are to reach Durenor in time, you must retrieve the Seal of Hammerdal and your gold.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/small2.png

If you wish to confront the fishermen, turn to 104.

If you wish to talk to the innkeeper at the bar, turn to 342.

If you wish to try to win some Gold Crowns at arm-wrestling, turn to 276.


Come procediamo?

Jesper
1st March 2013, 17:17
doppio post FTL

EDIT: è morto uein per 5 minuti o ero solo io?

Ged
1st March 2013, 17:28
Andiamo a parlare al locandiere. Magari scopriamo qualcosa o compriamo birra per i tipi e proviamo a barattare :)

-=Rho=-
1st March 2013, 17:28
276 ahah

Defender
1st March 2013, 17:30
Anche se abbiamo prurito alle mani, penso che affrontarli direttamente non sia una grande idea, visto l'ambiente malfamato...

Sentirei prima cos'ha da dire il gestore del postaccio. 342.

-=Rho=-
1st March 2013, 17:34
ma siete dei cazzoni andiamo a fare braccio di ferro pd

Bortas
1st March 2013, 17:35
342 meglio fare un pò di streetwise, tanto il tipo lo abbiamo visto, abbiamo tutto il tempo per spaccargli la faccia, magari in un posto meno affollato e con meno complici...

Braccio di ferro è troppo sgamante se ci riconosce, perdiamo il fattore sorpresa.

Defender
1st March 2013, 17:36
ma siete dei cazzoni andiamo a fare braccio di ferro pd

Noi eh? :rotfl:

Non abbiamo un cazzo di soldi da giocarci, prima recuperiamo il maltolto poi ci sfondiamo di birra e gioco d'azzardo, alla faccia della missione :sneer:

Lupoazzurro
1st March 2013, 17:44
Perdere tempo??? ma scherziamo???

104, gli sgagnamo tutti i denti, gli si svita la testa e usiamo il cranio come boccale per birra.

Jesper
1st March 2013, 17:46
OK ragazzi, bullshit check: se non andiamo adesso dal tizio non possiamo più...(ho controllato giusto per essere sicuro). Ve lo dico giusto perchè non è che il tizio scappa o altro: semplicemente LW si dimentica completamente della sua esistenza (immagino perchè sarebbe una strada cui possiamo arrivare anche se non siamo stati derubati, e quindi è un one time check only).

Immagino che questo cambi l'idea generale, però chiedo...

Faz
1st March 2013, 17:47
Boh....il barman vorrà la stecca....e forse è il pusher del trafficante di droga...un classico....braccio di ferro se giocamo la mazza....Daje!!!!!

Bortas
1st March 2013, 17:52
Per me dopo la spoilerata (anche se non ci doveva essere) direi di prendere il pescatore/ladro/trafficante è sgrandinarlo di legnate fin quando la sua faccia e il suo culo non si assomigliano in modo serio, ecchecazzo... 104

Sturm
1st March 2013, 17:54
Legnate a gogo,a maggior ragione visto che non lo si incontra più!

Jesper
1st March 2013, 17:54
Ripeto, ho spoilerato perchè è un "bug" (me ne sono accorto leggendo l'errata lol)...semplicemente riprendiamo il "percorso principale" del libro e Dever si dimentica del fatto che siamo stati derubati (e che, sopratutto, non abbiamo più il Sigillo di Hammerdal - e non so se è possibile finire con successo il libro senza lol :D)

Miave
1st March 2013, 17:55
mboh 104

Jesper
1st March 2013, 17:57
The fishermen stare at you with open mouths as if they have just seen a corpse return from the dead. Suddenly one of them kicks over the table and they make their escape through the back door of the tavern. In one bound, you leap over the table and pursue them out of the tavern, into the darkness beyond.

If you wish to continue your chase, turn to 231.

If you decide to let them go, turn to 177.


Desumo che non abbandoniamo la preda :D



The back door opens onto a small square, in the centre of which is a large tomb. The fishermen have disappeared into the gloomy streets; all that is except one who has slipped on the wet cobblestones and knocked himself out. He is lying in the gutter with his face submerged in a puddle.

You roll him over with your foot and search him. You discover 5 Gold Crowns, a Dagger, and to your great relief the Seal of Hammerdal on his finger. Mark on your Action Chart those items you take with you and continue.

If you have the Kai Discipline of Tracking, turn to 182.

If you wish to return to the tavern, turn to 177.

If you wish to study the tomb, turn to 24.

If you wish to head west along Tomb Street, turn to 253.

If you wish to head east along Watchtower Street, turn to 319.


Ok, ora che abbiamo il retcon sulla trama e possiamo finire il libro, come procediamo? :D Ci fidiamo della nostra nuova disciplina o facciamo altro?

Bortas
1st March 2013, 18:01
Tracking a manetta cazzo! La tomba minidungeon dopo. 182

Defender
1st March 2013, 18:04
Ma in questi casi penso che l'utilizzo della disciplina sia mandatory, non è che chiede "if you want to use the Kai Discipline of Tracking..." dice proprio "if you HAVE... turn to 182", quindi imho si deve usare la Discipline in automatico senza passare dal via :)

Miave
1st March 2013, 18:06
tracking.
voglio trackare amici, familiari e animali domestici di sti bastarti e bruciarli vivi

Kaluisurrr
1st March 2013, 18:10
tracking obv

Jesper
1st March 2013, 18:12
@Deffo: hai ragione lol :D



You must find shelter for the night or you will risk being arrested by the city guard. Your Kai sense tells you that the best course of action is to return to the tavern and ask the innkeeper for a room. Refreshed by a comfortable night’s sleep, you can then make plans to reach Durenor first thing in the morning.

Turn to 177.




As you re-enter the tavern, you can see that most of the sailors are clustered around the centre table to watch an arm-wrestling contest.

If you wish to enter the contest, turn to 276.

If you wish to talk with the innkeeper, turn to 342.


Ok, abbiamo 8 Corone (ci siamo anche incammellati il Pugnale)! Che si fa?

************************************************** ***********************
Lupo Solitario, Kai Aspirant

CS: 15

EP: 25/25

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking

Weapons (2): Mace, Pugnale

Backpack (8):

Special Items (12): Crystal Star Pendant

Money (50): 8

MORTOMETRO: II
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)

************************************************** ******

Kaluisurrr
1st March 2013, 18:13
Arm wrestling

-=Rho=-
1st March 2013, 18:16
276 cazzoni maledetti :D

Faz
1st March 2013, 18:17
If you wish to enter the contest, turn to 276

Defender
1st March 2013, 18:18
Stupido Joe Dever, io pensavo di backstabbare i manigoldi seguendoli come neanche Aragorn, invece ci fa tornare in taverna, no words -.-

A sto punto sfoghiamoci con un po' di arm wrestling, và.

Jesper
1st March 2013, 18:35
Si, sta parte qui è scritta un po' male a livello di flowchart...ma ora abbiamo la possibilità di fare i gradassi a braccio de fero, quindi chissene!



A grim-looking sailor is challenging all-comers to an arm-wrestling contest. He is so confident of winning that he will pay 5 Gold Crowns to anyone who beats him. As you approach his table, a serving girl whispers in your ear, ‘Be careful stranger, he is an evil man. He breaks the arms of those who lose, and murders any who beat him.’

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/small26.png

As you face the sailor across the table, bets are made throughout the tavern.

If you have the Kai Discipline of Mindblast, turn to 14.

If you do not have this skill, conduct the wrestling contest as if you were in combat. The first one to reach 0 ENDURANCE points, loses the match.

Sailor: COMBAT SKILL 18 ENDURANCE 25

When the contest is over, restore your ENDURANCE points to the same total that you had before the contest.

If you lose, turn to 192.

If you win the contest, turn to 305.


Peccato non potergli friggere la mente lol :D In ogni caso, è chiaramente di origine Sommerlundiana, dalla faccia.

COMBAT RATING: -3

Roll...6
Lupo Solitario -3 (22)
Sailor -6 (19)


Roll...1 :(
Lupo Solitario -6 (16)
Sailor -1 (18)


Roll...5
Lupo Solitario -4 (12)
Sailor -5 (13)


Roll...8
Lupo Solitario -1 (11)
Sailor -8 (5)


Roll...0 :metal:
Lupo Solitario -0 (11)
Sailor -10 (sconfitto!)



There is a shocked silence as you scoop up the 5 Gold Crowns from the table and turn to leave, but as you reach the tavern door, an ugly thug draws his sword and blocks your exit. Just as you are wondering what to do, there is a loud thud, and the man keels over onto the floor. Behind him, to your surprise stands the serving girl with a large wooden club in her hand. You thank her politely and race out of the door into the darkened street beyond.

After running for ten minutes in the dark, you spot a large stable and coach station through the gloom ahead. With the shouts of angry sailors still ringing in your ears, you quickly enter the building and spend the night safely hidden in the hay-loft.

Turn to 32.


+5 Gold Crowns!

Lone Wolf, protetto(re) di fanciulle!



You awake at dawn to the sound of a shrill cockcrow. You can see the crooked streets of Ragadorn through a veil of heavy rain beating down on the cobblestones outside. It has been six days since you left Holmgard and you are still 200 miles from Port Bax.

You are in the loft of a very large coach station. A group of green-clad men have arrived and have started to clean out one of the coaches. You overhear one of them say that the coach leaves for Port Bax at one o’clock this afternoon and that the journey will take seven days.

You are hungry and must eat a Meal here or lose 3 ENDURANCE points.

After the Meal, if you decide to approach the coachmen and ask to buy a ticket for the journey to Port Bax, turn to 136.

If you would rather descend the ladder to the street outside, turn to 238.


Ci mangiamo i ratti con Hunting, quindi np anche se non abbiamo pasti.!

Detto, questo, dove andiamo?

************************************************** ***********************
Lupo Solitario, Kai Aspirant

CS: 15

EP: 25/25

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking

Weapons (2): Mace, Pugnale

Backpack (8):

Special Items (12): Crystal Star Pendant

Money (50): 13

MORTOMETRO: II
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)

************************************************** ******

-=Rho=-
1st March 2013, 18:41
136

Kaluisurrr
1st March 2013, 18:48
chiediamo un passaggio, mettiamo a frutto quei soldi vinti

Defender
1st March 2013, 18:58
Intanto protesto formalmente perchè la cameriera ne voleva a tronchi e noi invece di infiocinarla con la sommerlundiana verga siamo scappati come checche isteriche.

Detto ciò, voto anche io per andare in carrozza.

Jesper
1st March 2013, 19:09
‘The fare to Port Bax is 20 Gold Crowns,’ says the coachman in a gruff Ragadornian accent.

If you have 20 Gold Crowns and wish to purchase a ticket, turn to 10.

If you do not have enough money for the fare, turn to 238.


mmm 20 corone non le abbiamo, ma...



Opposite the coach station is a narrow street leading to a gaming-house with a sign outside.
No Weapons Allowed Inside

You are excited by the chance of being able to win some gold and you quickly enter. Any Weapons you may have must be left with a guard at the door. You can recover your Weapons when you decide to leave.11 You are given a silver token worth 1 Gold Crown, that can only be used in this gaming-house. (You only receive the free silver token once, regardless of how many times you may enter the gaming-house.)

The entrance hall opens out into a huge room where many gambling games are in progress. One that catches your eye is called ‘Cartwheel’. At one end of a long table, an attractive young woman spins a black dish divided into ten sections marked 0–9. As the dish spins, she drops a small silver ball into it which eventually comes to rest in one of the numbered sections. Several merchants are seated around the table and they are betting heavily on the fall of the silver ball.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/ill14.png
Illustration XIV—An attractive young woman spins a black dish divided into ten sections marked 0–9.

To play ‘Cartwheel’, you must first decide the number you would like to bet on and just how many Gold Crowns you would like to stake. Make a note of these numbers and then pick a number from the Random Number Table. If you pick exactly the same number, you win 8 Gold Crowns for every 1 Gold Crown that you gamble. If the number you pick is immediately before or after the correct choice, you win 5 Gold Crowns for every 1 Gold Crown that you stake. There is a limit to how much you can win on this table: 40 Gold Crowns.

You may play as many rounds of ‘Cartwheel’ as you wish until either you lose all your Gold Crowns, or you decide to pick up your winnings (maximum of 40 Gold Crowns).

If you have lost all your Gold Crowns, turn to 169.

If you have winnings to collect, or if you wish to withdraw with what money you have left, leave the building and turn to 186.


Ok, quindi ci servono almeno 20 Corone per il biglietto...che numero scegliamo?

Ged
1st March 2013, 19:11
E facciamoci sto giro in carrozza... ma ci possiam portare la cameriera? :D

Ged
1st March 2013, 19:14
Ops ero in ritardo: io direi di puntare sul 5

Kaluisurrr
1st March 2013, 19:20
alla faccia della attractive young woman, è un mostro, comunque io direi di giocare 2 corone sul 7

Jesper
1st March 2013, 19:20
Quante corone puntiamo? Tra parentesi, ho gia rollato (prima di accorgermi che non abbiamo deciso quanto puntare lol) e so il risultato, ma ovviamente non ve lo dirò :D

EDIT: manco a farlo apposta...

Roll...6!

Abbiamo appena vinto 10 Corone! (e avremmo vinto lo stesso ammontare anche col 5 lool).

Andiamo avanti o ci accontentiamo?

Kaluisurrr
1st March 2013, 19:23
puntiamone altre 3 sul 5, se perdiamo amen, ce ne rimangono comunque 20 per comprà sto biglietto

Ged
1st March 2013, 19:26
Ok per me.

Jesper
1st March 2013, 19:27
3 Corone sul 5!

Roll...3! :(

Siamo a 20 tonde. Vogliamo tentare la sorte o andiamo a comprare il biglietto?

Ged
1st March 2013, 19:29
Io son sfigato oggi, direi di andare a prendere il biglietto :p

-=Rho=-
1st March 2013, 19:35
io continuerei a giocare almeno un altra mano , stare senza soldi non e' bello , puntiamo sul 4 :S

Jesper
1st March 2013, 19:37
Per ora c'è un voto per giocare e uno per fermarci...se volete continuare a giocare, ricordatevi di decidere su

A) quale numero

B) quante corone!

-=Rho=-
1st March 2013, 19:38
20 corne sul 4 !

Bortas
1st March 2013, 20:00
Lassamo perdè e compramo il biglietto, basta cazzeggiare...

Kat
1st March 2013, 20:07
Andiamo via prima di perdere tutto.

Defender
1st March 2013, 20:14
Compra sto ticket to ride, che sennò qua ci prende la fotta ed entriamo nel loop del gambling e non se ne esce più :D

Tibù
1st March 2013, 20:16
via via!
se non ricordo male in questo volume ci stavan dei punti dove se facevi x azioni andavi incontro a morte certa dopo un bel po di capitoli e si sukkia assai

Sturm
1st March 2013, 20:36
Andiamo via,meglio senza soldi che in debito :nod:

Jesper
1st March 2013, 20:41
Ok ce ne andiamo in gondola!



‘The fare to Port Bax is 20 Gold Crowns,’ says the coachman in a gruff Ragadornian accent.

If you have 20 Gold Crowns and wish to purchase a ticket, turn to 10.

If you do not have enough money for the fare, turn to 238.




You pocket the ticket (mark this as a Special Item on your Action Chart) and the man takes you to a coach that is waiting near the east gate of the seaport. It is empty and you take a seat near one of its circular windows. You are relieved to find that the seat is quite comfortable, for the journey to Port Bax will take seven days.

Stowing your equipment beneath the seat, you settle back in comfort and doze off.

When you awake, there are five other passengers and the journey to Durenor has already begun.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 51.

If the number you have picked is 4–6, turn to 195.

If the number you have picked is 7–9, turn to 339.


Roll...3



After nearly an hour, the coach stops at the shrine of Kalanane. It is said that this shrine is built upon the grave of King Alin, the first ruler of Durenor, and all around the shrine grow clumps of Laumspur.

If you wish to pick some of this herb, turn to 103.

If you do not, return to the coach by turning to 249.


Manco chiedo lol :D free loot is the best loot!



Laumspur is a delicious herb, much sought after in the Lastlands for its healing properties. You have picked enough for one Meal. Eating this meal will restore 3 ENDURANCE points to your total.5 (Remember to add this to your Action Chart if you possess a Backpack. Otherwise you must consume it now or abandon it.) You wrap the herb up, and return to the coach with the other passengers.

Turn to 249.


Score!



