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View Full Version : [LUPO SOLITARIO] Libro X: The Dungeons of Torgar



Jesper
26th March 2013, 23:37
LIBRO 10, SERIE MAGNAKAI: THE DUNGEONS OF TORGAR
http://upload.wikimedia.org/wikipedia/en/b/bf/The_Dungeons_of_Torgar.jpg

Qualunque libro con la parola "dungeon" nel titolo è sinonimo di qualità :nod:



You are Lone Wolf—the last Kai Master of Sommerlund. Your search for the mystical Lorestones of your ancestors leads to the grim city-fortress of Torgar, a stronghold of the Darklords.

In The Dungeons of Torgar, your mission is to recapture the last remaining Lorestones from the clutches of your enemy—the evil Darklord Gnaag. But be warned! Every turn of the page presents a new and deadly challenge as you battle through the depths of a fantastic and terrifying fortress in search of your destiny…or your doom!


Dopo essere a malapena (:nod:) sopravvissuti all'assedio di Tahou in The Cauldron of Fear (http://www.wayne2k1.com/showthread.php?t=108579), siamo quasi alla fine della nostra ricerca delle Lorestone!

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THE STORY SO FAR...



You are the warrior, Lone Wolf, last of the Kai masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies—the Darklords of Helgedad.

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power known as the Lorestones of Nyxator, and upon their discovery he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and his experiences in a great tome entitled The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, thereby ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge, you must complete the quest first undertaken by Sun Eagle over a thousand years ago. By doing so successfully, you, too, will acquire the power and wisdom of the Magnakai, which is held within the Lorestones’ crystal forms.

Already your quest has taken you far from your northern homeland. Following in the footsteps of the first Kai Grand Master, you journeyed to Dessi and sought the help of the Elder Magi, the magicians who aided Sun Eagle on his quest long ago. There you learned that for centuries the Elder Magi had awaited your coming. An ancient Dessi legend tells of the birth and rise to greatness of two koura-tas-kai, which means ‘sons of the sun’. One was named Ikar, which means ‘eagle’, and the other was named Skarn, which means ‘wolf’. A prophecy foretold that the koura-tas-kai would each come from the north to seek the counsel of the Elder Magi in order that they might fulfil a great quest. Although separated by several centuries, they would share one spirit, one purpose, and one destiny—to triumph over the champions of darkness in an age of great peril. The Elder Magi knew that you were Skarn—the wolf of Dessi legend—and in keeping with their ancient vows they promised to help you complete the Magnakai quest.

In Elzian, the capital of Dessi, you were tutored in the histories of Magnamund and received lessons in lore that you would have learned from the Kai masters if only they, like you, had survived the murderous Darklord attack on the Kai Monastery twelve years ago. You were eager to learn all that your tutor, Lord Rimoah, could teach you in preparation for the next stage of your quest, but grim news from the Darklands cut short your tuition. In the Darklord city of Helgedad a civil war had erupted, following your defeat of Haakon, Archlord of the Black City. After five years, the battle for the throne of Helgedad had finally been won by a Darklord called Gnaag. The other Darklords, now united behind this new leader, were ordered to amass huge armies in preparation for the conquest of Magnamund. Swiftly their Giak legions grew in number, enabling Gnaag to launch a sweeping invasion that was to catch the freelands unprepared. Several countries, after brief but futile resistance, were completely overrun by Darklord armies; others surrendered without fighting in the face of their determined might. And sadly there were others who chose to betray former friends and allies by joining the Darklord cause, in the misguided hope that they would share in the spoils of victory, following the triumph of Darklord Gnaag. One such land was Vassagonia, a powerful desert realm to the north of Dessi. Her armies mobilized and invaded the neighbouring states of Casiorn and Cloeasia, and then marched west through the republic of Anari in order to join with Gnaag’s horde as it steamrollered across central Magnamund. The Elder Magi urged you to begin the quest for the fourth Lorestone at once. The enemy armies were converging on the Anarian capital of Tahou, and beneath that ancient city the Lorestone lay hidden.

Aided by Magemaster Banedon, an old friend and fellow countryman, you set off in haste for Tahou and arrived barely hours ahead of the enemy. Successfully you made your descent and discovered the object of your quest, but on returning to the surface you found Tahou transformed into a blazing inferno. Darklord Gnaag and Zakhan Kimah, the ruler of Vassagonia, had learnt of your presence and were determined to destroy you at all costs. For days their engines of war had hurled fire and rock across the walls of Tahou with devastating effect. Then a massive assault, led by the Zakhan himself, breached the west gate and gained entry to the burning city. Armed with a weapon of awesome power, the evil Zakhan sought you out and challenged you to a fight to the death. The struggle was desperate but you emerged victorious and led the Anarians in a counterattack that cleared the city of the invading foe. The allies of Anari arrived to raise the siege and in the ensuing battle the demoralized armies of Gnaag and Kimah were smashed and routed.

Your defeat of Zakhan Kimah turned the tide of war decisively against the Darklord armies and paved the way for the liberation of the lands they had taken by force. But the sweet taste of victory turned sour when you discovered that Darklord Gnaag had captured the last three remaining Lorestones of Nyxator. Lord Rimoah and other members of the High Council of the Elder Magi joined you in Tahou to help formulate a plan of action. They had already received word from Prince Graygor, the ruler of Eru, that one of his patrols had found a man near the borders of the Hellswamp. He was a Talestrian soldier who had escaped from the dread city-fortress of Torgar where he had been imprisoned after being captured in battle. He had suffered terribly at the hands of the Drakkarim—evil humans in the service of the Darklords—and when found he was so badly injured that he was almost unrecognizable. Before he died he spoke of three radiant gems filled with golden light that had been brought to Torgar from the Darklord city of Mozgôar.

‘We are now sure that what he saw was the arrival of the stolen Lorestones,’ said Rimoah, speaking on behalf of the High Council. ‘They radiate a goodness so strong that Gnaag could not hold them in the Darklands but had to move them to Torgar. There his sorcerers—the Nadziranim—are searching for the means to destroy them. The black art of the Nadziranim has grown powerful of late and we fear they may achieve the task set them by Gnaag. Therefore we must act quickly and with utmost secrecy if the Lorestones and the Magnakai quest are to be saved.’

The Elder Magi had already made preparations for your secret journey to Eru where, upon your arrival, Prince Graygor will help you reach the grim city of Torgar. The thought of having to enter the terrible Drakkarim stronghold fills you with dread, but your pledge to destroy the Darklords and restore the Kai strengthens your resolve and helps you suppress your fear.

On the eve of your journey to Eru, the Elder Magi convene a special meeting of the High Council to pray for the success of your mission. For several hours they kneel in prayer until finally they arise and intone the blessing that has sustained you in the past: ‘May the Gods Ishir and Kai protect you on your journey into darkness, Kor-Skarn.’


TL;DR: Nonostante abbiamo fatto personalmente il culo allo Zakhan Kimah (:nod:) e messo in rotta l'esercito del male, il nostro arcinemico, il Darklord Gnaag è riuscito a mettere le sue luride zampe moscose sulle ultime 3 Lorestone e le ha rinchiuse nelle segrete di una famigerata città-fortezza dei Darklord, Torgar. Indovinate chi deve andarle a riprendere? :D

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Ciò detto...Discipline! In spoiler la lista delle discipline MagnaKai; come sempre ne abbiamo una extra, oltre agli upgrade elencati sotto.



Weaponmastery
This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of weapon. When you enter combat with a weapon you have mastered, you add 3 points to your COMBAT SKILL. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three of the weapons in the list below.
- Spear
- Bow
- Dagger
- Axe
- Mace
- Sword
- Short Sword
- Quarterstaff
- Warhammer
- Broadsword

The fact that you are skilled with three weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional weapon to your list.