During the course of the afternoon’s journey, you chat with your fellow travellers and learn about their backgrounds.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/ill15.png
Illustration XV—You chat with your fellow travellers and learn about their backgrounds.

Sitting opposite are two brothers named Ganon and Dorier. They are knights in the Order of the White Mountain, warrior lords of Durenor who have pledged allegiance to protect the country from raids by the bandits of the Wildlands. They own a castle and land near Port Bax. Next to them sits Halvorc the merchant. His nose is swollen and his face is badly bruised thanks to Lachlan, the Overlord of Ragadorn. A little misunderstanding about port taxes lost him his cargo and most of his gold. Seated by the far door is a priest called Parsion. Like you, he is a Sommlending who has journeyed across the Wildlands by coach on his way to Port Bax. Beside you sits a young woman called Viveka. She is a mercenary adventuress who earns her gold by fighting for it, and sells her services to the highest bidder. She is returning to Port Bax having collected payment for a successful adventure in Ragadorn.

Not wishing to reveal your true identity, you have pretended to be a simple peasant. The travellers seem unaware of the war that now rages in Sommerlund.

Turn to 39.



At dusk the coach stops at an inn on the coast road to Port Bax. The cost of a room for the night is 1 Gold Crown for coach passengers and 3 Gold Crowns for anyone else. As you are about to enter, the coach driver demands to see your ticket.

If you have a ticket for the journey to Port Bax, turn to 346.

If you do not have a ticket, turn to 156.

Celabbiamo mister!



The driver nods and hands back the ticket. The inn is warm but poorly furnished. You must eat a Meal here which will cost you 1 Gold Crown unless you have a Meal in your Backpack.

The Kai Discipline of Hunting cannot be used when instructed to eat a Meal on your journey through the Wildlands, as it is a barren wasteland inhabited only by creatures called Szalls, a weak and cowardly breed of Giak.

If you can afford the 1 Gold Crown for the room, turn to 280.

If you have no money, turn to 205.


Nooo il nostro pasto curativo....NOOOOOOOO!

Per di più siamo poveri in canna e non abbiamo manco 1 Corona per la stanza lol.



The innkeeper frowns at you and points to a side door. ‘If you can’t afford a room, you can go and sleep in the stable.’

As you walk towards the exit, you feel the stare of the other passengers burning into your back. The door is slammed shut and you stand shivering in the cold night air.

Turn to 213.




213

You climb to the top of a pile of sheaves of hay and pull your warm Kai cloak around your shoulders to keep out the chill wind. You quickly fall asleep, little knowing you will never open your eyes again. One of the other passengers on the coach who is an agent of the Darklords creeps out and assassinates you in the dark chill of the night. Do you know who it was?

Your life and your quest have come to a tragic end here.


O-O

O-O

O_____________________________O

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
Macheccazz...

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRnp-2Jpv9sXbtdndBUDlHUsaR_wnMesNyndcNZoqc87KSJKtrpCQ
Rilassati, figlio mio. Sei in pace ora.

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
Kai? Che cazzo ci fai nella stalla?

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRnp-2Jpv9sXbtdndBUDlHUsaR_wnMesNyndcNZoqc87KSJKtrpCQ
Non sono nella stalla, figlio mio. Sei asceso al mio fianco.

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
Son...eh? Ehy aspetta un attimo...ora mi ricordo! CHE CAZZO VUOL DIRE CHE ARRIVA IL PRIMO FESSO E MI INCHIAPPA!

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRnp-2Jpv9sXbtdndBUDlHUsaR_wnMesNyndcNZoqc87KSJKtrpCQ
Lupo, non devi reagire cos...

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
Sono o non sono un cazzo di jedi fantasy? C'HO I POTERI MENTALI!

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRnp-2Jpv9sXbtdndBUDlHUsaR_wnMesNyndcNZoqc87KSJKtrpCQ
Si ma...

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
NIENTE MA, RIPORTAMI SUBITO GIU!

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRnp-2Jpv9sXbtdndBUDlHUsaR_wnMesNyndcNZoqc87KSJKtrpCQ
Ma...

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
GIU HO DETTO! E BASTA CON LE STRONZATE! ME LA LEGO AL DITO QUESTA EH!

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRnp-2Jpv9sXbtdndBUDlHUsaR_wnMesNyndcNZoqc87KSJKtrpCQ
Si ma sei asceso!...

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
ASCESO STOCAZZO!
E dato che ci siamo, prendo in prestito una Corona per la stanza...



You sleep deeply without being disturbed before rising at dawn, gathering your equipment, and joining the others as they board the coach.

For two days and nights, the coach follows the trade route across the flat, treeless Wildlands. It stops only to allow the driver to sleep. But on the morning of the ninth day of your quest, there is an unfortunate accident.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 2.

If the number is 5–9, turn to 108.


Roll...3 (ancora lol)



You are travelling along a narrow section of coast road which follows a dizzy course beneath high, overhanging cliffs. A rockfall has blocked the road ahead and you must stop to clear it. You are helping the driver to lever a large rock from the path of the carriage, when you hear the sound of falling rocks. A boulder crashes down from the overhanging cliff, killing the driver before you can make any attempt to save him. He was standing less than six feet away from you at the time of his death.

If you have the Kai Discipline of Sixth Sense, turn to 42.

If you do not have this skill, turn to 168.


https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
Come dicevo, poteri mentali. Cazzo.



You sense that someone is on the cliff above and that you were the intended victim of their attack. Someone is trying to kill you!

Turn to 168.


Forse è Kai che se l'è presa...



Slowly, one by one, the other travellers appear and stare in shock at the dead coachman. ‘We must bury him,’ says the priest.

You silently nod your agreement and prepare a grave in which to lay the corpse. As you all walk back to the coach, you discuss what should be done.

‘I know the road to Port Bax. I had better drive the coach,’ volunteers Halvorc.

‘I do hope we’re not blamed for his death,’ says the priest nervously.

‘It was an act of the gods,’ says Dorier.

‘I shall testify to that,’ says Ganon. ‘Lies are never spoken by Knights of the White Mountain.’

It is true that in Durenor, a true knight will speak only the truth whether for his own good or ill. His words seem to reassure the priest and you are all soon once more on the road heading towards the eastern horizon. It is late in the afternoon when you arrive at a coach station in a small coastal village known as Gorn Cove, which is mainly populated by outcasts, thieves, and Szalls.

The death of the coachman is met by the villagers with great suspicion, but Dorier’s words convince them that it was accidental.

There is only one inn at the village, a tavern known as the Forlorn Hope. Its state of disrepair is typical of all the other hovels in this poor sea village. A room for the night costs 1 Gold Crown.

If you can pay for the room, turn to 314.

If you cannot, turn to 25.


Ci risiamo...



Casting your eye around the crowded tavern, you notice that many of the local villagers are playing various gambling games. Near to the main door, a young rogue has three upturned wooden cups on the table in front of him. He spins them around and challenges anyone to point out the cup that contains a small glass marble. If they guess correctly, he will pay them double the money they have gambled.

If you have the Kai Discipline of Sixth Sense or Mind Over Matter, turn to 116.

If you do not have either of these skills, turn to 153.


https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
POTERI MENTALI CAZZO



Using your Kai Discipline, you can tell which cup hides the marble, for to you, the clay is as transparent as glass itself.7

Pick a number from the Random Number Table and add 5 to it. This equals the number of Gold Crowns that you win before the rogue suspects something is wrong and ends the game.

With gold in your purse once more, you return to the bar and hand over 1 Gold Crown for a room.

Turn to 314.


Roll...2 -.-

Abbiamo 6 Corone!



The innkeeper is a thin old man with only one eye. He hands you a key and points to a balcony opposite. ‘Number two, the red door,’ he says.

The other travellers each pay their one Crown, collect a key, and make their way across the crowded tavern floor towards the stairs.

‘We must make plans for tomorrow,’ says Dorier. The others all nod in agreement. ‘I suggest we meet here in the bar in one hour to decide what to do.’

As you close the red door of your room, for some unknown reason you recall the words of Captain Kelman when you left Holmgard harbour: ‘There is evil treachery at work and the enemy already has plans afoot to thwart your quest.’

An hour has nearly passed when your thoughts are disturbed by a knock at the door. It is the innkeeper and he is carrying a tray of hot food.
http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/ill18.png
Illustration XVIII—The innkeeper, a thin old man with only one eye, is carrying a tray of hot food.

‘With the compliments of one of your friends,’ he says, and leaves before you can ask which one. The food smells most appetizing. You have not eaten today and now you must eat a Meal or lose 3 ENDURANCE points.


If you have the Kai Discipline of Hunting, turn to 290.

If you wish to eat the hot food put before you, turn to 36.

If you do not want to eat this food, turn to 178.


Prometto che prima o poi Dever si ricorderà della parte game.



The food smells delicious, but you notice that there are two or three drops of clear liquid on the side of the plate and another on the tray. At first you suspect that it is only water, until you touch the fluid and notice that it is sticky. You recognize it as sap from the gnadurn tree, a deadly poison used by assassins because of its lack of flavour or scent. The shock of your discovery soon turns to anger and you race out of the room, intent on discovering the identity of your enemy.

Turn to 200.


Sorpresa delle Sorprese!



By the time you reach the bar, the others are all seated at a large table awaiting your appearance. Drawing closer to the table, you realize you have found your would-be assassin. You will have to attack without giving any warning to your enemy, so study your fellow travellers carefully and then make your decision.
http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/ill12.png
Illustration XII—The others are all seated at a large table waiting your appearance.

If you wish to attack the Knight of the White Mountain called Dorier, turn to 7.

If you wish to attack the merchant called Halvorc, turn to 60.

If you wish to attack the adventuress called Viveka, turn to 85.

If you wish to attack the priest called Parsion, turn to 158.

If you wish to attack the Knight of the White Mountain called Ganon, turn to 270.


Ok, sembra una scelta a cazzo matto, ma è tutt'altro! Se qualcuno ha gia fatto il libro e sa la risposta, per favore, non spoileri (questo è probabilmente l'enigma migliore della serie :D). Oltre al chi, mettete anche il perchè in spoiler, se volete!

Detto questo, vi lascio per questa serata che esco! Buona indagine!!

************************************************** ***********************
Lupo Solitario, Kai Aspirant

CS: 15

EP: 25/25

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking

Weapons (2): Mace, Dagger

Backpack (8):

Special Items (12): Crystal Star Pendant, Port Brax coach ticket

Money (50): 6

MORTOMETRO: III
- 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)

************************************************** ******

-=Rho=-
1st March 2013, 20:47
Io mi astengo perche' so , pero' siete una banda di cazzoni se avessimo pagato la stanza non saremo morti , io escluderei deffo fino alla fine di sto libro :S

Jesper
1st March 2013, 20:50
Io mi astengo perche' so , pero' siete una banda di cazzoni se avessimo pagato la stanza non saremo morti , io escluderei deffo fino alla fine di sto libro :S

Poro deffo ç_ç

Tibù
1st March 2013, 20:55
qui mi astengo, mi ricordo alla perfezione chi è il killer ç_ç

Sturm
1st March 2013, 21:11
Oh beh mi sento l'unico a non sapere una minchia...
Btw imho

il prete:
Non ha un cazzo di simbolo sacro e viene dalla nostra stessa regione,quindi dovrebbe sapere cosa è successo,in più ha quella specie di serpentino sul polso che è molto sospetto e soprattutto è l'unico che ha dei vestiti che non rispecchiano il suo ruolo di prete

Spero di non aver detto delle cagate!

Comunque Jesper m'hai fatto rotflare pesantemente alla morte per inchiappetata! :rotfl:

Lupoazzurro
1st March 2013, 21:15
Io dico

158, il monaco. ha il tatuaggio del serpente sul braccio sinistro, lo stesso tatuaggio dei marinai che han cercato di ammazzarci nei primissimi paragrafi

Ged
1st March 2013, 21:18
Yea, sgamato :D
Prete. Tatoo

Kaluisurrr
1st March 2013, 21:41
ucciderli tutti non si può?

Miave
1st March 2013, 22:31
ucciderli tutti non si può?
uccidiamo te maledetto cane emo.
"GIOCHIAMO ALTRE 3 CORONE ALLA ROULETTE, TANTO CE NE RESTANO 20 GIUSTE PER IL TICKET SE PERDIAMO!!!"

cloro al clero btw

Sturm
1st March 2013, 22:53
uccidiamo te maledetto cane emo.
"GIOCHIAMO ALTRE 3 CORONE ALLA ROULETTE, TANTO CE NE RESTANO 20 GIUSTE PER IL TICKET SE PERDIAMO!!!"

cloro al clero btw

*

Earenia
2nd March 2013, 01:50
quanta roba mi fa perdere una giornata di lavoro :D

fortuna che avete notato il serpente, io avrei detto il biondo che e' l'unico a cui si vede l'arma :D

Defender
2nd March 2013, 02:14
Io mi astengo perche' so , pero' siete una banda di cazzoni se avessimo pagato la stanza non saremo morti , io escluderei deffo fino alla fine di sto libro :S

Che c'entro io? -.-

Al limite se siamo morti poveri e pazzi é colpa dell'avido Kal!

Cmq, premesso che non mi ricordo assolutamente chi é il sicario (beh ci sta visto che li ho giocati 27 anni fa i libri :P), appoggio la scelta del prete tatuato

Jesper
2nd March 2013, 12:28
Allegria!

La risposta esatta è:

Il prete! Le motivazioni sono
1) il summenzionato tatuaggio (lo stesso che avevano i manigoldi che ci hanno aggredito al porto all'inizio del libro)
2) il fatto che la persona che ci ha consegnato il pasto avvelenato indossa un "travestimento", ma l'unico cui può appartenere il profilo è il prete


Per quanto la seconda appartenga probabilmente alla scuola di pensiero "Superman e Clark Kent non sono la stessa persona perchè uno ha gli occhiali", quando ero bambino io attaccavo sempre il cavaliere (perchè si chiama Ganon come il cattivo di Zelda) o il mercante perchè c'ha la faccia da cazzo lol :D

E invece è semplicemente di Sommerlund, probabilmente.



The priest does not seem to be surprised by your attack, and he draws a black sword from beneath his robes.

Priest: COMBAT SKILL 16 ENDURANCE 23

If you win the combat, turn to 220.


VIULENZAAA

COMBAT RATING: -1

Roll...2
Lupo Solitario -5 (20)
Priest -3 (20)

Roll...3
Lupo Solitario -4 (16)
Priest -4 (16)

Roll...6
Lupo Solitario -2 (14)
Priest -7 (9)

Roll...8
Lupo Solitario -1 (13)
Priest -9 (morto!)



Searching the body, you discover all you need to prove that he was the assassin. Inside his pockets, you find a half-empty vial of gnadurn sap, the deadly poison that was used to taint your food. Then there is a scroll written in Giak, giving details of your expected arrival in Port Bax. He must have located you at Ragadorn and hatched his murder plans there. You notice that the weapon he carries is a Darklord blade, fashioned of black steel and forged in the furnaces of Helgedad, the infernal city of the Darklords beyond the Durncrag Range. Only there in all of vast Magnamund can black steel be made. But the final proof of his true identity is the serpent tattoo on his left wrist. The harbour thugs who attempted to kill you before you had even left Holmgard bore exactly the same mark.

His purse contains 23 Gold Crowns which you may keep. Do not forget to mark them on your Action Chart.

Turn to 33.


Niente più notti nella stalla per Lupo Solitario!



The other travellers stare with horror and disbelief at what you have done. Before you can explain yourself, there is a loud crash as the front door is thrown open. In rush six armoured soldiers led by the innkeeper. They are the town guard, and the one-eyed innkeeper is screaming at them to arrest you.

If you wish to fight them, turn to 296.

If you wish to escape by the rear door, turn to 88.


Notare la cospicua assenza di "Se vuoi spiegare alle guardie cosa è successo E MOSTRARE COME PROVA L'ARMA DEI DARKLORDS CHE NON PUO' ESSERE STATA FORGIATA DA NESSUNA ALTRA PARTE SE NON NEL MONTE FATO DI SAURON DELLA MINCHIA, vai al xxx". (dev'essere una vendetta di Kai)

Ciò detto: furia berserker o teliamo :D?

************************************************** ***********************
Lupo Solitario, Kai Aspirant

CS: 15

EP: 14/25

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking

Weapons (2): Mace, Dagger

Backpack (8):

Special Items (12): Crystal Star Pendant, Port Brax coach ticket

Money (50): 29

MORTOMETRO: III
- 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)

************************************************** ******

Sturm
2nd March 2013, 12:33
Meglio telare,abbiamo il tempo contato non possiamo permetterci di finire in galera!