Animal Control
This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.

Curing
The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness and any combat wounds sustained by others, as well as himself. Using the knowledge mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered during the adventure.

Invisibility
This Magnakai skill allows a Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent, and to adopt the dialect and mannerisms of any town or city that he visits.

Huntmastery
This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food, even in areas of wasteland and desert. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any extra loss of COMBAT SKILL points due to a surprise attack or ambush.

Pathsmanship
In addition to the basic skill of being able to recognize the correct path in unknown territory, the Magnakai skill of Pathsmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed), and detect the presence of most traps. It also grants him the gift of always knowing intuitively the position of north.

Psi-surge
This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.
It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

Psi-screen
Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen prevents you from losing any ENDURANCE points when subjected to this form of attack and greatly increases your defence against supernatural illusions and hypnosis.

Nexus
Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold without losing ENDURANCE points and to move items by your powers of concentration alone.

Divination
This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.



Ricordo che le discipline MagnaKai sono divise in Circoli. Il completamente di un Circolo ci da dei bonus permanenti. I Circoli sono (in giallo le Discipline che possediamo gia):
Circle of Fire +1 CS + 2 EP: Weaponmastery & Huntmastery
Circle of Light: +0 CS + 3 EP: Animal Control & Curing
Circle of Solaris +1 CS + 3EP: Invisibility, Huntmastery & Pathsmanship
Circle of the Spirit +3CS +3EP: Psi-surge, Psi-screen, Nexus & Divination

E ora, gli Upgrade! (in spoiler quelli dei libri precedenti)



Primate (lol)

Animal Control
Primates with this Magnakai Discipline are able to repel an animal that is intent on harming them by blocking its sense of taste and smell. The level of success is dependent on the size and ferocity of the animal.

Curing
Primates with this skill have the ability to delay the effects of poisons, including venoms, that they may come into contact with. Although a Kai Primate with this skill is not able to neutralize a poison he is able to slow its effect, giving him more time to find an antidote or cure.

Huntmastery
Primates with this skill have a greatly increased agility and are able to climb without the use of climbing aids, such as ropes, etc.

Psi-surge
Primates with the Magnakai Discipline of Psi-surge will, by concentrating their psychic powers upon an object, be able to set up vibrations that may lead to the disruption or destruction of the object.

Nexus
Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.




Tutelary
Weaponmastery
Tutelaries are able to use defensive combat skills to great effect when fighting unarmed. When entering combat without a weapon, you will lose only 2 points from your COMBAT SKILL, instead of the usual 4 points.

Invisibility
Tutelaries are able to increase the effectiveness of their skill by drawing the enemy’s attention to a place other than that in which they are hiding. The effectiveness of this ability increases as a Kai Master rises in rank.

Pathsmanship
Tutelaries with this skill can detect an enemy ambush within 500 yards of their position unless their ENDURANCE score is low due to wounds sustained or lack of food.

Psi-screen
Tutelaries with this skill develop mental defences against magical charms and hostile telepathy. These defences increase in strength as a Kai Master rises in rank.

Divination
Tutelaries who possess this Magnakai Discipline are able to recognize objects or creatures with magical skills or abilities, although they may not be able to if the creature or object is shielded from detection.



Principalin
Animal Control
Principalins with this skill are able to call on a woodland animal (if nearby) to aid them, either in combat, or to act as a messenger or guide. The number of animals that can be summoned increases as a Kai Master rises in rank.

Invisibility
Principalins are able to mask any sounds made by their movements while using this skill.

Huntmastery
Principalins with this Magnakai Discipline are able to intensify their eyesight at will, giving them telescopic vision.

Psi-surge
Principalins using this skill in combat are able to confuse an enemy by planting seeds of doubt in its mind. The effectiveness of this ability increases as a Kai Master rises in rank.

Nexus
Principalins with this ability can extinguish fires by force of will alone. The size of the fire, and the number that can be extinguished using Nexus increases as a Kai Master rises in rank.





Mentora
Weaponmastery
Mentoras skilled in Weaponmastery are more accurate when using all missile weapons, whether fired (e.g. a bow) or thrown (e.g. a dagger). When using a bow or thrown weapon and instructed to pick a number from the Random Number Table, add 2 to the number picked if you are a Mentora with the Magnakai Discipline of Weaponmastery.

Curing
Mentoras with this skill are able to neutralize the effects of any poisons, venoms, or toxins with which they come into contact.

Pathsmanship
Mentoras who possess this Magnakai Discipline are able to cross any kind of terrain on foot without leaving any tracks, even if the ground is covered in snow.

Psi-screen
Mentoras with this ability can protect themselves from evil spirits and other non-corporeal beings that attack with psychic energy. The effectiveness of this ability increases as a Kai Master rises in rank.

Divination
Mentoras who possess this skill are able to detect psychic residues lingering in a place where a dramatic event, such as a battle, a murder, a ritual sacrifice, or a ritual ceremony, has taken place. By meditating at the scene of the incident, a Kai Mentora is able to visualize the event, even though it may have occurred in the distant past.

The nature of any additional improvements and how they affect your Magnakai Disciplines will be noted in the Improved Disciplines section of future Lone Wolf books.



Abbiamo +8 di base sui Roll di Arco :pokerfacen: E anche gli altri upgrade sono golosi!

Ovviamente come al solito possiamo scegliere 1 sola nuova Disciplina! A voi la scelta!

Kat
26th March 2013, 23:42
Rilancio con Divination, e' stata richiesta piu volte anche nel libro precedente.

Tibù
26th March 2013, 23:49
Massì Divination

@questo è in assoluto uno dei più bei libri della serie,breve per via di 2 diramazioni che cambian tutta la storia ma intenso.
Mo vado a nanna ma in caso voto gia se possibile per seguire la via del campo di battaglia (non anticipo nulla è una scelta che si fa al cap.1)

Earenia
26th March 2013, 23:57
secondo me questo libro chiederà molto psi-screen

Kaluisurrr
26th March 2013, 23:57
concordo con divination

Defender
26th March 2013, 23:58
Ok per Divination anche per me.

-=Rho=-
27th March 2013, 00:11
psi screen :S

Rise-the-Sky
27th March 2013, 01:40
Nexus, che salva dalle istantdeath (a volte)

Bortas
27th March 2013, 02:32
Nexus o Divination, per il nome io propenderei per la prima...

Lupoazzurro
27th March 2013, 09:58
direi psi-screen che se troviamo di nuovo avversari con attacchi psichici rischiamo....

Sturm
27th March 2013, 10:57
Vada per PSI-screen, e limitate sti cazzo di spoiler, fino a fine libro niente tips per favore.

Jesper
27th March 2013, 12:26
Ok contiamo i voti!

5 Divination
4 Psi-Screen
2 Nexus

Divination vince di stretta misura!

Mi accodo alla richiesta di evitare spoiler, anche usando il tag, fino a fine libro :D (anche se come detto da Tibu, questo era gia un "voto" per il paragrafo 1). E si, questo è anche uno dei miei preferiti di quand'ero bambino, anche se non mi ricordo quasi una mazza lol :D

Prima di partire, Equipment!


Before you leave Anari and journey across Magnamund to the principality of Eru, the Senate of Tahou give you a map of Ghatan and its surrounding territories, and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the ‘Gold Crowns’ section of your Action Chart. If you have successfully completed books 1–9 of the Lone Wolf adventures, you may add this sum to the total sum of Crowns you already possess. You can carry a maximum of only fifty Crowns, but additional Crowns can be left in safekeeping at your Kai Monastery.

The Senate of Tahou, in gratitude for your help in saving their city from destruction, offer you a choice of equipment to aid you on your perilous mission. You can take five items from the list below, again adding to these, if necessary, any you may already possess. However, remember that you can carry a maximum of two Weapons and eight Backpack Items.

Sword (Weapons)

Bow (Weapons)

Quiver (Special Items) This contains six Arrows. Tick them off as they are used.

Rope (Backpack Items)

Potion of Laumspur (Backpack Items) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

Lantern (Backpack Items)1

Mace (Weapons)

3 Meals (Meals) Each Meal takes up one space in your Backpack.

Dagger (Weapons)

Potion of Alether (Backpack Items) This potion of strength will increase your COMBAT SKILL by +2 points when swallowed immediately prior to a combat. It lasts for the duration of one combat only. There is enough for one dose.

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


Roll...3! Abbiamo 13 Corone aggiuntive.

Due parole di saggezza da Joe (cui ora prestiamo meno fiducia, dopo lo scontro con Kimah :nod:)...


Your quest to retrieve the last three Lorestones of Nyxator from the clutches of the Darklords will be fraught with deadly dangers. The evil host of Helgedad will summon their most brutal forces to thwart your Magnakai quest. Make notes as you progress through this story—they will be of great help in this and in future adventures.

Many things that you find will help you during your mission. Some Special Items will be of use in this and future Lone Wolf books, while others may be red herrings of no real value at all, so be selective in what you decide to keep.

Choose your three Magnakai Disciplines with care, for a wise choice enables any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE points scores. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Magnakai adventure.

The restoration of the Kai and the future of your homeland depend on the success of this mission. May the spirit of your ancestors and the wisdom of the great God Kai guide you on the path of the Magnakai.

Good luck!


E si parte!



It is dawn on midsummer’s day when you ride out of Tahou. Since your victory over Zakhan Kimah, your appearance in a public place has been enough to provoke spontaneous cheering from the Tahouese, who regard you as their saviour. But on this warm, sunny morning you leave the city unnoticed, for on this occasion you appear to be just another messenger.

The army uniform you wear and the white horse you ride are part of an elaborate deception conceived by the Elder Magi. In order to make Darklord Gnaag believe that you are returning to Sommerlund, you have given your Kai cloak and tunic to your friend Banedon. Disguised as you, he will leave for Sommerlund aboard his flying ship Skyrider this afternoon. A formal ceremony is planned to mark his departure and another awaits his arrival at the King’s Citadel in Holmgard. Gnaag has vowed to kill you: it is a vow which has become an obsession that torments him like a poisoned wound. It is hoped that Banedon’s much publicized flight home will lure Gnaag’s vengeful eyes away to the north and raise your chances of success at Torgar considerably.

Your ride ends in Firina, where you catch a barge down-river to the port of Talon. There you hear news of a rebellion in Barrakeesh, the Vassagonian capital, and reports of the sudden withdrawal of all Vassagonia’s troops from the lands she invaded early in the war. It bodes well for the continuing struggle against the Darklords, for Vassagonia was their only major ally. You spend one night in Talon before buying passage aboard a merchantman on its way along the Tentarias, and five days later you disembark at Garthen, the capital of Talestria.

Talestria was overrun in the early days of the war but the neighbouring country of Palmyrion came quickly to her aid. The armies of Talestria and Palmyrion united and fought the invading horde, led by Warlord Zegron of Ogia, on the battle-plains to the north of Garthen. For three days and three nights a bitter struggle raged and the allies were sorely pressed to withstand the overwhelming numbers of the enemy ranged against them. But on the morning of the fourth day, the unexpected arrival of the dwarven army of Bor was to seal Zegron’s doom. His mighty force crumbled and the survivors, fleeing northwards in chaos, were pursued relentlessly. The latest news tells of the allies’ capture of Xanar, a major Ogian stronghold, and their continued advance westward along the Blackshroud Trail.

The Royal Court of Queen Evaine would be honoured to assist you, but secrecy is paramount to the success of your quest and so you shun the Royal Palace and take lodgings instead at a humble dockside tavern. There you arrange transportation to Eru aboard a brigantine bound for Humbold, the Eruan capital, and leave next day on the noon tide. Upon your arrival, you make your way to the city’s ancient quarter where the Elder Magi have arranged a clandestine meeting with Prince Graygor. In the cellar of a disused warehouse, the young Prince waits patiently for your coming. Like you, he is dressed in the clothes of a messenger in order that he can walk the streets of his city incognito. He welcomes you with a salute, bringing his hand diagonally across his chest, and assures you that your true identity is known only to him. For over an hour you discuss your plans and listen to the Prince recount some of the events that have disturbed the peace of Eru. Two years ago, Drakkarim renegades from the Hammerlands attacked and overran his northern city of Luomi. The inhabitants were slaughtered and the holy temple of Luomi, around which the city was founded, was looted and burnt to the ground. Only recently did he learn from the Elder Magi that the ancient temple held the Lorestone of Luomi, one of the three Lorestones now locked in Torgar. At the time of the attack the Prince’s army was too small to repel the invaders and he was forced to abandon the city, as well as the border town of Cetza. But in the past month he has joined forces with King Sarnac of Lencia, and together they have recaptured Luomi and driven Baron Shinzar and his Hammerland rebels all the way back to Cetza, within thirty miles of the border.

The Prince invites you to accompany him to Luomi where he is to resume command of his army and lead them to battle. He provides you with a fine Eruan steed and a new disguise that will enable you to travel through Eru without drawing undue attention to yourself.

Dressed as an Eruan Pathfinder, one of an élite unit of woodsmen who operate in the harsh territories bordering the Hellswamp, you ride north with the Prince’s entourage and arrive at the city five days later. Every house, stable, tavern, and municipal building is filled to overflowing with knights and men at arms. But, despite their cramped billets and meagre rations, the soldiers of Eru and Lencia are in good spirits, for tomorrow they march against a foe they have already beaten in battle, and most are eager to finish the job once and for all. You are given lodgings within the main citadel of Luomi and later that evening, after the Prince has attended a war conference with King Sarnac, you meet in private to discuss the next stage of your quest.

‘There are two ways to reach Torgar,’ says the Prince, as you study the map given to you by the Senate of Tahou. ‘You can cross the River Brol and make your way northwards through the Moggador Forest, or you can go to Pirsi and seek out Sebb Jarel. He is the leader of a brave band of partisans who have ambushed and resisted the Drakkarim ever since they invaded. If there is a path to Torgar between the Hellswamp and the Isle of Ghosts, he will know it.’

You ponder the choices and wonder why the Prince has not suggested the simplest route of all: north across the Isle of Ghosts. When you mention this he shakes his head ominously. ‘The isle is cursed,’ he says, pointing at the map with an accusing finger. ‘Few have ever come out of that dreadful place alive. And of those poor wretches who have survived, only one has kept a grip of his sanity. His name is Sebb Jarel.’

Next day you rise with the dawn and prepare to set off on your journey to Torgar. There are two routes open to you: you can ride to Pirsi and seek out Sebb Jarel, the partisan leader, and the only man who can guide you through this treacherous wilderness; or you can accompany Prince Graygor to battle at Cetza. If his army beats the Drakkarim and forces them to retreat, the way across the River Brol will be open and you will be able to approach Torgar under cover of the Moggador Forest. Consult the map before you decide which route to take.

If you wish to go to Pirsi, turn to 176.

If you choose to accompany Prince Graygor to battle at Cetza, turn to 308.