Defender
2nd March 2013, 12:37
Uppo la fuga strategica!

Tibù
2nd March 2013, 12:57
fuga

-=Rho=-
2nd March 2013, 13:03
88 , anche se ho il sentore che crepiamo inciampando nello stipite della porta :D

Ged
2nd March 2013, 13:03
Fuga, son 6 e siamo a metà vita.
Ah, ma possiam prenderci la spada? Il black steel mi suona figo ghgh

Jesper
2nd March 2013, 13:10
Apparentemente la lama nera dei darklords non possiamo usarla :D


ma in futuro Dever cambia idea lol


Si tela!



Although night has fallen, a full moon casts a bright light upon the village. Behind the tavern, you see a small wheelwright’s shop with two horses hitched to a hay-cart.

If you have the Kai Discipline of Camouflage, turn to 179.

If you wish to take a horse and escape, turn to 150.

If you wish to hide in the wheelwright’s shop, turn to 71.


Predator mode on



Using your Kai Discipline of Camouflage, you can hide undetected in the hay-cart until it is safe to come out.

If you wish to hide in the hay-wain, turn to 82.

If you would rather take a horse and leave the village, turn to 150.

If you wish to enter the wheelwright’s shop, turn to 71.


Vogliamo restare nascosti fino a che è sicuro uscire, o ci sentiamo avventurosi?

EP: 16

Ged
2nd March 2013, 13:17
Io farei un'avventurina :p

Tibù
2nd March 2013, 13:32
via di onda 150
max ci sarà qualche tiro di dado per vedere se ci lanciano dietro qualcosa

-=Rho=-
2nd March 2013, 13:33
150 col cazzo in mano !

Jesper
2nd March 2013, 13:44
Ok, dopo mezz'ora la scelta con più voti è darsela a gambe col cavallo!



You spur the horse along the twisting village street across a wooden bridge and up a steep path towards the crest of the cove. In the light of the moon, you catch a glimpse of a signpost pointing eastwards.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/small16.png

You ride all night without sleep. As the dawn breaks, you are greeted by a startling change of landscape. The barren Wildlands have given way to moors and waterlogged fens. And a dark shadow runs the length of the eastern horizon for as far as the eye can see. This is the Durenor Forest, the natural frontier of the mountain kingdom where it borders the untamed Wildlands. It is indeed a welcome sight.

You are no more than a day’s ride from Port Bax, but you are tired after your night ride and you must eat a Meal or lose 3 ENDURANCE Points. If you have the Kai Discipline of Hunting, you may use this skill to trap a wild moor-rat or marsh-bird for your breakfast. (You are leaving the Wildlands and heading into the Durenor Forest and may once again use Hunting to hunt for food.)

After an hour’s ride you come to a fork in the road. There is no signpost.

If you wish to take the left fork, turn to 261.

If you wish to take the right fork, turn to 334.


Se volete consultare la mappa prima di decidere, la riposto!

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/map.png

************************************************** ***********************
Lupo Solitario, Kai Aspirant

CS: 15

EP: 17/25

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking

Weapons (2): Mace, Dagger

Backpack (8):

Special Items (12): Crystal Star Pendant, Port Brax coach ticket

Money (50): 29

MORTOMETRO: III
- 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)

************************************************** ******

Miave
2nd March 2013, 13:45
corri cavallo, corri ti prego
fino a samarcanda io ti guiderò.
non ti fermare, vola ti prego
corri come il vento che mi salverò

edit: l'avevate già scelto :\

io dico DESTRA visto che l'ultima volta la destra ci ha trombato duro.

Ged
2nd March 2013, 13:50
io dico sinistra, andiamo a farci trombare duro! :D

Defender
2nd March 2013, 13:51
Sinistra (sarà contento Bortas :D) 261

Kat
2nd March 2013, 14:02
Sinistra

Miave
2nd March 2013, 14:07
capite una sega

Jesper
2nd March 2013, 14:09
Lupo Solitario 101

KILL > LOOT > GO LEFT

(può non essere sempre vero lol :D)

Si va a sx!



The road follows a course along a high, grassy ridge for many miles before turning northwards to the coast. You pass a village where the houses curve in a circle around a large pond of stagnant water. As you ride through, a gaggle of Szall children come running towards you, shouting and throwing stones.

You descend into the deep valley beyond and gradually the moor gives way to richer land that has been cleared and ploughed. The hillside opposite is heavily wooded. You are not far from the coast and you can see the tall cliffs with their multicoloured bands of rock jutting out into the ocean.

Then just as you are passing through a small copse, you hear desperate cries for help off to your right.

If you wish to aid the people in trouble, turn to 95.

If you wish to ignore their desperate pleas, continue riding along the road by turning to 198.


Ok, a parte che avevo letto "just as you are passing through a small corpse" invece che "copse"...che famo? Andiamo in soccorso dei compagni comunisti in difficoltà o tiriamo dritto come veri borghesi :D ?

Defender
2nd March 2013, 14:13
Siamo eroi o pusillanimi?

Soccorriamo!

Miave
2nd March 2013, 14:14
198.
cazzo siamo la caritas?

Vasco_Reggiando
2nd March 2013, 14:17
Salve a tutti, per me sinistra..

Tibù
2nd March 2013, 14:19
95

Vasco_Reggiando
2nd March 2013, 14:27
io dico di tirar dritto, cos' hanno mai fatto loro per noi?

Jesper
2nd March 2013, 14:28
Due voti per soccorrere, 2 per andarsene e 1 per la sinistra :D

PS: benvenuto Vasco ;) ricordando i cari vecchi tempi di Vortigern, è Berktgar dei DA :D

-=Rho=-
2nd March 2013, 14:30
198 , morissero li dove stanno

Jesper
2nd March 2013, 14:38
Lupo Solitario non ha tempo per questi barboni!



You have covered less than twenty yards when your horse rears up and bolts. You are thrown to the ground and you lose 1 ENDURANCE point. Brushing the dirt from your cloak, you curse as the animal disappears out of sight. You will have to continue your journey from here on foot.

Turn to 138.


Siamo stati puniti per la nostra hubris!

o forse abbiamo fatto bene :D




You have been walking for nearly two hours when you reach the peak of a hill and see the Durenor Forest stretched out before you. The road bears eastwards and enters the trees at a point where a large wooden tower has been built. You can see the silhouette of a soldier on guard.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/small14.png

If you wish to continue on your journey towards the watchtower, turn to 232.

If you would rather avoid the guard, make a wide detour and enter the forest further south by turning to 244.


Andiamo alla torre di guardia? O abbiam paura dei Testimoni di Geova?

************************************************** ***********************
Lupo Solitario, Kai Aspirant

CS: 15

EP: 19/25

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking

Weapons (2): Mace, Dagger

Backpack (8):

Special Items (12): Crystal Star Pendant, Hammerdal Seal, Port Brax coach ticket

Money (50): 29

MORTOMETRO: III
- 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)

************************************************** ******

-=Rho=-
2nd March 2013, 14:40
244 andiamo a funghi

Ged
2nd March 2013, 14:40
Soccorriamo! Magari c'è una bella pulzella che ci tira su... il morale :D

Edit: Azzo se sono arrivato tardi :P
In questo caso direi cmq di vedere che dicono alla watch tower, non dovrebbero essere nemici,no?

Sturm
2nd March 2013, 14:40
Andiamo alla torre di guardia,magari facendo vedere il sigillo ci scappa un rifornimento di meal e magari qualche loot utile :nod:

Vasco_Reggiando
2nd March 2013, 14:43
torre anche x me

Miave
2nd March 2013, 14:45
torre, male che vada è uno solo e lootiamo

Jesper
2nd March 2013, 14:55
Andiamo a impezzare i Testimoni di Kai!



You are less than twenty yards from the tower when the guard steps forward and demands to know your business. You notice that the soldier is wearing the red coat of a Durenese man-at-arms, and realize that you have reached the border of Durenor. You need to find some way of getting past him.

If you have the Kai Discipline of Sixth Sense, turn to 149.

If you decide to say you are a merchant on your way to Port Bax, turn to 250.

If you decide to offer him a bribe, turn to 68.

If you want to show him the Seal of Hammerdal (if you still have it), turn to 223.


Poteri mentali, via!



You can sense that this guard is a loyal Durenese soldier. If you were to attempt to bribe him, he would be likely to consider it a grave insult and attack you.

If you wish to show him the Seal of Hammerdal, turn to 223.

If you would prefer not to show it, if you do not have it, or if you wish to pretend to be a merchant on your way to Port Bax, turn to 250.


Ci riveliamo o no? :D

Sturm
2nd March 2013, 14:59
Ma mostriamogli il cazzo di simbolo,che si inchinassero a noi una buona volta!

-=Rho=-
2nd March 2013, 15:00
233 a sto punto

Miave
2nd March 2013, 15:02
223 a cazzo duro I ARE TEH HERO

Vasco_Reggiando
2nd March 2013, 15:18
guardia fatti sto sigillo della mmerdal!

Jesper
2nd March 2013, 15:20
INCHINATEVI AL SIMBOLO DELLO SHOGUN MITSOKUNIMITO!



The guard stares at the magnificent ring in awe. The legend of the Seal of Hammerdal is well known to the people of Durenor. It is said that of all the lost treasures of the Durenese, the Seal of Hammerdal is one that they would not wish returned. The guard’s anxious face shows he clearly recognizes the ring’s dreadful significance.

‘I will not hinder your urgent mission, but I cannot help you except to set you on the road for Port Bax. Continue on this forest path and you will come to a fork near a stunted oak tree. Take the left track—it is the quickest way.’

You thank the loyal guard, and push on once more into the forest. A mile or so along the road, you come to the fork and take the left track. It leads to a stone bridge across the Rymerift. The waters of the Rymerift are over one mile deep and up to two miles at its widest point. Near to the bridge you find a signpost.
Port Bax—3 Miles

You breathe a sigh of relief for you should arrive there in under an hour.

Turn to 265.


Niente loot, ma Port Brax è in vista!



At dusk on the tenth day of your quest, you experience your first sight of the magnificent city of Port Bax. Like a diamond set in the green velvet shore, the towers of the city glimmer in the pale light of a waxing moon. To the north is the harbour and the formidable war fleet of the Durenese navy. To the east, beyond the moss-covered city wall, stretches the Forest of Durenor. And there, on the crest of a hill, stands a castle tall and proud, the crowning glory of this beautiful port.

You enter Port Bax through an unguarded gate in the green city wall, and make your way through the darkening streets towards the harbour.

As you turn into a tree-lined avenue, you notice the wide stone steps of a domed building to your right. You stop to read the brass plaque.
CITY HALL

Despite the late hour, the main doors are open.

If you have the Kai Discipline of Tracking, turn to 252.

If you wish to enter the city hall, turn to 84.

If you wish to continue on your way towards the harbour, turn to 191.


Abbiamo Tracking!



You try to remember some of the stories told to you by an old Kai master called Wise Hawk. He was envoy to Port Bax for many years, and he knew and loved this city as well as any native Durenese. You recall him saying that the consulate overlooked Alin Square in the naval quadrant of the city. There is a sign to your left pointing along the avenue.
Naval Quadrant—½ Mile

Certain this is the right direction, you walk confidently along the tree-lined avenue.

Turn to 191.


Ah Falco Saggio, il nostro Maestro preferito...ci faceva sempre fare 5 minuti in più di ricreazione...



At the end of the avenue, the cobbled street turns abruptly to the right. Opposite this point is a tall, white stone building with a plaque above the door.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/small20.png

You can see that the cobbled street ends at a high stone wall. There is a large red gate in this wall and it is guarded by two soldiers. Beyond the gate, you can make out the masts of ships moored in the harbour.

If you wish to enter the port watchtower, turn to 318.

If you wish to approach the red gate, turn to 246.


Chessifa?

PS: siamo nuovamente sani!

************************************************** ***********************
Lupo Solitario, Kai Aspirant

CS: 15

EP: 25/25

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking

Weapons (2): Mace, Dagger

Backpack (8):

Special Items (12): Crystal Star Pendant, Hammerdal Seal, Port Brax coach ticket

Money (50): 29

MORTOMETRO: III
- 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)

************************************************** ******

Sturm
2nd March 2013, 15:23
Dentro la torre a cazzo durerrimo e con l'anello bene in vista,che si sbuccino le ginocchia a forza di succhiarcelo!

Vasco_Reggiando
2nd March 2013, 15:33
moar whatchtowers!

-=Rho=-
2nd March 2013, 15:33
318 , Abbiamo avuto pessime esperienze con le navi e l'acqua :S

Tibù
2nd March 2013, 15:35
318

Kat
2nd March 2013, 15:36
318

Jesper
2nd March 2013, 15:39
You are standing in a large, empty hall. Opposite are two doors, each with a brass sign above them.

If you wish to enter the door marked ‘White Passes’, turn to 75.

If you wish to enter the door marked ‘Red Passes’, turn to 62.

If you wish to leave and approach the guards at the end of the street, turn to 246.


Mmm, tutto questo è...inaspettato.

Dopo esserci rimessi in tasca l'anello facendo una faccina triste, che si fa?

Tibù
2nd March 2013, 15:41
62

-=Rho=-
2nd March 2013, 15:41
e' un 50/50 di crepare imho :D

75 vediamo come ci uccide sto dever del cazzo

Vasco_Reggiando
2nd March 2013, 15:46
la mia moneta dice testa, 75

Kat
2nd March 2013, 15:50
75

Sturm
2nd March 2013, 15:50
Red passes per me

Defender
2nd March 2013, 15:54
Mah non avendo nessuno dei due pass, io andrei a parlare con le guardie al 246

Jesper
2nd March 2013, 16:00
You enter a musty office where two men sit hunched over desks bowed beneath the weight of books and papers.

‘Good evening, sir,’ says one of the men, his long waxed moustache twitching as he speaks. ‘Sir requires a merchant’s pass?’

Before you can reply, the man passes to you a fistful of complicated forms. ‘If sir would care to sign these, I can issue sir’s pass immediately. The fee is 10 Gold Crowns.’

If you wish to sign the forms and purchase a White Pass, mark it on your Action Chart and turn to 142.

If you do not have enough money or do not wish to purchase the pass, leave this office and return to the hall by turning to 318.


A quanto pare il pass bianco è quello da mercanti. Vogliamo comprarlo per 10 Corone?

Se invece votate per tornare al 318, specificate se volete andare alla porta Red Pass o dalle guardie al 246!

Kat
2nd March 2013, 16:01
Vediamo cos e' il Red Pass e quanto costa.

Bortas
2nd March 2013, 16:03
esatto vediamo che è sto red pass

Sturm
2nd March 2013, 16:08
esatto vediamo che è sto red pass


This!

-=Rho=-
2nd March 2013, 16:08
318

Defender
2nd March 2013, 16:08
Ah beh si trattava di comprarli..

Sì vediamo cos'é il red prima.

Jesper
2nd March 2013, 16:12
Continuando sulla strada prima intrapresa, se il pass bianco è quello dei mercanti, quello rosso dev'essere quello bolscevico! Andiamo a scoprirlo :D



You enter a large room full of ledgers and files. A man wearing the uniform of a Durenese naval officer is seated opposite at a large desk. He peers at you inquisitively from behind a huge book and says, ‘You must have pressing business in the naval quadrant to apply for a red pass at this late hour. I shall need to see your access papers and proof of your commanding officer’s authorization.’

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/small8.png

If you do not have the documents he requires or do not wish to show them to him, you will have to risk showing him the Seal of Hammerdal if you possess it. Turn to 263.

If you have collected the necessary documents on your quest, turn to 126.

If you do not have either the Seal or the documents, leave the room and return to the outer hall by turning to 318.


Non abbiamo i documenti necessari...gli mostriamo il nostro gingillo?

Se invece torniamo indietro, votate per la scelta successiva: compriamo il pass bianco, o andiamo a parlare alle guardie?

Miave
2nd March 2013, 16:14
263, servirà pur a qualcosa sto cazzo di sigillo pd

Sturm
2nd March 2013, 16:16
Go sigillo!

Kat
2nd March 2013, 16:16
Parlerei con le guardie, ma dipende se poi si puo tornare a comprare il pass o no.

Defender
2nd March 2013, 16:18
*musica tradizionale giapponese*

Simbolo dello Shogun go!

Tibù
2nd March 2013, 16:21
mostriamo il sigillo :nod:

Vasco_Reggiando
2nd March 2013, 16:22
mostriamogli il gingillo..