TL;DR: per raggiungere Torgar, ove il Darklord Gnaag custodisce le ultime 3 Lorestone, ci sono due strade.
La prima consiste nel cercare l'aiuto di Sebb Jarel, un partigiano anti-Drakkarim che risiede nei boschi attorno a Pirsi; se riusciamo a trovarlo, ci saprà guidare attraverso le paludi che solo lui conosce.
L'altra consiste nel seguire il principe Graygor nella principale battaglia contro i Drakkarim; e nel caso vinciamo, potremo usare un comodo ponte per raggiungere Torgar attraverso la foresta di Moggador.
Ci sarebbe una terza strada, attraverso l'Isle of Ghosts, ma è impraticabile in quanto maledetta. Apparentemente, l'unica persona ad esserne uscito sano e vivo è Sebb Jarel.
Ah, e per evitare di dare nell'occhio, siamo travestiti come un Pathfinder di Erua "one of an élite unit of woodsmen who operate in the harsh territories bordering the Hellswamp"

Votate per l'equip e per la nostra destinazione :D!

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Lupo Solitario, Kai Mentora

CS: 34 (Sommerswerd +8, Silver Helm +2, Shield +2, Mindblast +2, +3 Weaponmastery, +1 Solaris, +1 Fire)

EP: 34/39 (Padded Leather Waistcoat +2 EP, Chainmail +4, +3 Solaris, +3 Light, +2 Fire)

Discipline Magnakai
- Pathmanship
- Invisibility
- Huntmastery
- Curing
- Animal Control
- Weaponmastery (Sword, Bow, Dagger, Spear, Mace, Axe)
- Divination

Circoli completati
- Circle of Solaris (+1CS, +3EP)
- Circle of Light (+3EP)
- Circle of Fire (+1 CS, +2 EP)

Weapons (2): Axe, Spear

Backpack (8):

Special Items (12): Sommerswerd!, Dagger of Vashna, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Chainmail (+4 EP), Shield (+2 CS), Quiver (2), Psi-Ring, Fireseeds (3), Invitation

Money (50): 50

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: VIII
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)
- Inchiappato nel sonno da un agente dei Darklords (Libro II)
- Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
- Vittime di una Cantina (Libro IV)
- Tentacle-raped (Libro VII)
- Sparati da un Nano storpio (Libro VIII)
- 1v1 con lo Zakhan Kimah (Libro IX)
************************************************** ******

Jesper
27th March 2013, 12:27
Doppio post ftl!

Ne approfitto per postare la mappa:
http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/map.png

Bortas
27th March 2013, 12:39
176 cerchiamo Sebb Jarel a pirsi e portiamolo attraverso "the Isle of Ghosts" se ci è uscito una volta la seconda con la nostra death aura ci muore sicuro, quale ghiotta opportunità se non far fuori un eroe per giunta anche figo e misterioso.

Per il backpack, Laumspur, corda, Alether e 2 meal.

-=Rho=-
27th March 2013, 12:45
1 alether , 3 pasti , lampsur , corda lanterna , fulliamo la faretra e andiamo 308


ps : siamo poveri in canna con lo zaino vuoto , non vedo perche non riempirlo di cianfrusaglie :D

Defender
27th March 2013, 12:47
Minchia Banedon (ops sorry, Bademon :nod:) è proprio immune alla nostra Death Aura se non schiatta nemmeno con i nostri vestiti addosso! :sneer:

Cmq, per l'equip direi che ci accattiamo la sempre utilerrima Rope, le frecce, l'Alether (diograzieh!), la Laumspur e 1 Meal.

Per la scelta: c'è una fottuta battaglia campale all'orizzonte, e che ce la vogliamo perdere?

Alla pugna! 308

Edit x Rho: capisco la smania di accattonaggio ma puoi prenderne 5 di quegli oggetti, d'altra parte cosa vuoi mai siamo in una missione fondamentale per il destino del Magnamund ma non è che possano darci più di tanto sti barboni di Tahou :D

-=Rho=-
27th March 2013, 12:57
OH mi era sfuggito il cap a 5 va bene la lista di deffo , anche se leverei la lanterna ( abbiamo la firestone ) e aggiungerei un pasto .

Defender
27th March 2013, 12:59
Non ho messo nessuna lanterna drogato :D ho preso le due pozze, le frecciuzze, la Rope (fondamentale pd!) e una merendina tanto per :P

Jesper
27th March 2013, 13:06
Ok, prendiamo le 2 pozze, la corda (:nod:), le frecce e 1 meal!

E contando anche il voto di Tibù, la battaglia vince!



Since the first rays of dawn light brightened the eastern sky, the streets of Luomi echoed to the shouts of sergeants and the crunch of booted feet. The regiments of Lencia and Eru are taking their places in the column of march, and by mid-morning this column, 6500 strong, is ready to leave for battle. Company by company, through the city’s east gate, they depart, tramping the dusty road that leads to Cetza. When the time comes for you to join them you take your place with Prince Graygor’s escort and fall in line behind the armoured knights of the Palace Guard.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/small10.png

The army is well protected by Lencian horse scouts before, behind, and on both sides, to make sure it is not ambushed whilst crossing the twenty miles of open grasslands to Cetza. During the afternoon a troop of scouts are sent ahead to spy on the enemy. They return to report that Baron Shinzar has fortified the town and received reinforcements from Blackshroud since his defeat at Luomi. The news does not cheer Prince Graygor, for he knows the ground around Cetza does not favour the attacker.

It is dusk when the army arrives on the outskirts of the town. In the gloom you can see the enemy campfires flickering between the ruins of cottages that were destroyed when the Drakkarim first invaded this land. Occasionally their gruff voices can be heard on the chill evening wind as they shout orders and call the names of slaves and attendants. After a whole tiring day’s marching, and with night drawing close, the order goes round that there will be no battle offensive this evening. Quickly the regiments disperse and many fires are lit. Tents are erected for the knights and the baggage carts are unloaded to provide the men with stores that should make their night in the open less uncomfortable. The Prince chooses to position his headquarters on a hill to the north that overlooks the town, and King Sarnac of Lencia chooses a similar position on a hill beyond the road, half a mile to the south. Shortly after the tents are constructed, a message arrives from King Sarnac’s headquarters, inviting the Prince to join him and draw up plans for tomorrow’s battle. The Prince accepts the invitation and says that you may accompany him if you wish.

If you wish to accompany the Prince to King Sarnac’s headquarters, turn to 244.

If you choose to decline the invitation, turn to 90.


Ci addiamo? O no?

************************************************** ***********************
Lupo Solitario, Kai Mentora

CS: 34 (Sommerswerd +8, Silver Helm +2, Shield +2, Mindblast +2, +3 Weaponmastery, +1 Solaris, +1 Fire)

EP: 34/39 (Padded Leather Waistcoat +2 EP, Chainmail +4, +3 Solaris, +3 Light, +2 Fire)

Discipline Magnakai
- Pathmanship
- Invisibility
- Huntmastery
- Curing
- Animal Control
- Weaponmastery (Sword, Bow, Dagger, Spear, Mace, Axe)
- Divination

Circoli completati
- Circle of Solaris (+1CS, +3EP)
- Circle of Light (+3EP)
- Circle of Fire (+1 CS, +2 EP)

Weapons (2): Axe, Spear

Backpack (8): Laumpspur (cura 4 EP), Rope, Alether (+2 CS), Meal

Special Items (12): Sommerswerd!, Dagger of Vashna, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Chainmail (+4 EP), Shield (+2 CS), Quiver (6), Psi-Ring, Fireseeds (3), Invitation

Money (50): 50

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: VIII
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)
- Inchiappato nel sonno da un agente dei Darklords (Libro II)
- Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
- Vittime di una Cantina (Libro IV)
- Tentacle-raped (Libro VII)
- Sparati da un Nano storpio (Libro VIII)
- 1v1 con lo Zakhan Kimah (Libro IX)
************************************************** ******

Lupoazzurro
27th March 2013, 13:12
addiamoci che se lo lasciamo solo questo di sicuro cade in un imboscata

-=Rho=-
27th March 2013, 13:38
ci imbuchiamo , sia mai che semo noi a magna a scroppo per una volta , e non il contrario

Defender
27th March 2013, 13:42
Andiamo, non possono fare a meno del nostro acume tattico!

Jesper
27th March 2013, 13:47
In the company of a dozen bodyguards and court heralds, you follow the Prince as he makes his way on foot to King Sarnac’s camp. It is his usual practice to inspect his soldiers on the eve of battle, to see for himself that all is well and to raise their spirits with a few words of praise and encouragement. He is heartened to discover their morale is already high and that they are all confident that he will lead them to victory.

At length you arrive at the Lencian headquarters. A huge yellow flag, bearing the emblem of a white swan and blue dragon, flutters in the breeze above the royal tent where a unit of silver-clad knights stands stiffly to attention. A trumpet announces your arrival and the knights escort you inside to meet the King. After formal greetings have been exchanged, the grey-haired King begins to discuss the impending battle. The Prince has brought with him a detailed map of the town and, as the two leaders formulate their plans, it is used to mark the places where their regiments will assemble and attack the enemy.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/ill14.png
Illustration XIV—On a detailed map of the town, the Prince and the King mark the places where their regiments will assemble and attack the enemy.

‘If only we knew the number of reinforcements Baron Shinzar has received,’ says the King, uneasily. ‘Then we could be sure our plans would succeed.’ The Prince nods in agreement. ‘We must send a scout to reconnoitre their defences, or hundreds of our soldiers could lose their lives needlessly in the assault.’

The King looks in your direction then returns his eyes to the Prince. ‘I have no scouts trained for such a delicate operation,’ he says, ‘but I see you have a Pathfinder. Send him. His skills would be well suited to this task.’

The Prince hesitates. He cannot reasonably refuse the King’s suggestion, yet to send you into the enemy camp would endanger your life and your quest.

If you wish to volunteer to scout the enemy positions, turn to 53.

If you choose to remain silent, turn to 171.


Lol tutti ci credono un Pathfinder, visto che siamo travestiti ed in incognito :nod:

Ci offriamo volontari per la missione? O rimaniamo cagati?

Bortas
27th March 2013, 13:47
Decidiamo le sorti della battaglia, anche se credo avessereo più speranze senza di noi,
ops.
Allora 53 chi è più scout di lone:wolfeek:

Defender
27th March 2013, 14:01
"manderò Lone Wol... ehm, questo Pathfinder, Emiliano! Sarebbe capace di infilarsi sotto la vostra corona senza che ve ne accorgiate!"

L1kt1bWpBgE

:confused:

53!

Jesper
27th March 2013, 14:31
Emiliano non tradisce, gringo!



‘Excellent!’ says King Sarnac. ‘I wish I had a few like you in my own army.’

He bids you step forward and shows you the extent of the known enemy positions using Prince Graygor’s map. Once you have been briefed, he sends for some black clothing for you to wear instead of your grey Pathfinder’s uniform and some burnt cork with which to blacken your face and hands. You are then escorted to the edge of the encampment, close to the dusty road on which the army marched from Luomi. The guards tell you that the password is ‘broadsword’. When you return you must use this word or the pickets—the sentries who guard the perimeter of the camp—may mistake you for one of the enemy.

Turn to 94.


Dopo esserci segnati la password, avanziamo!



The ground to the west of Cetza is flat and featureless and offers very little cover to conceal your approach. Slowly you work your way through the knee-high grasses to within twenty yards of a stone bridge, where the roadway crosses a foul-smelling ditch and enters the town. Your every movement is stiff with caution now, for the bridge is barricaded and you can see the spiky black helmets of the enemy defenders glinting in the moonlight. Snake-like you wriggle forwards, slide down into the ditch and take shelter beneath the stone bridge. With one cheek pressed against the wet stone you strain your ears to hear what the enemy are saying. You recognize their harsh, ugly language—it is Giak—but it is being spoken by human voices. The only humans to speak it so fluently are the Death Knights, the élite of the Drakkarim.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/small6.png

Suddenly there is a loud splash that sends your pulse racing: a spear has fallen close to where you are hiding and its shaft stands upright in the muddy water. A growling curse is followed by the sound of heavy boots descending the bank as an angry Death Knight comes to retrieve the weapon he dropped.

If you have completed the Lore-circle of Solaris, turn to 13.

If you do not possess mastery of this Lore-circle, pick a number from the Random Number Table. If you possess the Magnakai Discipline of Invisibility, add 2 to the number you have picked.

If your total is now 0–6, turn to 107.

If it is 7 or more, turn to 338.


Abbiamo tutte le discipline del Circolo di Solaris, quindi Arthas s'attacca al cazzo!



Drawing on your Kai skills you blend with the shadows and stand absolutely still. The Death Knight warrior appears, filling the archway with his massive frame. He snatches up the spear in his mailed fist, turns, and then hauls himself out of the ditch, grunting and cursing his carelessness as he struggles in his heavy armour.

You wait for about twenty minutes before leaving your hiding place and working your way along the ditch.

Turn to 124.


Ci vediamo, gonzi!



Silently you move through the shallow sludge of water and mud, hidden by the bank of the ditch from the watchful eyes of the Drakkarim sentries. Beyond the ditch the ground rises to a low wall, which encircles a field of cultivated trees. It is an apple orchard and it is full of enemy soldiers, huddled around their campfires or asleep beneath the fruit-laden branches. Beyond the orchard lies an expanse of open grassland covered with tents and makeshift paddocks full of horses. Here, then, are Baron Shinzar’s reinforcements—over 600 cavalry newly-arrived from Blackshroud. You commit every detail to memory before leaving the ditch and making your way back stealthily to the allies’ camp.

The King and Prince Graygor praise the success of your scouting mission: the information you have gathered is of vital importance to their battle plans. The Prince senses that you are tired and orders his heralds to escort you back to his headquarters and prepare a comfortable bed for you. After the long day’s march and the exertions of your scouting mission, you accept gratefully the chance of a good night’s sleep.

Turn to 280.


Ci siamo fatti rimboccare le lenzuola dai messi del principe :nod:



At the break of dawn the soldiers of Lencia and Eru rouse themselves and adopt their positions for the fight. You gather your equipment and join the Prince at the top of the hill on which he has established his command post. He is observing the enemy line through a telescope and dictating orders to his heralds, who commit his words to parchment and dispatch them to his regiments in the field.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/ill16.png
Illustration XVI—The Battle of Cetza: Troop positions at dawn.

‘We outnumber the enemy two to one, but they are well positioned to receive our attack,’ comments the Prince, handing you his telescope so that you can scan their lines.

The town of Cetza is little more than a handful of ruined cottages clustered on a flat-topped hill. To the north lies a wood and a small hill on which a ruined temple stands; to the south lies an orchard surrounded by a low wall, and further on, open grassland bisected by a ditch that runs the whole length of the battlefield. The road from Luomi crosses the ditch at a stone bridge which is barricaded and heavily defended. The enemy have also been busy to the north. A mass of pointed stakes form a barrier between the two hills to impede any attempt by cavalry to break through the centre, and all along this defensive line are row upon row of Drakkarim archers.

An unnatural calm descends on the field, as though time momentarily stands still. Suddenly the quiet is shattered by a fanfare of trumpets from King Sarnac’s camp. It is the signal to advance.