Bortas
2nd March 2013, 16:25
Mostrare il pingone

Lupoazzurro
2nd March 2013, 16:30
Sigillo!!!

Inginocchiatevi plebei.

-=Rho=-
2nd March 2013, 16:36
http://robertoscano.info/wp-content/uploads/2008/11/tvshogun.jpg

Jesper
2nd March 2013, 16:36
http://www.antoniogenna.net/doppiaggio/anim/linvincibileshogun.jpg

EDIT: lol abbiamo linkato la stessa immagine Rho :D



The man stares at the Seal with a look of shocked dismay. Without saying a word, he gets up from his chair and beckons you to follow him up a flight of spiral stairs that lead to a domed chamber. Here you meet the captain of the port watch. He listens intently as you tell of the war in Sommerlund and of your urgent mission.

‘Issue a red pass immediately,’ he orders. ‘Top priority.’

You collect your Red Pass, leave the port watchtower, and hurry along the street towards the harbour guards. (Mark the Red Pass on your Action Chart as a Special Item.)

Turn to 246.


Robba gratis!



One of the guards steps forward and demands to see your pass.

If you have a White Pass, turn to 170.

If you have a Red Pass, turn to 202.

If you do not have a pass, you will be refused entry to the harbour. Turn to 327


Vip pass, prego.



The soldier salutes and allows you to pass through the red gate. You walk into an open square lit by the tall beacons lining the quayside. To your relief, you sight the marble pillars of the Sommerlund Consulate, and the familiar sun-flag of your country flying above it in the fresh night breeze.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/small21.png

As you climb the stone steps, you are recognized by the Sommlending guards on duty at the main door. They disappear inside and quickly return in the company of a tall grey-haired official. His anguished expression suddenly changes to a smile of joy as he beholds your ragged Kai cloak and tunic.

‘Hope beyond hope! Thank the gods that you live, Kai Lord. The scant news that has reached us from the west has caused us great alarm.’

You are ushered inside and taken immediately to the envoy of Sommerlund, Lord-lieutenant Rhygar.

Turn to 31.




Your first meeting with the Lord-lieutenant comes as something of a shock. You had perhaps half expected him to be a servile old man, as are the envoys of the southern lands that plague your King’s court with their delegations. The man clad in heavy chainmail standing before you is neither old nor servile. You are soon to learn that Lord-lieutenant Rhygar is an exceptional man.

Born of a Sommlending father and a Durenese mother, he has become something of a legend in this city. In the last decade, he has led an alliance of the nations to victory against the invading Ice Barbarians of Kalte. Wise in peace, fierce in war, you could not have wished for better company on your quest for the Sommerswerd.

Rhygar orders that a sumptuous meal be served. It is by far the best food you have tasted since the war began. During the feast, you recall the events that have brought you to Port Bax, and reflect on the daunting challenge that still lies before you. After the meal, Rhygar sends for his physician who attends to your wounds. His potions restore 6 ENDURANCE points. Then he advises you to sleep, for you are to leave with the Lord-lieutenant for Hammerdal in the morning.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/small5.png

Early next day, you are taken to an enclosed garden at the rear of the consulate where Rhygar and three of his best soldiers await you on horseback. They are to be your bodyguard and guides on the 230 mile ride to Hammerdal. The streets of Port Bax are just beginning to come to life as you ride through the town. Passing under the moss-covered city gate, you now feel confident that your mission will succeed.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 176.

If it is 5–9, turn to 254.


Rol...9



For three days and nights you have followed the highway to the capital as it runs parallel to the River Durenon. The river valley is a wide belt of rich, cultivated land that climbs towards the Hammerdal Mountains, one of the highest ranges in all of Magnamund.

It is on the morning of the fourteenth day of your quest, when six cloaked men appear at the edge of your camp. Lord-lieutenant Rhygar is the first to draw his sword. With a voice of authority he demands an explanation for their intrusion. In reply, they unsheathe black swords. Rhygar shouts to his men to prepare for combat as the cloaked strangers advance towards you.

If you have the Kai Discipline of Sixth Sense, turn to 344.

If you wish to draw your weapon and prepare to fight, turn to 69.

If you do not want to fight, you can evade by running into the woods before combat begins by turning to 183.


Mmm spade nere...chissa cosa significa!



Your Kai sense reveals to you that the strangers are Helghast, fell captains of the Darklords. They have been sent from the Darklord city of Helgedad on a mission of assassination. They have the ability to take on the appearance of humans and they are immune to normal weapons and Mindblast.

You turn to shout a warning to Rhygar as you run for the safety of the forest.

Turn to 183.


Sticazzi, a quanto pare gli Helghast sono immuni a tutte le nostre armi :/



The forest drops away steeply at the edge of your campsite, and in your haste you trip and fall headlong through the trees.

Pick a number from the Random Number Table.

If the number you have picked is 0–8, turn to 311.

If the number is 9, turn to 159.


Roll...4

E si,

il 9 è un'istadeath a sfregio




You come to rest face downwards in a tangle of thick bracken. The ringing of steel and the horrible cries of the Helghast echo through the trees around you. You are stunned and cannot move until a hand grabs your arm and pulls you upright. It is Rhygar. His face is bloodied and his armour is battered and charred.

‘We must flee these demons, Lone Wolf. Strength and steel will not avail us here.’

You glimpse the silhouette of six Helghast on the forest road above. Their minds bent on the slaughter of Rhygar’s men, they fail to see you both slip away under cover of the wooded hillside.

Turn to 299.




For six hours you run without rest. The Helghast are on the highway and you are forced to make your way through the steep and wooded foothills to avoid the risk of capture. Many times you feel that you just cannot go on, that the pain and the fatigue are too much to bear. But each time you falter, you are spurred on by Rhygar. You marvel at his endurance, for he is not a young man and he is clothed in the heavy armour of a Sommlending knight.

By nightfall, you have reached the entrance to Tarnalin, the western tunnel through the Hammerdal Mountains. The three tunnels of Durenor were excavated during the age of the Black Moon, and each tunnel is over forty miles long and passes through the huge circle of the Hammerdal Range to the capital. The tunnels provide the only access to the city.

Rhygar sits beside you and takes some bread and meat from his pack. ‘Eat this, Lone Wolf. You must sustain your strength for the journey to Hammerdal, for from here you must venture alone through the Tarnalin. I shall remain here and hold the enemy back for as long as I have the strength to fight. Do not argue—that your mission should succeed is the only thing that matters.’

If Rhygar is to hold off the Helghast, he will need a magic weapon as his own sword is of no use against the creatures.

If you wish to give him your Magic Spear so that he can defend the tunnel entrance, or if you do not possess a Magic Spear, turn to 118.

If you possess a Magic Spear but do not wish to give it to Rhygar, turn to 102.


Niente lancia magica per noi ç_ç Mi sa che il buon capitano sarà presto vittima della nostra Death Aura...(per tacere degli altri cavalieri che non credo stiano molto bene lol; son sopravvissuti 2 paragrafi dopo aver incontrato Lupo Solitario :D)



You bid Rhygar farewell and enter Tarnalin. Over a hundred feet in height and width, the tunnel runs to the capital on the far side of the Hammerdal Range, and is lit by torches for its entire length. The highway through the mountain is usually alive with the traffic of merchants to and from Port Bax, yet now the entrance and interior are deserted except for an overturned fruit wagon. As you walk deeper into Tarnalin, a doubt nags at you. Have the Helghast arrived here first?

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/ill7.png
Illustration VII—The strange creature is wearing a splendid jacket of patched leather and carrying what appears to be a spear.

You have been walking for half an hour when you see a strange creature on top of a wagon in the road ahead. It is two feet high and resembles an overgrown marsh rat. You assume it is some sort of tunnel dwelling rodent until you notice that it is wearing a splendid jacket of patched leather and carrying what appears to be a spear. As you get nearer, it suddenly turns to face you. Its whiskered nose is sniffing the air and its bright black eyes are peering into the gloom. It sees you and scampers off into the darkness of a smaller tunnel to your left.

If you have the Kai Discipline of Animal Kinship, turn to 279.

If you wish to follow this creature, turn to 23.

If you wish to ignore it and continue on your way, turn to 340.


Niente Animal Kinship :D

Quindi, seguiamo miocuggino topocane, o ce ne andiamo per i fatti nostri?

************************************************** ***********************
Lupo Solitario, Kai Aspirant

CS: 15

EP: 25/25

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking

Weapons (2): Mace, Dagger

Backpack (8):

Special Items (12): Crystal Star Pendant, Hammerdal Seal, Port Brax coach ticket, Red Pass

Money (50): 29

MORTOMETRO: III
- 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)

************************************************** ******

Bortas
2nd March 2013, 16:40
Dietro al binconiglio come dei fresconi, è ora di mazzulare... 23

-=Rho=-
2nd March 2013, 16:42
23

Miave
2nd March 2013, 16:45
follow the white rabbit

Sturm
2nd March 2013, 16:50
Lone Wolf spacca! Go a distruggere i ratti mannari

Tibù
2nd March 2013, 16:57
23 seguiamo i topi!

Vasco_Reggiando
2nd March 2013, 17:02
sisi topo.

Jesper
2nd March 2013, 17:05
Vediamo quanto è profonda la tana del Marron Topo...



You chase the furry creature as it hurries along a narrow, twisting passage for nearly ten minutes and are about to give up the chase when the passage opens out into a huge torchlit cavern. A stunning sight greets your eyes. The cavern houses an entire colony of these strange creatures, all busy sorting through and examining a vast pile of strange objects littering the centre of the hall.

If you have the Kai Discipline of Animal Kinship, turn to 144.

If you do not have this skill, turn to 295.


E due...



A creature, much larger than the others and dressed in a magnificent robe of patchwork silk, screams an order in their strange language. All of the furry creatures arm themselves with spears and swords that look as if they have been crafted from broken wagon spokes and broom handles. With a strange battle-cry that sounds like ‘Gashgiss—Nashgiss’, they charge towards you. Your curiosity soon gives way to the realization that you must evade them or be trampled to death by the sheer weight of their numbers.

You turn and sprint along the narrow corridor until their angry cries begin to fade. You reach the entrance to where the passage connects with the main tunnel, and continue your journey from there.

Turn to 340.


Nuooo niente topi amici, per noi :(



You have been walking along the deserted tunnel for a further half-hour when the highway splits in two.

If you wish to enter the left tunnel, turn to 64.

If you wish to enter the right tunnel, turn to 164.


Ah, il caro vecchio dilemma...

Ged
2nd March 2013, 17:06
left! :D

Sturm
2nd March 2013, 17:09
Mmm right,non abbiamo killato,non abbiamo lootato,potrebbe essere una trappola andare a sinistra...

instadeath incoming :sneer:

Tibù
2nd March 2013, 17:11
left
siamo fottuti

Vasco_Reggiando
2nd March 2013, 17:12
croce.. left

-=Rho=-
2nd March 2013, 17:13
164 , io e' dal primo libro che volevo animal kinship , brutti cazzoni mannari

Miave
2nd March 2013, 17:14
right

Vasco_Reggiando
2nd March 2013, 17:17
è bello notare come in situazioni del genere avere sixth sense e tracking sia utile come una seconda milza..

Jesper
2nd March 2013, 17:18
se ho contato giusto i voti siamo 3 a 3!

spoiler solo per chi ha gia giocato e si ricorda cosa succede

qui c'era un bug che è stato rimosso, quindi dovrebbe essere possibile andare avanti senza instadeath anche se non abbiamo la lancia magica o l'aiuto dei topi...se scegliamo giusto, ovviamente :D


EDIT: tracking? non servirà mica per capire dove andare! Serve per impedirci di inseguire i ladri che ci han rubato tutto! :lol:

Miave
2nd March 2013, 17:21
e fatemi andare a destra una volta ç_ç

Defender
2nd March 2013, 17:21
Destra!

Bortas
2nd March 2013, 17:22
Destra

Jesper
2nd March 2013, 17:24
E destra sia!



You have walked for nearly a mile along this deserted tunnel when you see a flight of steps cut into the rock-face to your left. They lead to a platform which runs the length of the tunnel ceiling. It is used to service the torches.

If you have the Kai Discipline of Sixth Sense, turn to 172.

If you wish to climb the steps and investigate the platform, turn to 52.

If you wish to ignore the steps and continue on your journey, turn to 256.


Sesto Senso s'è sentito chiamato in causa...



Your Kai sense warns you that there is something evil hiding in the darkness of the platform.

If you wish to climb the stone steps and confront it, turn to 52.

If you wish to sprint past the steps and platform, turn to 256.

If you want to run back to the junction and take the left path, turn to 64.


Ampia scelta! Cosa scegliamo?

Miave
2nd March 2013, 17:27
il sesto senso ci dice che è evil ma non ci dice OMG RUNNA VIA
quindi io dico cazzoduro 52

non fightiamo da troppo tempo

Ged
2nd March 2013, 17:27
Botte!!

-=Rho=-
2nd March 2013, 17:28
alà gheeer

52

Sturm
2nd March 2013, 17:28
Go a spalmargli la mazza nel culo!

Vasco_Reggiando
2nd March 2013, 17:30
se andiamo al 52 o al 256 è come se non avessimo usato l' abilità ---> ci capiteranno cose orribili. Io dico di tornare al bivio..

Bortas
2nd March 2013, 17:31
per me si salta la piattaforma magari c'è il trappolone, tanto se c'è da combattere si combatte ugualmente 256

Defender
2nd March 2013, 17:37
Io dico di affrontarlo, se sprintiamo poi ci salta in testa e siamo pure senza endurance!

52

Jesper
2nd March 2013, 17:43
FOR TEH REALM!!!!



Suddenly from out of the darkness above, there is a blood-chilling cry. You look up to see the glowing red eyes of a Helghast as it charges down the steps straight at you. You scream in terror and frantically search for a weapon.

If you have a Magic Spear, turn to 338.

If you do not, turn to 234.


Mmmm....



Before you can defend yourself, the Helghast has smashed into you and you both fall onto the highway below.

It may be some comfort to learn that your death was swift and painless. Your neck was instantly broken and you were spared the agony of the Helghast’s black fingers tearing and burning their way through your throat. The Seal of Hammerdal is now on its way to Holmgard, which will now fall to the Darklords.

Your life and your quest end here.



https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
...

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRnp-2Jpv9sXbtdndBUDlHUsaR_wnMesNyndcNZoqc87KSJKtrpCQ
...



il sesto senso ci dice che è evil ma non ci dice OMG RUNNA VIA


https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
Appunto.

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRnp-2Jpv9sXbtdndBUDlHUsaR_wnMesNyndcNZoqc87KSJKtrpCQ
Si, ma...

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
Sai cosa? Non parliamone neanche. Fixa Sesto Senso e riportami giu. Dai.

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRnp-2Jpv9sXbtdndBUDlHUsaR_wnMesNyndcNZoqc87KSJKtrpCQ
...

MORTOMETRO: IV - Fatto Bunjee Jumping senza elastico con un Helghast

Ciò detto: rimaniamo nel percorso di destra e proviamo a passare di corsa? O torniamo indietro al passaggio di sx?

Sturm
2nd March 2013, 17:46
:rotfl: :rotfl:

Vabbè dai e allora sinistra sia,sto Dever è un comunistaaah!

Vasco_Reggiando
2nd March 2013, 17:48
cose orribru! Ormai siamo sul percorso di destra.. non tutte le opzioni porteranno a morte certa..

Ged
2nd March 2013, 17:49
QQ ma qua son tutti magici e senza spear sukiamo duro ://
Proviamo a continuare senza salire.

Bortas
2nd March 2013, 17:51
Ae vabbè allora si fa dietrofront, cmq ste istadeath sono irritanti via a dinistra 64

-=Rho=-
2nd March 2013, 17:53
saltiamogli in testa col cazzo in mano

Jesper
2nd March 2013, 17:56
Ok, per ora ci sono 2 voti per tornare indietro e 2 per provare a passare di corsa; più un voto di Rho per incare di nuovo l'Helghast se non ho capito male :lol:

Defender
2nd March 2013, 17:56
Go leeeeft, life is peaciful there...

Miave
2nd March 2013, 17:59
sempre destra altra opzione.

Jesper
2nd March 2013, 18:06
Siamo 3 a 3!

Aspetto chiarificazioni sul voto di Rho o un altro voto per spezzare il pareggio :D

-=Rho=-
2nd March 2013, 18:09
la mia scelta era per il 256 , chiaro e cristallino credevo che fosse !