Turn to 150.


Bella la mappa :D Ho sempre fatto l'altra scelta, da bambino lol :D

Comunque, alla pugna!



The foot knights of Lencia are the first to go forward, their densely packed columns marching in perfect order towards the bridge at the centre of the enemy line. As they come within range there is a sound like rushing water and a cloud of black arrows pours down on their armoured ranks. Huge gaps appear in the line and the columns seem to sway under the impact before continuing the assault. They are flanked to the south by crossbowmen, who are firing their weapons as they advance. Unlike the knights, they wear very little armour and over half their number are felled by arrows when they halt to reload their cumbersome bows. The survivors retreat, taking cover among the massed ranks of Lencian spearmen who are advancing towards the orchard.

Prince Graygor signals to his pikemen and men-at-arms to support the Lencian knights, who are engaged in a bitter hand-to-hand fight at the stone bridge. They are within 100 yards of the bridge when a crackling ray of electric fire sweeps down from the ruins of the temple. It rips through their packed ranks with devastating effect, blasting the pikemen high into the air.

If you have the Magnakai Discipline of Divination and have reached the rank of Tutelary or higher, turn to 323.

If you have the Magnakai Discipline of Huntmastery and have reached the rank of Principalin or higher, turn to 258.

If you have neither of these skills or have yet to reach these levels of Magnakai training, turn to 42.


Abbiamo i requisiti per entrambe le scelte...quale disciplina preferiamo utilizzare? :D

-=Rho=-
27th March 2013, 14:39
siamo sta divination per la prima volta

Sturm
27th March 2013, 14:43
Sfruttiamo la nuova abilità,diviniamo tutto il cazzo del tutto!

Btw sono sorpeso,le immagini sono migliorate un botto,le persone sembrano umani! O_O

Defender
27th March 2013, 14:46
La vista telescopica l'abbiamo già usata, vediamo cosa fa la nostra nuova disciplina Divination!

323

Bortas
27th March 2013, 15:11
Divination e vediamo se funge bene.

Jesper
27th March 2013, 15:15
Testiamo Divination!



Again a crackling bolt of blue-white fire lances from the hilltop ruins and strikes with lethal accuracy. Screams of terror rend the air as the unslain soldiers fall apart in a desperate, panic-stricken flight to escape the fate that has befallen their slain comrades. Your Kai senses draw your eyes away from this carnage to focus on a figure clad in silver mail and a gold-spiked helmet. He is crouching on the highest point of the dilapidated temple wall and you sense that his magical power is the source of the deadly blasts. Quickly you inform the Prince of what you have sensed and seen at the temple.

Turn to 42.


Poteri mentali!



‘By the gods! What manner of black sorcery is this?’ gasps Prince Graygor, horrified by the cruel slaughter. But his horror is soon overcome by the sudden realization that he must act swiftly to counter this threat or the battle might be lost. The Lencian knights are being held up at the bridge and every minute that passes costs them dearly.

He calls for his destrier, a magnificent white charger clad in ornate plate armour, and climbs into the saddle. ‘To battle!’ he shouts, and, ignoring the warnings of his heralds, he spurs his warhorse down the hill. The knights of the Palace Guard give a rousing cheer as he takes his place at the head of their column and leads them towards the ruined temple.

If you wish to mount your horse and join the cavalry advance, turn to 284.

If you choose to stay where you are and observe the battle, turn to 163.


Vogliamo unirci alla cavalleria? O preferiamo rimanere defilati e osservare?

Sturm
27th March 2013, 15:29
Summerswerd in pugno! E cappellotto al vento! Carichiamo i marrani a testa bassa e cazzo alto!

Kaluisurrr
27th March 2013, 15:34
all'attaccoh

Bortas
27th March 2013, 15:35
Bastian contrario osserviamo la battaglia 163, godiamoci la disfatta del nostro esercito, tanto abbiamo da andare nel dungeon, che cazzo ci stiamo a fare qui fuori a spugnettarci su una battaglia campale già scritta?

-=Rho=-
27th March 2013, 15:48
deeeaaatttthhh deaaaaattth deeeeeeeeeeeeeeaaaaaaaaaaattttttttttttth :S

Jesper
27th March 2013, 17:11
ROHIRRIM DENTROOOO!



As the Palace Guard advance majestically, their serried ranks of steel slowly change formation in preparation for the Prince’s order to charge. Heavy lances rise like the spines of a steel porcupine and their scarlet and yellow pennons unfurl to the wind. A wave of arrows comes flying towards you, sent by the Drakkarim standing behind their fence of stakes, but the range is long and the black shafts rattle harmlessly off Eruan armour and shields.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/small1.png

The first rank of horsemen reach the ditch to find the earth soft and waterlogged. The ruined temple lies 300 yards ahead, and before it a line of Drakkarim pikemen stand grimly silent on the slope of the hill. A war-horn blares its signal and suddenly all hell breaks loose. Arrows pour down on all sides: from the enemy archers to the right and from archers, previously unseen, lurking in the woods to the left. Many shafts find their way through the sides of helmets and between plates of polished armour. Still the Prince commands his men onwards and they force their horses across the ditch, braving the savage hail of death. You survive the arrows and steer your horse through the cloying mud, but you are knocked from the saddle by a riderless steed maddened by the pain of its wounds.

Pick a number from the Random Number Table. If you have the Magnakai Disciplines of Animal Control and Huntmastery, add 3 to the number you have picked.

If your total is now 0–4, turn to 236.

If it is 5 or more, turn to 183.


Abbiamo sia Huntmastery che Animal Control!

Roll...8! +3



You land with a splash and roll into the ditch to avoid being trampled by the following horses. After clawing the muck from your eyes, you crawl along the channel. A short distance ahead of you a knight is pinned beneath his dead horse. He is flailing his arms wildly and you can see that his head is trapped beneath the mud and he is slowly drowning.

If you wish to save his life by pulling him out from beneath his horse, turn to 79.

If you choose to ignore his plight, you can remount your own horse; turn to 334.

Or you can follow the Prince’s attack on foot; turn to 115.


Ok, la nostra cavalcata sta andando da dio :nod:

Cerchiamo di salvare il cavaliere che annega nella fanga? O ce ne sbattiamo e rimontiamo a cavallo? O ce ne sbattiamo e seguiamo l'attacco a piedi?

Sturm
27th March 2013, 17:36
Salviamo quel poraccio, cosa potrà mai capitare in mezzo alla fanghiglia! Siamo atterrati sulle punte meglio della Carla fracci! :nod:

Kaluisurrr
27th March 2013, 17:37
ma chi se lo incula, riprendiamoci il cavallo

Bortas
27th March 2013, 17:38
Andiamo a morire male 334, visto che lupo solitario ha il cazzo duro. in ogni altra ipotesi ci fermiamo per vedere il principe decapitato da un demonione con successiva rotta dell'esercito e finalmente andare a cercare la guida per il dungeon, ma siccome cazzeggiamo ci meritiamo la morte assieme al principe.

-=Rho=-
27th March 2013, 17:44
re form the line re form the line , Rally on Me .


115 nel caso non si capisse :D

Jesper
27th March 2013, 17:55
Gli orrori della guerra

:saddest:



Seconds after leaving the ditch, another hail of deadly arrows whistles down and you are forced to dive for cover to avoid being hit. When you rise once more it is to the sight of your horse rearing up on his hind legs and scrabbling the air frantically with his forehooves. An arrow has pierced his skull and you watch with sorrow as he topples and crashes lifelessly into the mud.