Jesper
2nd March 2013, 18:22
Ok, lol :D

Che olio Cuore ce la mandi buona!



You dash past the wagon and continue along the highway.

Turn to 134.


A quanto pare la cura per i nemici imbattibili è semplicemente correre lol :D


In realtà...no :D Nella versione originale di questo libro, se non avevamo la Magic Spear o Animal Kinship semplicemente non c'era modo di andare avanti lol <.< Fortunatamente l'edizione riprintata di recente ha fixato il problema.




You have covered nearly three miles when you see a group of wagons in the distance. They have been strung out across the highway to form a barricade. Soldiers in red uniforms line the roofs of the wagons and a large crowd of people have gathered behind them. You can hear their excited chatter echoing along the tunnel. As you get closer, there is a sudden silence as all eyes turn to stare at you. A detachment of ten soldiers, led by a knight whose shield bears the royal arms of Durenor, advances towards you.

If you wish to attack these soldiers, turn to 87.

If you wish to raise your hands and walk towards them, turn to 284.


Abbiamo deciso che non ci fidiamo di nessuno? O agiamo come persone composte e razionali?

Vasco_Reggiando
2nd March 2013, 18:26
peace&love

Miave
2nd March 2013, 18:29
284

la spear di merda dove si recuperava?

Earenia
2nd March 2013, 18:30
284

Jesper
2nd March 2013, 18:32
284

la spear di merda dove si recuperava?


Quando c'erano le urla dal lato della strada, se le seguivamo, trovavamo un cavaliere morto e un cadavere carbonizzato con una lancia piantata nel torace. Se prendevamo la lancia, il mostro si rianimava e dovevamo ucciderlo di nuovo.




Cautiously, the soldiers surround you and take your Weapons and Backpack. (You do not need to adjust your Action Chart.) The knight steps forward and raises the visor of his helm.

‘Who are you? What is your purpose in Tarnalin?’ he demands in a gruff voice.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/ill17.png
Illustration XVII—The knight is Lord Axim of Ryme, commander of King Alin’s personal bodyguard.

You tell him that you are a Kai Lord from Sommerlund on an urgent mission to King Alin. He seems unconvinced by your words until you show him the Seal of Hammerdal. Then, without hesitation, he orders his men to return your belongings and ushers you through the wall of wagons. Beyond, you can see a horse-drawn carriage waiting in the centre of the crowded tunnel.

‘Back to Hammerdal without delay,’ he orders the driver, and you are thrown back in your seat as the coach moves off at breakneck speed.

You soon learn that the knight is Lord Axim of Ryme, commander of King Alin’s personal bodyguard. He was on his way to Port Bax when the Helghast entered Tarnalin. He and ten soldiers were the only ones to survive a deadly encounter with these evil creatures.

During your ride through the Tarnalin, you must eat a Meal or lose 3 ENDURANCE points. The journey to the capital will take five hours and you are advised by Lord Axim to get some rest. As you slowly drift off to sleep, you begin a dream about the Sommerswerd. You picture a triumphant return to Holmgard and the defeat of the Darklord siege. Perhaps it will be a good omen of events to come?

Turn to 9.




It is early morning on the fifteenth day of your quest when you open your eyes to the breathtaking spectacle of Hammerdal, the mountain city. The capital of Durenor, unlike other cities in the Lastlands, does not need man-made fortifications. The encircling peaks of the Hammerdal Range offer a far more secure protection to the people within.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/ill1.png
Illustration I—The King’s Tower, a magnificent structure of glass and stone.

The carriage speeds through the lush farmlands surrounding the city with its many towers and wide streets. On a hill in the very centre of Hammerdal stands the King’s Tower, a magnificent structure of glass and stone. As the carriage halts at the tower gates, you suddenly realize for the first time that as a wielder of the Sommerswerd, your destiny is to become part of the oldest legend of the Lastlands.

Turn to 196.




King Alin IV sits alone in his domed tower, viewing his mountain domain through one of the many portals of tinted glass. You and Lord Axim are formally announced as you enter the chamber, and you respectfully bow to his Majesty. Then, Lord Axim removes the Seal of Hammerdal from your finger and walks over to the King’s side. (Remember to erase the Seal of Hammerdal from your Action Chart.) For nearly an hour they talk, their sombre faces reflecting the seriousness of the situation. There is a short pause of silent meditation, and King Alin suddenly rises from his throne and addresses you for the first time.

‘Alas, the Darklords have woken once more, and once more does Sommerlund come in search of our aid. I had prayed that my reign would be remembered as a time of peace and fulfilment, but in my heart I knew it was to be otherwise.’

The King removes a golden key from the pocket of his white robe and inserts it in a marble dais standing in the centre of the chamber. A gentle humming fills the room, as the stone cover slides back to reveal the hilt of a golden sword.

‘Take the sword, Lone Wolf. It is foretold that only a true son of Sommerlund can release the powers that lie within its blade.’

As you grasp the glowing hilt, a tingling sensation runs up your arm and radiates throughout your body.

If you have the Kai Discipline of Sixth Sense, turn to 79.

If you do not possess this skill, turn to 123.


Vediamo cosa ha da dire Sesto Senso di utile...



The power coursing through your body so overwhelms your senses that you become oblivious to your surroundings. You instinctively raise the blade above your head where a shaft of sunlight suddenly catches upon its very tip and floods the chamber with a blinding white glow. At that moment the true power of the Sommerswerd is revealed to you.

This weapon was forged long before the Sommlending, the Durenese, or the Darklords dwelt in the Lastlands. Its makers were of a race that men would now call gods. To release the power that it contains, only a Kai Lord may wield it. Should it be used in combat by anyone who is not a Kai Lord, its power will fade and be lost forever.

When used in combat, the Sommerswerd will add 8 points to your COMBAT SKILL (10 points if you possess the Kai Discipline of Weaponskill with swords). It has the ability to absorb any magic that is used against its bearer, and it doubles the total of all ENDURANCE points lost by undead enemies (e.g. Helghast) in combat. It is the only weapon in all of Magnamund that can kill a Darklord, and for this reason the Darklords are bent on thwarting your quest.

You now realize you hold the only power in Magnamund that can save your people. Slowly the light starts to fade and you become aware of Lord Axim’s hand upon your shoulder.

‘Come, Lone Wolf, there is much to prepare for your return to Sommerlund.’

You sheathe the Sommerswerd in its jewelled scabbard and follow Lord Axim as he leaves the King’s chamber.

Make the necessary adjustments to your COMBAT SKILL total now that you possess the Sommerswerd.3 Note the powers of the sword under the Special Items section of your Action Chart.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/ill5.png
Illustration V—At that moment the true power of the Sommerswerd is revealed to you.

Turn to 40.


http://25.media.tumblr.com/tumblr_m7u9k29T4N1ry0akno1_500.gif

:sweetjesus:

Ok, Kai aveva parecchia roba da farsi perdonare in effetti...



The muster of the army and the preparation of the Durenese fleet takes fourteen days to complete, during which time you remain as a guest of the king in Hammerdal. As each day passes, you despair for your besieged countrymen of Holmgard and pray that they have enough strength to resist the Darklords until you return.

Every day of your reluctant exile you devote long periods to exercise and meditation. You are also visited by a Durenese herbwarden called Madin Rendalim, who is famous throughout the Lastlands for his knowledge and skill in the healing arts. He restores all the ENDURANCE points you may have lost so far on your adventure, and he gives you a potent Laumspur potion that will restore 5 ENDURANCE points if swallowed after combat. (Mark this under Backpack Items on your Action Chart.)

He is also the bearer of some sad news. The body of Lord-lieutenant Rhygar was found in the forest near to the entrance to Tarnalin. He was killed by Helghast.

If you have the Kai Discipline of Sixth Sense, turn to 97.

If you do not possess this skill, turn to 242.


Abbiamo Sesto Senso. E ovviamente, Rhygar è morto 5 paragrafi dopo averci incontrato. DEATH AURA!



You have noticed during your rigorous training exercises with the Sommerswerd that your Kai Discipline of Sixth Sense has become more sensitive than ever before: you knew exactly what Madin Rendalim’s sad news was long before he actually told you. You may find that your improved Sixth Sense will be an important advantage upon your return to Holmgard.

Turn to 152.


Ovviamente, questo significa che quando Dever si dimenticherà di Sesto Senso, la cosa sarà ancora più grave :hidenod:



It is early in the morning of the thirty-third day of your quest, when you ride into Port Bax with Lord Axim at your side.

The preparations for war have been completed. The galleons of the Durenese war fleet lie at anchor in the harbour, impatiently awaiting the order to set sail for Sommerlund. On board each ship are many brave soldiers from the mountain kingdom, a tough army of skilled warriors, eager to face the Darklords in battle. Each man has sworn to avenge their besieged allies, or die in the attempt.

You are to sail back to Holmgard aboard the flagship Durenor, a warship whose great curving prow and tall masts emphasize its sheer power and strength. You and Lord Axim are taken aboard and welcomed by Admiral Calfen, commander of the fleet, and then the fleet prepares to set sail.

In less than an hour, the harbour lies far behind you. The domes of Port Bax are now merely dots on the horizon.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 216.

If the number is 4–6, turn to 49.

If the number is 7–9, turn to 193.


Roll...7



The voyage to Sommerlund is one of ill omen. Deep black storm clouds gather on the horizon, and a fierce wind relentlessly torments the restless sea. At night, great bolts of lightning tear open the darkness, followed by a rolling thunder so loud that it shakes every timber of the flagship. Many of the soldiers aboard the fleet are mountain-dwellers, unaccustomed to the shift of the sea. By the third day, over half their number are so ill as to be unable to stand. Lord Axim is close to despair.

‘How I pray that this storm will lift, for even if the fleet arrives intact, I fear our men will be too weak to break the enemy.’

Then, as if in answer to his prayer, the dawn of the next day heralds an end to the raging storms. But the calm waters now surrounding the fleet contain a danger far greater than any storm.

Turn to 100.


Chtulhu?



A veil of sea fog has rolled across the still ocean from the broken spine of land known as the Kirlundin Isles. Strange dark shapes hide within this mist. They are growing larger, and slowly the distinct outlines of ships become plain.

‘Prepare for battle!’ The admiral’s cry is repeated along the many decks of the Durenese fleet.

‘All hands on deck!’

As the black ships approach through the fog, a horrific sight befalls you. They are death-hulks, sunken ships crewed by the living corpses of drowned sailors. They have been summoned to the surface by great wizardry, and they are closing for battle. Suddenly the fog vanishes, and you can now see that the death-hulks bar the entrance to the Holmgulf. In the centre of the line is their sinister flagship. Swiftly it sails towards you, a huge ram protruding from its black prow. As it rips its way through the hull of the Durenor, you hear the admiral’s last desperate order.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/ill6.png
Illustration VI—Their sinister flagship swiftly sails towards you, a huge ram protruding from its black prow.

‘Abandon ship!’

You are now in the thick of the enemy fleet and the Durenor is sinking fast.

If you wish to jump onto the deck of the death-hulk flagship, turn to 30.

If you wish to dive into the sea and try to swim to another Durenese ship, turn to 267.


Assaltiamo la nave nemica? O saltiamo in acqua?

************************************************** ***********************
Lupo Solitario, Kai Aspirant

CS: 23 (Sommerswerd +8)

EP: 25/25

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking

Weapons (2): Mace, Dagger

Backpack (8): Potion of Laumpsur (cura 5EP)

Special Items (12): Sommerswerd!, Crystal Star Pendant, Port Brax coach ticket, Red Pass

Money (50): 29

MORTOMETRO: III
- 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)

************************************************** ******

-=Rho=-
2nd March 2013, 18:42
acqua cattiva , andiamo 30

Kaluisurrr
2nd March 2013, 18:53
assaltiamo assaltiamo, tanto sono non-morti, con la spada nuova gli apriamo il culo

Miave
2nd March 2013, 18:59
se saltiamo in acqua O troviamo il kraken O dobbiamo gettare via tipo tutto quello che abbiamo, spada compresa, o affoghiamo.

30 e urliamo PER IL POTERE DI GRAYSKULL

Defender
2nd March 2013, 18:59
Dobbiamo sperimentare la Spada del Sole immediately, 30 a spanare culi non-morti!

Kat
2nd March 2013, 19:00
Abbiamo l'arma uber, andiamo a spaccare tutto.

Tibù
2nd March 2013, 19:03
assaltiamo!!! spada del sole vs zombie si fan disastri

@io ho la versione vecchia de Traversata Infernale,ho bestemmiato in cinese quando mi son trovato davanti gli helghast e la lancia l'avevo lasciata a rygar...(quando ci stava il tipo agonizzante prima di port bax lo si doveva aiutare,era un helghast che stava x schiattare x via della lancia nello stomaco appunto :o)
obv controllo animale MAI cagato in nessun lupo solitario,è sempre stata l'ultima skill che ho preso ahah

Defender
2nd March 2013, 19:05
ah Jesper, non che cambi granchè tanto d'ora innanzi useremo sempre la Spada del Sole e mai più le altre armi sdozze, però penso vada segnata sotto Weapons (e solo i poteri vadano scritti negli Special Items), in pratica dovremmo scartare un'arma imho.

Vasco_Reggiando
2nd March 2013, 19:10
facciamo strage di scheletri griggini!

Bortas
2nd March 2013, 19:10
Massacrooo!!! E la prossima abilità è +2 alle armi (spada) così seghiamo il tutto cazzo del tutto... All'arrembaggio 30!!!

Miave
2nd March 2013, 19:10
se avessimo recuperato la lancia per darla al tizio crepava uguale come uno stronzo?

Ged
2nd March 2013, 19:32
Menamo!

Jesper
2nd March 2013, 19:45
ah Jesper, non che cambi granchè tanto d'ora innanzi useremo sempre la Spada del Sole e mai più le altre armi sdozze, però penso vada segnata sotto Weapons (e solo i poteri vadano scritti negli Special Items), in pratica dovremmo scartare un'arma imho.


In realtà è un "Oggetto speciale di tipo: Arma"


[3] (Section 79) The Sommerswerd is a weapon-like Special Item. The +10 COMBAT SKILL bonus referred to for Weaponskill is a combination of the +8 COMBAT SKILL that the Sommerswerd grants naturally and +2 for Weaponskill with Short Sword, Sword, or Broadsword (as each of them grant proficiency with the Sommerswerd). It is not an additional bonus. When used in combat, treat it like a one-handed sword, regardless of Weaponskill bonus. The text or footnotes will always remind you to double your enemy’s ENDURANCE point loss if it is undead.


La differenza è che a volte perderemo tutte le nostre armi, ma manterremo gli oggetti speciali ;)


se avessimo recuperato la lancia per darla al tizio crepava uguale come uno stronzo?

Hovvioh...LW: se lo conosci, lo eviti!

Comunque sia, è ora di spaccare culi!



You land on the rotting timbers and crash straight through to the deck below. You are unharmed by the fall, but the stench of decay that fills your nostrils is overwhelming. You clamber up and unsheathe the Sommerswerd. Four ghastly zombies stagger out of the gloom, their twisted hands extended towards your throat. You must fight them as one enemy.

Zombie Crew: COMBAT SKILL 13 ENDURANCE 16

They are undead creatures, so remember to double all ENDURANCE points that they lose due to the power of the Sommerswerd. They are immune to Mindblast.

If you win the fight, turn to 258.


:lazar:

COMBAT RATING: +10

Roll...9 :metal:
Lupo Solitario -0
Zombie Crew INSTAKILL

:megusta:



The stench of the ship is making you choke. You lose 1 ENDURANCE point. You must get out of this vile hold or you will suffocate.

If you have the Kai Discipline of Sixth Sense, turn to 272.

If you wish to climb through the shattered deck, turn to 17.

If you wish to leave the hold through a door in the far wall, turn to 5.


Vediamo cosa ci dice il nostro "Sesto Senso+++"



Someone or something is approaching the door of the hold from the other side. If you climb out through the shattered deck, you will leave your legs vulnerable to attack from below and there is no other way out. You sense that it is an evil creature of some considerable power. Raise the Sommerswerd and prepare for combat.

Turn to 5.


SURPRISE, MADDAFAKKA!



The door bursts open and in rushes a Helghast, its black sword raised. You strike the creature as it enters the hold and open a terrible gash in its chest. It lets out a hideous cry but although badly wounded, it leaps forward to attack you. You must fight this creature to the death.

Wounded Helghast: COMBAT SKILL 22 ENDURANCE 20

It is an undead creature. Double all ENDURANCE points that it loses, due to the power of the Sommerswerd. It is immune to Mindblast. If you kill the creature, you may leave via the open hold door.

Turn to 166.


IT'S PAYBACK TIME!

COMBAT RATING: +1

Roll...2
Lupo Solitario -4
Wounded Helghast -10

Roll...5
Lupo Solitario -2
Wounded Helghast -16 (morto!)



You make your way up a flight of stairs and onto the crowded deck. Fierce battle rages all around you as the Durenese fleet is engulfed by the rush of ghostly death-hulks. Suddenly a flash of searing flame shoots from a tower at the rear of the death-hulk you are on, and explodes into the side of a Durenese warship less than fifty yards away. You watch with horror as soldiers leap from the deck, their clothes and hair in flames.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/ill10.png
Illustration X—Soldiers leap from the deck, their clothes and hair in flames.

If you wish to investigate the tower, turn to 328.

If you wish to escape from this ship, jump overboard by turning to 267.


Come procediamo :D ?

************************************************** ***********************
Lupo Solitario, Kai Aspirant

CS: 23 (Sommerswerd +8)

EP: 20/25

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking

Weapons (2): Mace, Dagger

Backpack (8): Potion of Laumpsur (cura 5EP)

Special Items (12): Sommerswerd!, Crystal Star Pendant, Port Brax coach ticket, Red Pass

Money (50): 29

MORTOMETRO: III
- 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)

************************************************** ******

Ged
2nd March 2013, 19:49
Berserk! Andiamo a spaccare i culi anche nella torre!

Earenia
2nd March 2013, 19:50
328 need moar loot

Vasco_Reggiando
2nd March 2013, 19:52
328

Kaluisurrr
2nd March 2013, 19:53
andiamo a spaccare la torre, anche se lo vedo rischioso dato che sta nave potrebbe affondare da un momento all'altro

Bortas
2nd March 2013, 19:55
torre torre!!!

-=Rho=-
2nd March 2013, 19:56
328

Lupoazzurro
2nd March 2013, 20:10
....i soliti torrettari.

spacchiamo tutttooohhhhhh che ciabbiamo l'arma ML10

Sturm
2nd March 2013, 20:15
Che cazzo mi sono perso!

Go nella torre spada sguainata e urlando a squarciagola: yippie kay yay motherfucker!

Defender
2nd March 2013, 20:20
Avete già risposto in 50 ma aggiungo il mio contributo, andiamo a chargiare in faccia al fottuto caster nella torre :metal:

Jesper
2nd March 2013, 20:34
CHARGEEEEEEEEEE!



Two zombies try to block your passage but you cleave them in half with one sweep of the Sommerswerd. You are at the foot of the tower and you can now see a hunchbacked man in crimson robes above you. He wears a tall, curved tokmor, a magician’s head-dress. It bears the emblem of a serpent. In his right hand is a black staff.

If you have ever been given a Crystal Star Pendant, turn immediately to 113.

If you have the Kai Discipline of Tracking, turn to 204.

If you wish to climb the tower and attack the hunchback, turn to 73.

If you wish to escape from this ship by jumping overboard, turn to 267.


Ehy! Banedon ci diede il cristallo di luna!



He is Vonotar the Traitor, renegade wizard from the Magicians’ Guild of Toran. He is a master of the black arts and now possesses great power which the Darklords themselves have given him. It was his agents who tried to assassinate you during your quest, and it is he who commands the death-hulk fleet. Destroy Vonotar and you will destroy the evil force that gives power to the death-hulks and their crews.6

You may climb the tower and attack Vonotar by turning to 73.

If you do not wish to risk your life against this powerful magician, escape from this ship by jumping overboard and turning to 267.


Direi che la volontà popolare è piuttosto chiara :D FOR TEH REALM!!!



The climb is very difficult, for you have only one free hand—the other holds the glowing hilt of the Sommerswerd.

You eventually reach the rim of the tower and quickly hook a leg over the narrow ledge. You are about to jump into the tower and attack when a thin voice makes you freeze.

‘How I shall delight in the irony of your death, Lone Wolf.’

The sorcerer is standing in the far corner of the tower, his left hand pointing at your head. ‘Your quest has failed, Lone Wolf. Now you must die!’

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/small9.png

A blinding flash of orange flame shoots from his hand towards your face.

Turn to 336.




In a fraction of a second, the searing burst of flame changes direction in mid-air and is drawn towards the blade of the Sommerswerd. The bolt of energy disappears into the golden blade like water into a drain. (You remember that the Sommerswerd has the power to absorb magic. This power has saved you from certain death.)

The sorcerer curses you, pulls a jewel from his ornate tokmor, and throws it at your feet. There is a flash of flame and a cloud of choking green gas billows up in your face, filling your nostrils with its acidic smell. You are forced to jump to the deck below to avoid the poisonous gas, and you just catch a glimpse of the sorcerer as he frantically paddles a small boat away from the death-hulk flagship.

If you wish to dive into the sea and swim after him, turn to 109.

If you wish to fight your way back to a Durenese warship, turn to 185.


Inseguiamo a nuoto? O cerchiamo di tornare sulla nave Durenese?

************************************************** ***********************
Lupo Solitario, Kai Aspirant

CS: 23 (Sommerswerd +8)

EP: 24/25

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking

Weapons (2): Mace, Dagger

Backpack (8): Potion of Laumpsur (cura 5EP)

Special Items (12): Sommerswerd!, Crystal Star Pendant, Port Brax coach ticket, Red Pass

Money (50): 29

MORTOMETRO: III
- 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)

************************************************** ******

Ged
2nd March 2013, 20:36
Uhm acqua è male.
Torniamo sulla nave.

Sturm
2nd March 2013, 20:42
Minimo affoghiamo,tanto ci sarà sicuramente occasione di farlo nuovamente fuori! Puliamo il resto della nave! 185!

Kaluisurrr
2nd March 2013, 20:42
direi di non strafare, 185

Earenia
2nd March 2013, 21:00
uppo il 185

Jesper
2nd March 2013, 21:10
As you race along the corpse-littered deck, two Drakkarim warriors emerge from a doorway and attack you by surprise. You must fight them one at a time.

Drakkar 1: COMBAT SKILL 17 ENDURANCE 25

Drakkar 2: COMBAT SKILL 16 ENDURANCE 26

You may evade at any stage of the combat by diving into the sea. Turn to 286.

If you kill them both in combat, you can then jump to the deck of a nearby Durenese ship by turning to 120.


DRAKKAR I
COMBAT RATING: +6

Roll...3
Lupo Solitario -3
Drakkar 1 -8

Roll...4
Lupo Solitario -2
Drakkar 1 -9

Roll...5 (lol)
Lupo Solitario -2
Drakkar 1 -10 (morto)

DRAKKAR II
COMBAT RATING: +7

Roll...8
Lupo Solitario -0
Drakkar 2 -16

Roll...1 :(
Lupo Solitario -4
Drakkar 2 -7

Roll...6
Lupo Solitario -1
Drakkar 2 -12 (morto)

Ok...nonostante i tiri mostruosamente sfigati abbiamo segato entrambi i Drakkar!



Luck is with you, for you land safely on the deck of the Kalkarm, a Durenese warship. The soldiers here have been involved in a desperate battle but have fought off the enemy and are cutting the grappling ropes that hold the ship to a death-hulk. From out of the smoke strides Lord Axim, his face bloodied and his shield badly scarred.

‘Thank the gods you are alive, Lone Wolf. The fight has been bitter and our losses are high, but I am heartened indeed to see you standing before me now,’ he says and leads you to the ship’s rail. ‘Look yonder, their flagship is ablaze.’

Through the fog of war you can see that the huge death-hulk is slowly sinking beneath a plume of dense black smoke. The Kalkarm is eventually freed and slowly it manoeuvres out of the tangle of wreckage. A wind begins to stir, filling its tattered sails and carrying away the smoke of battle. Lord Axim orders the Royal Arms of Durenor to be hoist aloft so that other ships can rally to the Kalkarm. For the first time since the battle began, you can now see the other Durenese ships. It is an amazing sight for as the enemy flagship sinks beneath the waves, so every death-hulk on the horizon returns to its watery grave.

‘Their sorcery is broken. We have won this battle,’ says Lord Axim. And within a few minutes, not one of the death-hulks remains afloat.

Turn to 225.




Seventy Durenese warships left Port Bax, but only fifty now enter the Holmgulf. The battle has claimed many brave men including Admiral Calfen, who died aboard the flagship Durenor, the first ship to be sunk. But despite the heavy loss, a great victory has been won, a victory which inspires the Durenese soldiers with new strength so that the past ordeal of both the voyage and the battle are now forgotten. As their optimism and determination return, all are eager to reach Holmgard and raise the siege.

It is dusk on the thirty-seventh day of your quest when you sight the spires of Holmgard on the horizon. The city still stands defiantly against the army of Darklords, although constantly under siege. Flickering in the darkness you can see the small fires which burn throughout the capital. A confident Lord Axim joins you at the prow.

‘The moonless sky will aid us this night. We shall enter the harbour unseen. Come the dawn, my men will scatter the wretched foe like dead leaves upon the wind of a storm.’

As you enter Holmgard harbour at the head of the Durenese fleet, you unsheathe the Sommerswerd and prepare to fulfil your destiny.

Turn to 350.




Holmgard has suffered much since your departure. Many of the shops and houses you remember passing on your way to the quay, are little more now than heaps of ashes. The Darklords’ army with their evil engines of war surround the walls, and the flaming arcs of fireballs shooting through the air continually light the night sky as they rain down on the streets below. The people fight the fire as best they can, but they are hungry and exhausted and close to surrender. At first, as it enters the harbour, the fleet is mistaken for the enemy and cries of despair can be heard all along the quay. But as the first of the soldiers set foot in the city and unfurl the royal arms of Durenor, the news of your return spreads quickly. The cries of despair have changed to a chorus of cheers: ‘The Kai Lord has returned.’

You are standing at the top of the great watchtower, high above the main gate of the city, when the first light of dawn creeps slowly over the horizon. Thousand upon thousand of the black-clad enemy are massed around the city wall, huddled like beetles in the trenches that cover the plain. In the midst of this horde, a great red tent has been erected bearing the symbol of a broken skull. It is the mark of Zagarna, Lord of Kaag, a Darklord of Helgedad. His great ambition is the destruction of Holmgard; his fiercest desire to lead his army to victory over the House of Ulnar and claim Sommerlund for his own.

But victory is not to be his this day. Raising the Sommerswerd high above your head, a shaft of dawn sunlight catches upon the tip of the golden sword and a brilliant flash of blinding white flame runs the entire length of the blade. The power of the Sommerswerd electrifies you. Your senses reel and now your body reacts instinctively. You lower the Sommerswerd and point the blade towards the tent of Lord Zagarna. There is a mighty roar as the power of the sun-sword is unleashed in a searing white beam. The tent explodes and a brilliant fireball of white flame mushrooms skyward. A long and terrible cry rends the air. It is Lord Zagarna. The leader of the evil army is no more.

http://www.projectaon.org/en/xhtml-less-simple/lw/02fotw/ill20.png
Illustration XX—There is a mighty roar as the power of the sun-sword is unleashed in a searing white beam.

Gripped with fear and panic, the vast black army rise up and run in chaos from the city wall. The impossible has happened, their invincible master is slain. Again the Sommerswerd has returned to defeat them. The army and the allies of Durenor ride out of the city gates in pursuit of the panic-stricken enemy as they run blindly towards the Durncrag Mountains. The victory is yours. Holmgard is saved and the murder of the Kai has finally been avenged.

But for you, Lone Wolf, a life of high adventure has only just begun. A new challenge awaits you and the Sommerswerd in Book Three of the Lone Wolf series:

The Caverns of Kalte


STATUS: DRAGON BALL Z :D

Ottime notizie truppa! Abbiamo completato il 2° libro, con solamente 2 instamorti! L'obbiettivo per il 3° è riuscire ad abbassare la nostra media :D

Come al solito, non dimenticate di VOTARE PER LA NUOVA DISCIPLINA!

E se avete delle curiosità in sospeso, fatevi sotto per il GIOCO DEL SE FOSSE!

Questa la nostra scheda finale.

************************************************** ***********************
Lupo Solitario, Kai Aspirant

CS: 23 (Sommerswerd +8)

EP: 25/25

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking

Weapons (2): Mace, Dagger

Backpack (8): Potion of Laumpsur (cura 5 EP)

Special Items (12): Sommerswerd!, Crystal Star Pendant, Port Brax coach ticket, Red Pass

Money (50): 29

MORTOMETRO: IV
- 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)

************************************************** ******

Sturm
2nd March 2013, 21:19
GG a noi,certo m'aspettavo un combattimento un poco più serrato,l'istakill dello stronzo è stata lo stesso priceless!

Per quanto riguarda il talento io sono con Bortas a favore di Weaponskill (sword)

Per il gioco: so che è scontata come risposta,ma saremmo mai riusciti ad ammazzare il maghetto che ci è sfuggito prima sulla nave? O saremmo morti affogati e nudi come vermi?

Earenia
2nd March 2013, 21:25
Weaponskill sword o il fottutissimo Animal Kinship lol

se fosse... troppa roba sto giro lol

Lupoazzurro
2nd March 2013, 21:29
io voto per Mindblast.

è ora di iniziare a tirare i furmini dal culo!! :lazar:

Defender
2nd March 2013, 21:35
Weaponskill con la spada FTW.

SE FOSSE: cosa succedeva se avessimo forzato la box nella cabina del capitano? E cosa c'era dentro?
(sono via e non riesco a controllare il libro :P)

Jesper
2nd March 2013, 21:38
Per il "Se Fosse...", se ci buttavamo in acqua all'inseguimento di Vonotar


arrivava un Kraan che ci raccattava dall'acqua e ci portava via in volo, ma riuscivamo a liberarci e cadevamo sullo scafo della nave al 120 lol


Se invece aprivamo il forziere del capitano


venivamo punti da un ago avvelenato e schiattavamo lol :D con Mind Over Matter evitavamo l'ago e scoprivamo che dentro il forziere c'erano semplicemente gli ordini segreti del capitano di scortarci a Durenor.


A proposito di strade che non abbiamo intrapreso


alla fine potevamo incontrare come nave fantasma quella del capitano di qui sopra, e dovevamo pure ammazzare il suo culo zombie lol

Kat
2nd March 2013, 21:49
Animal Kinship

Vasco_Reggiando
2nd March 2013, 22:16
Lets go dps, sword mastery!

-=Rho=-
2nd March 2013, 22:55
animal fucking kinship

Miave
3rd March 2013, 00:22
animal troiamaiala kinship
cosa ce ne famo del +2 se tanto oneshottiamo uguale con la excalibur

Ged
3rd March 2013, 00:54
Animal cosolà :D Concordo che siamo già ubbah con la spadona :)

-=Rho=-
3rd March 2013, 01:44
iL fatto e' che non si crepa mai nei combat manco con l'ascia di pelo di culo capra a patto di non rollare una tripletta di zeri , sono le svolte a destra che ci fotto :D

Defender
3rd March 2013, 01:57
Ma insomma non é detto, ogni tanto mi ricordo che c'erano dei combattimenti ignoranti, però in effetti con la spada jedi ora siamo ipersgravi da quel lato e dobbiamo cercare di evitare le instadeath, quindi va benissimo pure animal bliblerium.

Tibù
3rd March 2013, 11:11
io resto per il +2 weapon skill :nod:

Jesper
3rd March 2013, 12:12
Animal Kinship: 6 (Earenia, Kat, Rho, Miave, Ged, Defender)

Weaponmastery (Sword): 5 (Bortas, Sturm, Earenia, Vasco_Reggiando, Tibu)

Mindblast: 1 (Lupoazzurro :forever:)

A quanto pare il buon Lupo si è allenato con la Spada si è dato alla pastorizia, prima di partire per Kalte!

LIBRO 3, SERIE KAI: THE CAVERNS OF KALTE
http://upload.wikimedia.org/wikipedia/en/c/cd/Cavernskalte.jpg



You are Lone Wolf—last of the Kai Lords. Shocking news has just reached your homeland that Vonotar the Traitor still lives and now rules over the Ice Barbarians of Kalte.

The King has vowed to your people that Vonotar will be brought to justice for his crimes. But it is a promise that only you can fulfil.

In The Caverns of Kalte, you must brave the terrible dangers of the ice kingdom in your quest to capture your most hated foe. But be warned! It is a challenge that will test your skill and endurance to the very limit.