All the other riderless horses are either dead or have fled the field in panic. Left with no choice, you scramble out of the mud and set off after the Prince on foot.

Turn to 115.


La Death Aura ha parecchio da pasteggiare oggi :nod:



Prince Graygor’s voice rings out above the din of battle as he orders the Palace Guard to charge the pikemen. The ground shakes beneath the pounding of the horses’ hooves as they gather speed, their pennons streaming from their levelled lances. The Drakkarim huddle shoulder to shoulder and nervously dig the butts of their pikes into the hillside to steady their shaky hands. The knights reach the hill. They thunder up the slope. A blaze of lightning hurtles from the top of the temple but it is mistimed: it crackles harmlessly over their heads and explodes behind them, hurling nothing but scorched earth into the sky. The Prince screams his battle-cry and the knights slam into the Drakkarim with a deafening roar. Men and metal howl in agony as the heavy horses break like a wave against the wall of pikes. You see a rider lifted out of his saddle on the point of a pike, and a ramp of black metal suddenly appears where a score of Drakkarim have been trampled into the ground. The Prince and a dozen of his bravest knights break through and gallop on towards the temple, but the Drakkarim quickly close ranks and seal the gap. The remaining Palace Guard are forced to a halt and engage the pikemen in fierce hand-to-hand combat.

You reach the hill and leap over the steel-clad bodies that litter the slope. As you near the mêlée you see two Drakkarim rushing towards you from the side, their axes raised to hack you down. ‘For Sommerlund!’ you cry, and turn to face their attack.

Drakkarim: COMBAT SKILL 22 ENDURANCE 32

If you win the combat, turn to 297.


Solo 2 :D?

COMBAT RATING +12

Roll...3
Lupo Solitario -2 (37)
Drakkarim -11 (21)

Roll...4
Lupo Solitario -2 (35)
Drakkarim -12 (9)

Roll...6
Lupo Solitario -1 (34)
Drakkarim -16 (morti!)



The Palace Guard succeed in closing their ranks and fending off the frenzied attacks of the desperate Drakkarim. Their gallantry and battle-skill is a stirring sight as they fight their way determinedly towards the crest of the hill. Faced by such noble warriors, the Drakkarim begin to falter and fall back in disarray towards the town.

As you near the top of the hill you catch sight of Prince Graygor. He is locked in mortal combat with a silver-clad warrior inside the ruins of the temple. Strewn around them are the dead bodies of the Palace Guardsmen who, with the Prince, broke through the Drakkarim pikemen during their charge upon the hill. The Prince is trying to prevent the warrior from retrieving a rod of iron that lies on the ground between them. This rod crackles with a blue-white fire that shimmers along its length.

If you possess the Sommerswerd and wish to use it, turn to 252.

If you do not possess this Special Item, or do not wish to use it, turn to 143.


Che si fa :D?

-=Rho=-
27th March 2013, 17:58
affanculo la sommersux , turn 143

Defender
27th March 2013, 18:05
Edit: too late, povero cavaliere soffocato nel fango ç__ç

Io dico di usare la Sommerswerd, contro i castanti si è sempre rivelata utile.

Lupoazzurro
27th March 2013, 18:14
Sommerswerd!

Kaluisurrr
27th March 2013, 18:30
go di sommerswerd, contro i maghi scarsi di solito funziona :dumb:

Rise-the-Sky
27th March 2013, 18:31
avrebbe poco senso cmq non usarla..la usiamo sempre contro chiunque in tutti i combattimenti e poi di punto in bianco contro un nemico cazzuto decidiamo di non usarla?

Avanti con l'attacco solare!!

Bortas
27th March 2013, 18:45
Piazziamogliela su per il culo siamo :forever::wolfeek:

Jesper
27th March 2013, 18:47
Piazziamogliela su per il culo siamo :forever::wolfeek:

:sneer:

SPADA DE FOCO GOOOOOOOOOOOO!



You unsheathe the sun-sword and flames course along the blade, filling the ruins with its vivid golden light. The Prince turns to shout a warning but his adversary strikes him a cruel blow that lays open his thigh and hurls him to the ground. Although his helm hides his face, its nose-bar and chin-piece exposing little but a malicious glint in his eyes, you are sure that this is no ordinary Drakkarim warrior; the smell of evil hangs heavy around him like the stench of a rotting corpse.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/ill15.png
Illustration XV—The Drakkarim warrior thrusts the stave of iron at your chest and a blast of white flame scorches your arm.

He snarls a vile curse and flings his sword at your head. You fend off the spinning blade with ease but the attack has served its purpose. The warrior snatches up the shimmering iron rod and it hums with a force that reveals its ancestry: it is a stave of power forged in the furnaces of Helgedad. With a mighty yell he thrusts the stave at your chest and a blast of white flame scorches your arm as you parry the attack on the hilt of the Sommerswerd. Half-blinded by the flash, you stagger back and quickly muster your strength for a desperate fight to the death.

Ziran (with Powerstave): COMBAT SKILL 40 ENDURANCE 50

The Ziran is immune to Mindblast (but not Psi-surge).

If you win the combat, turn to 305.


O__________o

Abbiamo -6 di COMBAT RATING, se usiamo l'Alether (che direi usiamo...)
-.- Dever è rincoglionito alla N :nod:

Roll...5
Lupo Solitario -4 (35)
Ziran -4 (46)

Roll...9 :metal:
Lupo Solitario -0 (35)
Ziran -8 (38)

Roll...3
Lupo Solitario -5 (30)
Ziran -2 (36)

Roll...5
Lupo Solitario -4 (26)
Ziran -4 (32)

Roll...7
Lupo Solitario -3 (23)
Ziran -6 (26)

Roll...6
Lupo Solitario -4 (19)
Ziran -5 (21)

Roll...7
Lupo Solitario -3 (16)
Ziran -6 (15)

Roll...5
Lupo Solitario -4 (12)
Ziran -4 (11)

Roll...7
Lupo Solitario -3 (9)
Ziran -6 (5)

Roll...1 :(
Lupo Solitario -6 (3)
Ziran -0 (5)

Roll...9 :oldmetal:
Lupo Solitario -0 (3)
Ziran -8 (morto fanculo a Dever!)

Mi bevo la Laumpspur eh O-o

EP = 7



At the moment of his death, a cone of black fire erupts from the stave and engulfs the Ziran’s body. The guttering ebony flames howl like a pack of demons as they form into a small cyclone and ascend into the sky. Swiftly you take hold of the injured Prince, heave him across your shoulder, and carry him away from the black tornado that is sucking chunks of temple debris into its spinning core.

Once you are a safe distance from the temple, you lower the Prince gently to the ground and watch the cyclone ebb and fade.

Turn to 211.


EP = 8



Using your innate Kai skill of healing, you tend to the Prince’s wounded leg and he soon stirs to consciousness. The Palace Guard have captured the hill and their banner flutters overhead proudly proclaiming their victory and inspiring the Lencians who are fighting at the bridge.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/small6.png

The Prince orders that a signal be sent to his reserves, instructing them to advance without delay, for the enemy are rallying to counterattack. Tensely you watch as a mass of leather-clad Hammerlanders, supported by a regiment of grim-faced Brigandi, advance up the hill. The Palace Guard link their shields and prepare to welcome the enemy with sharpened steel. Onward they come, their banners held high, their war-horns filling the air with a noisy clangour. They surge forward and with a yell the front rank slams into the shield-wall. Sword blades fly, striking sparks and drawing blood. Axes and maces fall with crushing blows. A knight falls dead at your side and his slayer hurls himself through the gap. He scrambles to his feet and attacks you with his reddened blade.