THE STORY SO FAR...



The Story So Far…

In the northern land of Sommerlund, it had been the custom for many centuries to send the children of the Warrior Lords to the monastery of Kai. There they were taught the skills and disciplines of their noble fathers.

You are Lone Wolf, and you are now the last of the Warrior Lords of Sommerlund. One year ago, the ancient enemy of your people—the Darklords of Helgedad—suddenly invaded Sommerlund and completely devastated the Kai Monastery. All of the Kai warriors were in attendance for the feast of Fehmarn, and all except you were massacred.

You fought your way to Holmgard, the capital of your country, where the King sent you upon a desperate quest for help. Your mission was fraught with great danger, for Sommerlund had been betrayed by one of its own magicians—Vonotar the Traitor. His agents sought to kill you at every opportunity, but your skill and strength defeated their evil aims. You returned to Holmgard at the head of a great fleet—the allies of Durenor—and destroyed the Darklord army that besieged your capital.

Much of Sommerlund was ruined by the war. The rich farmlands were laid waste and many towns were razed to the ground. But the Sommlending are a tough people and were undaunted by the enormous task that lay ahead. They set about the rebuilding of war-torn Sommerlund with such determination that now, one year later, few of the scars of war remain visible.

For the crucial part that you played in the victory, the King has bestowed upon you the rank and title of ‘Fryearl of Sommerlund’, a rare honour for one so young. The ruins of the Kai Monastery and much of the surrounding lands are now ‘Fryelund’ under your protection.

Work to rebuild the monastery was about to commence when disturbing news from the north prompted the King to summon you to the capital. Many merchants, returning from the summer trading expeditions to Kalte, told of the fall of the Brumalmarc—the leader of the Ice Barbarians. The description of the hunchbacked magician who has succeeded the fierce Brumalmarc fits only one man—Vonotar the Traitor.

After the defeat of the Darklords, Vonotar escaped to the frozen wastes of Kalte. He made his way to the ice fortress of Ikaya where, through deception, he tricked the cruel Brumalmarc into adopting him as his magician. It was a mistake that was to cost the barbarian leader his fortress and his life.

The news that Vonotar still lives spreads like wildfire throughout Sommerlund. Thousands of Sommlending surround the capital and demand that Vonotar be made to pay for his treachery. So great is the outcry that the King is obliged to promise that the evil traitor will be brought back to Holmgard, and made to stand trial for his crimes.

For you, Lone Wolf, the King’s promise is the start of a quest that will pit you against a hated foe, deep within the hostile Caverns of Kalte.



EQUIPMENT TIME!



Equipment

Before leaving the northern port of Anskaven, you are escorted to the City Hall and equipped with special winter boots, a tunic, a fur-lined cloak, and mittens. You are given a Map of Kalte and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may now enter this number in the ‘Gold Crowns’ section of your Action Chart. (If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total of any Crowns you may already possess. Remember you can only carry fifty Crowns.)

Before you set sail, you are given the choice of the following items (in addition to those you already possess, but remember you may only carry two weapons). You may take any two of the following:

- Sword (Weapons)
- Short Sword (Weapons)
- Padded Leather Waistcoat (Special Items). This adds 2 ENDURANCE points to your total.
- Spear (Weapons)
- Mace (Weapons)
- Warhammer (Weapons)
- Axe (Weapons)
- Potion of Laumspur (Backpack Items). This restores 4 ENDURANCE points to your total when swallowed after combat. There is only enough for one dose.
- Quarterstaff (Weapons)
- Special Rations (Meals). This counts as one meal. (See ‘How to Use Your Equipment’ before deciding.)
- Broadsword (Weapons)

List the two items you choose on your Action Chart, under the heading given in brackets, and make a note of any effect it may have on your ENDURANCE points or COMBAT SKILL.


Roll...7!

Abbiamo 17 Gold Crown extra da spendere con le prostitute pinguine.

Come al solito, prima di partire, qualche parola di incoraggiamento dal buon Joe:



Kai Wisdom

Your mission will be fraught with great danger, for Kalte is a bleak and hostile land and your foe is a master of cunning. Use the map to help you plot your course to the ice fortress of Ikaya. Make notes as you progress through the story, for they will be of great help in future adventures. Many things that you find will aid you during your adventure. Some Special Items will be of use in future Lone Wolf adventures and others may be red herrings of no real use at all, so be selective in what you decide to keep.

There are many routes to the ice fortress of Ikaya, but only one will enable you to capture Vonotar and return to Sommerlund with the minimum of danger. A wise choice of Kai Disciplines and a great deal of courage should enable any player to complete the mission, no matter how weak his initial COMBAT SKILL or ENDURANCE points score. Successful completion of previous Lone Wolf adventures is not essential for the success of this quest.

The betrayal of your country can be avenged by bringing the traitor to justice.

Good Luck!


E si parte con la prima scelta!



Even before you accepted the task of bringing Vonotar to justice, preparations were being made for your voyage to Kalte. The captain of the Sommlending warship Cardonal, having returned from a long Kaltersee patrol, was ordered to await your arrival at Anskaven. During the night, food, ice equipment, and Kanu-dog teams were taken on board. The mission was highly secret—only senior members of the crew were told the true nature of the voyage that lay ahead.

The plan is to set you ashore at Halle Bluff, drop anchor, and await your return. An élite team of trusted guides will lead you from the bluff to Ikaya. Once inside the ice fortress, you are to hunt down and capture Vonotar, and then return with your guides to the ship. Your mission must be accomplished within thirty days at most, for winter is closing in and no ship can withstand the grip of the Kalte pack-ice. If you do not return in time, the captain will be forced to set sail without you.

For six days, the Cardonal sails across the stormy Kaltersee without running into a storm; but every day the temperature steadily drops until a layer of ice covers the decks. On the morning of the seventh day, the snow-capped island of Tola is sighted on the horizon. Soon after, a light wind rises from the east.

At first, there appears to be little danger, but within half an hour a furious blizzard is blowing, and all sight of land quickly vanishes in the scudding drift. All day the furious gale rages. Tremendous winds slice the tops of the huge grey waves and water crashes over the decks, masts, and rigging of the ship, freezing almost immediately into solid ice. The sides of the ship become several feet thick with seawater. It is not until early evening that the weather clears, and although the wind still blows strongly, the force of the gale is spent.

http://www.projectaon.org/en/xhtml-less-simple/lw/03tcok/small1.png

You are soon to discover that the gale has blown the ship nearly thirty miles off course, along the lip of the Ljuk ice shelf. You know that to return to Halle Bluff would waste a precious day, so you decide to land on the ice shelf and start your mission from there.

As the last of the Kanu-dogs are carried ashore, your guides tell you of the two possible routes to Ikaya from here. The first route involves a hundred and thirty mile trek to Cloudmaker Mountain and then, following the difficult terrain of the Viad Glacier, a further hundred miles must be covered before you arrive at the ice fortress. The alternative route involves a longer journey of nearly one hundred and eighty miles into the Hrod Basin, followed by a trek of a hundred miles through Storm Giant Pass to Ikaya. Even if the weather and your luck hold good, either route will involve ten days of hard trekking before you reach your goal. You should consult the map of Kalte before making your decision.

If you wish to attempt the shorter, but more difficult Viad Glacier route, turn to 160.

If you wish to take the longer, but easier Hrod Basin and Storm Giant Pass route, turn to 273.


Ah, il grande classico: strada corta ma ardua, o lunga ma facile? Per decidere al meglio, ecco la Mappa di Kalte! E non dimenticate di scegliere quali 2 oggetti prendiamo su!

http://www.projectaon.org/en/xhtml-less-simple/lw/03tcok/map.png

************************************************** ***********************
Lupo Solitario, Kai Guardian

CS: 23 (Sommerswerd +8)

EP: 25/25

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking
Animal Kinship

Weapons (2): Mace, Dagger

Backpack (8): Potion of Laumpsur (cura 5 EP)

Special Items (12): Sommerswerd!, Crystal Star Pendant, Port Brax coach ticket, Red Pass

Money (50): 46

MORTOMETRO: IV
- 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)

************************************************** ******

Sturm
3rd March 2013, 12:37
Per me strada corta ma difficile, siamo dei cazzo di Jedi abbiamo sbaragliato un esercito, che sarà mai un po' di difficoltà!
Per quanto riguarda gli item:

Prenderei l armor e la special rations a meno che non possiamo prendere comunque la pozione e arrivare a due dosi nel backpack.

Defender
3rd March 2013, 12:39
Per gli oggetti:
Padded Leather Waistcoat (need moar endurance!)
Meal (siamo senza e nei ghiacci ho paura che Hunting non funzioni)

Per la scelta, che domande..
La strada difficile! :metal:
I percorsi facili sono per i finocchi!

Ged
3rd March 2013, 12:49
Armor e Meal.

Pepe al culo e andiamo di strada corta!

Kaluisurrr
3rd March 2013, 12:57
armor e meal, andiamo per la strada facile, in quella difficile come minimo scivoliamo sul ghiaccio e ci rompiamo il collo al primo bivio

-=Rho=-
3rd March 2013, 13:02
Io contesto , il voto di deffo e' stato convertito ad animal kinship alla fine !!!!

per il resto 160

Jesper
3rd March 2013, 13:10
Io contesto , il voto di deffo e' stato convertito ad animal kinship alla fine !!!!

per il resto 160

Mmm effettivamente non avevo colto la sfumatura :D

Di conseguenza, siccome sia Deffo che Earenia hanno espresso una doppia preferenza, il primo dei due che posta quale delle due skill preferisce decide ;) Se nessuno dei due posta niente entro mezz'ora, tiro una moneta!

Nel frattempo, la strada corta ma difficile si è imposta sulla lunga ma facile!



Your transport to Ikaya consists of two sledges, each drawn by a team of six Kanu-dogs. This sturdy breed is native to Kalte, and they make ideal sledge dogs. Their thick tawny coats and powerful chests, as well as their vigour and enthusiasm even in the coldest climates, make them well suited to the work ahead.

On board each sledge is enough food and equipment for the mission. Your three guides, Irian, Fenor, and Dyce, are all experienced trappers. They are skilled at survival in the icy desert, and know of the many unseen dangers.

Once the dogs are harnessed, you and Dyce climb aboard your sledge and signal to the others to lead the way. As you stare across the frozen expanse of the Ljuk ice shelf, you can see a white glare on the distant horizon. This is the Viad Glacier wall, the point where the flow of ice meets the frozen sea. Through the crisp, clear air of Kalte it looks no more than six miles away at most, but in reality it is nearer sixty miles away.

You make good progress on the first day and as darkness approaches, you decide to set up camp for the night. You halt inside a circle of ice pillars that have been forced upwards by the constantly moving ice shelf. The sledges are drawn together and the tent is erected beside them. Once the canvas is secured and the Kanu-dogs have been settled for the night, you begin to prepare your evening meal. Suddenly, a terrifying roar is heard outside the tent.

‘By the gods!’ cries Irian. ‘A Baknar!’

Baknar are large carnivorous creatures that dwell near the Kalte coastline. Their usual prey are gallings or the smaller ostrels that live at the sea’s edge. But this Baknar has been attracted by the scent of the dogs. It is about to attack and eat several of your sledge dog team.

If you have the Kai Discipline of Hunting, turn to 204.

If you have the Kai Discipline of Animal Kinship, turn to 318.

Otherwise, leave the tent and attack the Baknar by turning to 78.


E, ovviamente, mi tocca fermarmi qui finchè non so

A) se abbiamo Animal Kinship
B) Se vogliamo usare quella al posto di Hunting (o se vogliamo attaccare il Baknar)

:lol:

Kaluisurrr
3rd March 2013, 13:21
ma squartiamo sto animale, 204

Defender
3rd March 2013, 13:21
Voto definitivo per Animal kinship.

E già che ci siamo, voto pure per usarla ora!

Jesper
3rd March 2013, 13:24
Ok, Lupo Solitario è ora un esperto mandriano!

Per quanto riguarda il voto, sta 1 a 1 tra usare la nostra nuova disciplina e attaccare il Baknar (di cui abbiamo un'immagine)

http://www.projectaon.org/en/xhtml-less-simple/lw/03tcok/ill5.png

Si, sostanzialmente il sottotitolo di questo libro è "L'incredibile viaggio di (Luke Skywalker) Lupo Solitario a (Hoth) Kalte!", oppure: "Joe Dever ha visto l'Impero Colpisce Ancora" :D

Bortas
3rd March 2013, 13:26
caccia selvaggia 204

Kat
3rd March 2013, 13:26
Animal Kinship visto che l'abbiamo presa.

Jesper
3rd March 2013, 13:45
Ok, dopo mezz'ora c'è un pareggio 2 a 2 tra utilizzare animal kinship e attaccare il baknar!

Il primo voto (anche se duplicato!) decide :D

Sturm
3rd March 2013, 13:46
Animal kosola! Vediamo se è utile!

Ged
3rd March 2013, 13:58
Animallllllllllllllllllllllll :D giochino nuovo, usiamolo subito ghgh

Jesper
3rd March 2013, 14:02
E Animal Kosolà sia!



You can sense that the Baknar is desperate for food. Your Kai Discipline will be useless, for you will not be able to order it away from the camp now that it has detected the Kanu-dogs. However, you know that Baknar are fearless hunters, fearless except when it comes to one thing—fire. Grabbing a torch from a pile of equipment, you light it and race out of the tent. It is dark and snowing heavily, but a movement to your right betrays the Baknar as it lopes towards you. It is preparing to pounce when the sight of the guttering flames makes it shriek with terror. A second later, it has turned and disappeared into the night.

The Kanu-dogs are safe, but to make sure that the Baknar does not return, you agree to take it in turns to sit watch with a torch and a weapon.

Turn to 134.


BAKNAR CATTIVO, A CUCCIA!



The following morning, you awake at dawn to the welcome sight of Fenor preparing a hot breakfast. He passes you a steaming bowl, and you gratefully eat its contents. Then you begin loading the equipment onto the sledges for today’s journey.

It is a beautiful morning. The wind has dropped and the air is fresh and clear. The Kanu-dogs are strong and eager to be off, and for most of the day the ice is smooth and the running easy. By nightfall, you have reached Syem Island, a pinnacle of granite rising through the ice shelf to a height of four hundred feet. You make camp to the leeward side of the island in order to avoid the worst of the night winds.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 57.

If the number you have picked is 4–6, turn to 188.

If the number you have picked is 7–9, turn to 331.


Ogni volta che troviamo un roll tripartito con le stesse % per ciascuna scelta, significa che il percorso si divide in 3 rami distinti in cui succedono cose diverse, aggiungendo rigiocabilità dl libro.

Roll...7



The following day, the weather becomes bitterly cold. Wind from the north brings a hail of ice that stings your face. Your lips soon split and bleed. By midday, you are engulfed in a blizzard that makes progress slow and tiring. The howling wind forces you to dismount from your sledge and push it. You feel utterly exhausted. Your hands and toes are numb with the cold; the sweat from your exertions freezes to your skin, lining your boots and mittens with a layer of ice.

By the time you reach the glacier’s edge, it is nearly nightfall. You are all so exhausted that you barely have the energy to pitch your tent and eat a meal. Disaster has all but overtaken you. You have frostbite in your toes, fingers, and nose, and unless you have the Kai Discipline of Healing, you lose 4 ENDURANCE points.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 62.

If the number you have picked is 5–9, turn to 288.


Healing ci protegge dal freddo, fortunatamente!

Roll...5



That night, a gale sweeps across the open ice shelf and buries your tent in snow. During your sleep, the canvas is forced in upon the four of you and your sleeping furs become soaking wet. You awake at dawn with terrible cramp in both of your legs. It takes nearly an hour of massaging your frozen limbs before you can stand properly. You are beginning to wish that you had never set foot in this icy hell.

Turn to 167.


Fin'ora il viaggio è stato fin troppo facile: o abbiamo sculato con i random events, o qualcuno di brutto sta per accadere...



The gale gradually drops, the air clears, and the Viad Glacier is revealed in all its splendour. The even surface of ice crystals look like a carpet of snow glittering with gems of every hue—yellow, violet, blue, green, orange, and crimson; yet the crystals are of such brilliance, they would put any jewel in the shade. The ice wall rises over eight hundred feet and for the main part it is a smooth but very steep climb. Although the weather is fine, it takes the best part of a day to climb the glacier’s edge. All of the equipment has to be unloaded and taken to the top of the glacier where it is repacked onto the sledges. The Kanu-dogs do hardly anything but fight, and your food is so shaken up in the climb that a gruesome mush is all that remains of it.

By the end you are exhausted. With daylight fading fast, you decide to pitch camp in the shelter of a natural ice bowl, and settle down to a much deserved night’s rest.

Pick a number from the Random Number Table.

If the number you have picked is 0–6, turn to 85.

If the number you have picked is 7–9, turn to 300.


Roll...6



For three days and nights, you fight your way northwards across the tortuous glacier. Falls, bruises, cut shins, awkward crevasses, razor-edged ice, and the constant bitter wind all conspire to sap your strength. However, you count yourself very lucky to have avoided a blizzard, and after a fatiguing trek you eventually reach the shelter of Cloudmaker Mountain in time to set up camp there for the night.

This huge mountain is over thirteen thousand feet high, and shaped like a giant shark’s fin. As the cold west winds blow around its peak, great plumes of cloud trail away across the Viad Glacier. It is this strange phenomenon which gives the mountain its apt name.

You soon find an ideal campsite among the shattered fissures of the rock-strewn base. Quickly the tent is up and you are under canvas once again. You have left the tent to answer a call of nature when you discover, purely by chance, the faint glow of torchlight from a small crack in the rocks above.

If you have the Kai Discipline of Sixth Sense, turn to 98.

If you wish to investigate this strange light, turn to 49.

If you wish to ignore it and return to the tent, turn to 212.


"Il tuo Sesto Senso ti dice di pulirti il culo prima di investigare"



You sense the presence of someone or something lurking inside the fissure, although you cannot tell if their intentions are good or evil.

If you wish to explore the fissure, turn to 49.

If you wish to return to the tent, turn to 212.


OK! Vogliamo investigare la fenditura per scoprire se c'è Babbo Natale o il Grinch? O torniamo alla tenda?

Kaluisurrr
3rd March 2013, 14:09
andiamo ad investigare ovviamente cazzo!

Sturm
3rd March 2013, 14:10
Investighiamo,killiamo,lootiamo e torniamo in tenda :nod:

-=Rho=-
3rd March 2013, 14:25
49 morte certa go!

Jesper
3rd March 2013, 14:35
Nella fenditura!



You have climbed fifteen feet to a thin ice ledge. From here you have a clear view of the fissure. You think you have caught a glimpse of someone when suddenly the ice gives way beneath your feet, and you fall headlong in a tumble of granite and snow. You prepare yourself for the shock of impact, but you plunge straight into a crevasse, hidden beneath a layer of powdery snow. You finally come to rest in a deep drift some two hundred feet below the surface.

Blinded, dazed, and half-suffocated by snow, you begin to claw your way out of this icy grave. When you eventually free yourself, you are astounded by the sight that greets you. A vast corridor disappears into the distance as far as the eye can see. Huge stalactites of crystal hang from the icy ceiling, and the constant drip of melting snow fills the corridor with a strangely musical sound. You shout for help until your throat becomes dry and sore, but your guides do not hear you. You still have your Weapon(s), Gold Crowns, and any Special Items, but you are without a Backpack, as it is still in your tent. Looking up, you see that the hole through which you have fallen is now just a tiny speck on the roof of the passage. You notice that the strange light of the ice corridor seems to come from large stone bowls hanging from the ceiling. These are M’lare bowls, a source of eternal light discovered by the Ancients many ages ago. You soon realize that your guides may never find out where you are, and quickly resolve to follow the passage in the hope of finding some other exit. After two hours of walking, you arrive at a junction where the passage splits in two.

If you have the Kai Discipline of Tracking, turn to 342.

If you wish to follow the passage to the left, turn to 284.

If you wish to follow the passage to the right, turn to 199.


Ok, non abbiamo lo Zaino e quello che c'era dentro...però sembra che abbiamo fatto progressi? E abbiamo Tracking!



Your Kai Discipline of Tracking reveals that the right tunnel heads east and the left tunnel heads north. You are now directly beneath Cloudmaker Mountain. Consult the map of Kalte before you decide which tunnel to enter.

If you decide to take the east tunnel, turn to 199.

If you decided to take the north tunnel, turn to 284.


Ok, guardate la mappa e decidete dove andiamo!


************************************************** ***********************
Lupo Solitario, Kai Guardian

CS: 23 (Sommerswerd +8)

EP: 27/27 (Padded Leather Waistcoat +2 EP)

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking
Animal Kinship

Weapons (2): Mace, Dagger

Backpack (8): Potion of Laumpsur (cura 5 EP), Meal

Special Items (12): Sommerswerd!, Crystal Star Pendant, Port Brax coach ticket, Red Pass, Padded Leather Waistcoat (+2 EP)

Money (50): 46

MORTOMETRO: IV
- 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)

************************************************** ******

-=Rho=-
3rd March 2013, 14:39
199

Ged
3rd March 2013, 14:41
Nord? Magari usciamo davanti al castello :D

Defender
3rd March 2013, 14:48
Nord!

Sturm
3rd March 2013, 14:49
Boh io dico nord,attraversando il tunnel potremmo arrivare molto vicino alla fortezza. Sempre che non schiattiamo prima :nod:

Jesper
3rd March 2013, 14:56
Rotta verso nord!



After a few hundred yards, you find yourself in a huge cavern that spreads out in all directions as far as the eye can see. You have entered the caverns of Kalte and are now looking at an uncharted world that few Sommlending have ever seen. This massive underground labyrinth was constructed by the Ancients many ages before the Sommlending set foot in Magnamund. Its wide avenues, temples, and arenas once echoed to the sounds of a race of creatures for whom the ice was a natural home. M’lare bowls still hang from the ceiling bathing the caverns in their eternal light.

You trek steadily northwards for nearly six hours, until you arrive at the bank of a fast-flowing melt-water river. On the opposite bank, you see a tunnel leading off into the distance. You can find no apparent way of crossing the deep water, except by using the ice-floes bobbing up and down on the surface. By jumping from one floe to the next, you could get to the opposite bank, but it will not be easy. You will have to jump at least three of the icy slabs to reach the other side.

Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, you may add 2 to the number you have picked. If your current ENDURANCE points total is less than 8, deduct 2 from the number you have picked.

If your total score is now −2–+3, turn to 94.

If your total score is now 4–11, turn to 176.


Siamo full vita e abbiamo Hunting, quindi l'unico modo in cui possiamo fallire il roll è con un 1.

Roll...1 :lol:



You have slipped and fallen into the icy water; the shock makes you scream out in pain as cramp bites into your legs. You fight with all the strength you have to reach the bank, but it is a desperate struggle.

Pick a number from the Random Number Table.

If the number you have picked is 0–6, you are lucky. You drag yourself from the icy water and lie exhausted on the bank. Lose 3 ENDURANCE points and turn to 176.

If the number you have picked is 7–9, the icy water soon paralyses your arms and, within minutes, you drown. Your mission ends here.


Vediamo se il RNG decide di fotterci di nuovo...

Roll...6 (a pelo lol)



Running for the tunnel entrance, you quickly leave the icy river far behind. You follow the tunnel for countless hours as it bends its way northwards. It becomes impossible to recall what hour of the day it is; the perpetual half-light of these caverns never changes. Through fissures in the wall of the tunnel, you catch glimpses of other chambers, and you marvel at the sheer scale of the labyrinth.

You are nearly asleep on your feet when you suddenly detect the aroma of cooked meat. It is coming from a chamber just a few yards ahead to your right. You are very hungry and must soon eat.

If you wish to investigate the chamber, turn to 5.

If you wish to ignore the chamber and continue, turn to 132.


Mmm qualcuno cucina! Investighiamo o andiamo avanti?

************************************************** ***********************
Lupo Solitario, Kai Guardian

CS: 23 (Sommerswerd +8)

EP: 25/27 (Padded Leather Waistcoat +2 EP)

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking
Animal Kinship

Weapons (2): Mace, Dagger

Backpack (8): Potion of Laumpsur (cura 5 EP), Meal

Special Items (12): Sommerswerd!, Crystal Star Pendant, Port Brax coach ticket, Red Pass, Padded Leather Waistcoat (+2 EP)

Money (50): 46

MORTOMETRO: IV
- 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)

************************************************** ******

Kat
3rd March 2013, 15:01
Ho fame, andiamo al 5.

Ged
3rd March 2013, 15:04
Scusate ero io che preparavo il pranzo :D ghghg



5 ;)

Defender
3rd March 2013, 15:04
Ho fame, andiamo a vedere cosa c'é nella cucina di Kaltenchef!

Edit: Jesper, non abbiamo più lo zaino con noi, é rimasto in tenda quando siamo precipitati.. :/

Sturm
3rd March 2013, 15:05
Cibo!

Vasco_Reggiando
3rd March 2013, 15:09
non vorremo mica befriendarci quello schifo lì! 206
EDIT: ho postato mentre leggevo una pagina a caso.. felice di sapere che l' avete accoppato.

Jesper
3rd March 2013, 15:10
Ho fame, andiamo a vedere cosa c'é nella cucina di Kaltenchef!

Edit: Jesper, non abbiamo più lo zaino con noi, é rimasto in tenda quando siamo precipitati.. :/

E' per quello che è rosso ;) (forse possiamo recuperarlo, non ricordo lol)


non vorremo mica befriendarci quello schifo lì! 206

Dev'essere il fuso orario O-o



You can see two men in ragged clothes, huddled together beside a fire that seems to be burning inside a small metal bowl. Over the flames, the skinned carcass of a small animal is roasting on a spit. The men are old and toothless, and they have a strange glint of madness in their slanted eyes.

http://www.projectaon.org/en/xhtml-less-simple/lw/03tcok/ill1.png
Illustration I—Two men in ragged clothes are huddled together beside a small fire.

If you wish to approach them and ask for some of their food, turn to 295.

If you wish to attack them, turn to 14.

If you wish to ignore them and continue on your way, turn to 132.


Facciamo i civilazzati, i barbari o gli indifferenti? :D

Kaluisurrr
3rd March 2013, 15:11
edit: too late

vabè, 295, come minimo se li affrontiamo ci scappa l'instadeath

Defender
3rd March 2013, 15:14
E' per quello che è rosso ;) (forse possiamo recuperarlo, non ricordo lol)


Ah sorry con tapatalk non vedo i colori del testo ^^;

Per la scelta, propendo per chiedere educatamente; siamo sempre in tempo a sbudellarli poi in caso di rifiuto :D

Ged
3rd March 2013, 15:21
Chiediamo un pò. La spada è sempre calda, nel caso :D

Sturm
3rd March 2013, 15:38
Se non ci danno cibo facciamo sempre a tempo ad accopparli! 295

Vasco_Reggiando
3rd March 2013, 15:40
chiedere è la metà di avere..

Jesper
3rd March 2013, 15:47
Non siamo mica dei barbari!



On seeing you enter, the two old men jump to their feet and flee from the chamber along a smaller passageway. Their screams of panic echo loudly throughout the caverns.

You are very hungry and quickly consume the cooked animal, pausing only to spit out the bones. You then notice that the fire is burning in a strange, half-spherical metal bowl. The other half of the sphere lies on the icy floor nearby and you find that both halves fit together perfectly. When you open it, you discover that the fire still burns inside. If you wish to keep this Firesphere, place it inside your jacket and mark it on your Action Chart as a Special Item.

Return to the tunnel by turning to 132.


Saranno state le nostre splendide fattezze ariane...in ogni caso abbiamo trovato la Firesphere!




[/QUOUnless you have just eaten, you lose 3 ENDURANCE points from hunger.5 You continue along the tunnel for over a mile, but you soon become tired and stop to sleep. You awake feeling refreshed, but have no idea just how long you have been sleeping—the light of these caverns never changes, be it day or night.

You continue onwards, mile after mile, passing through a series of huge ice halls containing towering pillars of crystal. In one vast chamber, you are mesmerized by the beautiful sight of a shimmering crystal ceiling. But beyond this chamber lies an even greater spectacle. A narrow passage leads on to a ledge running around the brink of a huge chasm, over half a mile wide. As you edge your way around this awesome void, you try not to look down into its windswept depths, many miles below.

You have been on the ledge for only a few minutes when a noise behind you makes you glance back. To your horror, you see you are being followed by a monstrous, two-headed serpent.

If you have the Kai Discipline of either Tracking or Animal Kinship, turn to 229.

If you do not have these skills, turn to 88.


Le abbiamo entrambe a dire il vero!



You recognize the serpent to be a Javek, a two-headed and deadly poisonous ice snake. As it slithers nearer, you can clearly see the open jaw of the second head and the yellow, curved fangs dripping with venom. It moves very quickly and you know that you will not be able to outrun it along this narrow ledge.

If you possess a Firesphere, turn to 46.

If you do not, you must prepare to fight. Turn to 88.


...e abbiamo anche la fuocosfera!



You remove the Firesphere from your jacket, quickly split open the two halves, and place them upon the narrow ledge behind. The Javek hisses loudly, both its heads weaving and darting at you in rage. It is desperate to attack, but it will not approach the Firesphere. Instead, it attempts to slither round the flames, but the ledge is very narrow—no more than a foot wide. It cannot pass without singeing itself. Eventually, angry but powerless, the strange reptile resigns itself to failure and disappears back along the ledge and into the passageway beyond.

You can now retrieve your Firesphere and continue your exploration.

Turn to 269.


Stupido serpentone...



You reach a tunnel on the far side of the chasm and follow it for many miles. You eventually arrive at an enormous chamber, the ceiling of which towers five hundred feet above you. An icy wind, blowing through the many fissures that crack the ceiling, whips around the hall.

If you wish to search for a way of climbing up and out through the fissures, turn to 335.

If you decide to press on and look for an exit on the far side of the hall, turn to 182.


Cerchiamo di arrampicarci fuori, o cerchiamo un'uscita dall'altra parte della caverna?

************************************************** ***********************
Lupo Solitario, Kai Guardian

CS: 23 (Sommerswerd +8)

EP: 25/27 (Padded Leather Waistcoat +2 EP)

Discipline
Healing
Mindshield
Camouflage
Hunting
Sixth Sense
Tracking
Animal Kinship

Weapons (2): Mace, Dagger

Backpack (8): Potion of Laumpsur (cura 5 EP), Meal

Special Items (12): Sommerswerd!, Crystal Star Pendant, Port Brax coach ticket, Red Pass, Padded Leather Waistcoat (+2 EP), FIresphere

Money (50): 46

MORTOMETRO: IV
- 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)

************************************************** ******

Defender
3rd March 2013, 15:52
182, l'arrampicata mi puzza di instadeath se failiamo

Sturm
3rd March 2013, 16:04
Meglio 182,siamo arrivati indenni fin qui,cerchiamo di non morire spaccandoci l'osso del collo facendo i proh!

Kaluisurrr
3rd March 2013, 16:19
meglio evitare la scalata, 182

Miave
3rd March 2013, 16:25
"Il tuo Sesto Senso ti dice di pulirti il culo prima di investigare"

oh figa fortuna che il sesto senso si era evoluto l'ultima volta e ci faceva addirittura leggere la mente pd

Jesper
3rd March 2013, 16:27
Niente cliffhanger per noi!



You discover a low passage that opens out into a cavern full of stalagmites. There are two exits in the opposite ice wall; both disappear into darkness. In the snow around the entrances of both tunnels are many strange tracks.

If you have the Kai Discipline of Tracking, turn to 75.

If you wish to take the right tunnel, turn to 114.

If you wish to explore the left tunnel, turn to 235.


Tracking sta veramente tornando utile...



The tracks have been made by dangerous and carnivorous creatures called Baknar. If you run into them in the confines of a dark and narrow tunnel, your chances of survival will be very slim indeed. Although your Kai Discipline has enabled you to identify the tracks, you are unable to sense which tunnel the Baknar occupy.

If you wish to take the left tunnel, turn to 235.

If you wish to take the right tunnel, turn to 114.


OPPURE NO! :(


oh figa fortuna che il sesto senso si era evoluto l'ultima volta e ci faceva addirittura leggere la mente pd

Anche tracking si è rincoglionita, infine! Sarà il freddo...

Ok, antico dilemma 2: destra o sinistra?

Sturm
3rd March 2013, 16:38
Finora la sinistra non ci ha mai traditi (almeno credo),andiamo dalla parte dei comunistiih!

Kaluisurrr
3rd March 2013, 16:43
destra

-=Rho=-
3rd March 2013, 16:47
ma destra ci ha sempre ucciso , sinistra companèros