Hammerlander: COMBAT SKILL 24 ENDURANCE 31

Owing to his state of battle-frenzy the Hammerlander is immune to Mindblast (but not Psi-surge).

If you win the combat, turn to 87.


Oh God :saddest:

COMBAT RATING +8

Roll...9 :metal: il nove è nostro amico
Lupo Solitario -0 (8)
Hammerlander -18 (13)

Roll...5
Lupo Solitario -2 (6)
Hammerlander -11 (2)

Roll...5
Lupo Solitario -2 (4)
Hammerlander -11 (MORTO MANNAGGIA AL KAI PORCO!)



Four men die before the shield-wall knits together and the lost ground is regained. The Hammerlanders reel back and the Brigandi surge forward, but they too cannot break through the Palace Guard. A trumpet sounds in the distance and the Prince’s men cheer when they see their reserves streaming up the hill to support them. Two hundred Eruan pikemen press forward behind their bristling steel and take the enemy in the flank. The attack is devastating. The enemy are split asunder and swept from the slope. The pikemen halt and through their ranks a wave of archers moves forward to fire at the backs of the retreating foe. Retreat turns to rout as the Hammerlanders and Brigandi flee the field in chaos.

Turn to 66.


EP = 5

La guerra è un brutto posto.



‘On to Cetza!’ shouts Prince Graygor. The battle-cry is taken up by his valiant soldiers as he leads them across the corpse-strewn field towards the town.

Heavy fighting is raging along the main street. The Lencian knights have taken the bridge and King Sarnac’s spearmen have breached the wall that surrounds the apple orchard. However, the Drakkarim are determined to stand their ground and they fight back viciously like starving wolves. You run with a group of longbowmen towards the centre of Cetza and find yourself approaching a barn-like building which overlooks the bridge. Standing at a window on its upper floor is a Drakkarim sniper with an arrow notched ready to fire. Patiently he watches you weaving through the smoky ruins until you present a clear target. He releases his straining bowstring and sends an arrow whistling towards your heart.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked.

If your total is 0–2, turn to 264.

If it is 3–5, turn to 121.

If it is 6 or more, turn to 319.


Roll...5 (ancora lol) +3 =8!

EP = 6.



Your Kai senses save you from the sniper’s shaft: it whistles past harmlessly as you dive for cover. As you rise to your feet you spot your would-be assassin hastily reloading his bow.

If you have a Bow and wish to use it, turn to 36.

If you choose to evade the sniper by running along an alley to your left, turn to 155.


Sfrecciamo, o cerchiamo riparo dal cecchino nemico :D?

************************************************** ***********************
Lupo Solitario, Kai Mentora

CS: 34 (Sommerswerd +8, Silver Helm +2, Shield +2, Mindblast +2, +3 Weaponmastery, +1 Solaris, +1 Fire)

EP: 7/39 (Padded Leather Waistcoat +2 EP, Chainmail +4, +3 Solaris, +3 Light, +2 Fire)

Discipline Magnakai
- Pathmanship
- Invisibility
- Huntmastery
- Curing
- Animal Control
- Weaponmastery (Sword, Bow, Dagger, Spear, Mace, Axe)
- Divination

Circoli completati
- Circle of Solaris (+1CS, +3EP)
- Circle of Light (+3EP)
- Circle of Fire (+1 CS, +2 EP)

Weapons (2): Axe, Spear

Backpack (8): Rope, Meal

Special Items (12): Sommerswerd!, Dagger of Vashna, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Chainmail (+4 EP), Shield (+2 CS), Quiver (6), Psi-Ring, Fireseeds (3), Invitation

Money (50): 50

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: VIII
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)
- Inchiappato nel sonno da un agente dei Darklords (Libro II)
- Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
- Vittime di una Cantina (Libro IV)
- Tentacle-raped (Libro VII)
- Sparati da un Nano storpio (Libro VIII)
- 1v1 con lo Zakhan Kimah (Libro IX)
************************************************** ******

Defender
27th March 2013, 18:54
O_______o

seeeeee ma chi cazzo era questo??

Cioè era più forte del Sultano Kimah :gha:

Non ho parole... meno male che ci è andata di ESTREMO culo coi dadi, all'ultimo round se non tiriamo 8 9 o 0 siamo defunti :afraid:

Cmq siamo ancora in the deep shit...

Io dico di tirare con l'arco, siamo praticamente Occhio di Falco + Green Arrow + Legolas assieme, con +8 di bonus non possiamo fallire pd! (toccatevi)

36

Bortas
27th March 2013, 18:58
36 mi associo siamo in ballo balliamo...

Tibù
27th March 2013, 19:01
andiamo di arco!

Kaluisurrr
27th March 2013, 19:08
arco diddio? arco diddio.

-=Rho=-
27th March 2013, 19:13
36

Jesper
27th March 2013, 19:13
ARCODIDDIO!



With the legendary grace and speed of a Kai master in battle, you draw an Arrow and send it whistling towards the sniper’s head. He utters a gurgling scream as he topples from the first-floor window, your Arrow stuck in his throat.

If you wish to run forward to search the body, turn to 296.

If you choose to press on towards the centre of the town, turn to 155.


Manco c'ha fatto tirare lol :D

Andiamo a frugarlo, o andiamo verso centro della città?

************************************************** ***********************
Lupo Solitario, Kai Mentora

CS: 34 (Sommerswerd +8, Silver Helm +2, Shield +2, Mindblast +2, +3 Weaponmastery, +1 Solaris, +1 Fire)

EP: 8/39 (Padded Leather Waistcoat +2 EP, Chainmail +4, +3 Solaris, +3 Light, +2 Fire)

Discipline Magnakai
- Pathmanship
- Invisibility
- Huntmastery
- Curing
- Animal Control
- Weaponmastery (Sword, Bow, Dagger, Spear, Mace, Axe)
- Divination

Circoli completati
- Circle of Solaris (+1CS, +3EP)
- Circle of Light (+3EP)
- Circle of Fire (+1 CS, +2 EP)

Weapons (2): Axe, Spear

Backpack (8): Rope, Meal

Special Items (12): Sommerswerd!, Dagger of Vashna, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Chainmail (+4 EP), Shield (+2 CS), Quiver (5), Psi-Ring, Fireseeds (3), Invitation

Money (50): 50

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: VIII
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)
- Inchiappato nel sonno da un agente dei Darklords (Libro II)
- Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
- Vittime di una Cantina (Libro IV)
- Tentacle-raped (Libro VII)
- Sparati da un Nano storpio (Libro VIII)
- 1v1 con lo Zakhan Kimah (Libro IX)
************************************************** ******

-=Rho=-
27th March 2013, 19:15
:dumb:

Defender
27th March 2013, 19:20
Lootiamo!

Hai visto mai che abbia una pozza di cura, ci servirebbe come il pane...

[L'ANGOLO DEL CAGACAZZO]

Jesper dovresti aggiornare il nostro rank, ora siamo Kai Mentora :D

[/L'ANGOLO DEL CAGACAZZO]

Kaluisurrr
27th March 2013, 19:25
lasciamo il cadavere li

-=Rho=-
27th March 2013, 20:03
ma ragazzi , non e' che ci chiamiamo looto solitario per nulla eh

Kat
27th March 2013, 20:10
Loot!

Bortas
27th March 2013, 20:26
Loota

Sturm
27th March 2013, 20:53
Mortacci sua,c'hanno sderenato di botte!

Mi appoggio (anche di cappellotto che so che vi piace tanto) al loot! Senza pauraaah! :metal:

Lupoazzurro
28th March 2013, 11:03
Cioè fammi capire, Dever ha deciso che i 3/4 dei nemici li sciogliamo solo guardandoli e poi di punto in bianco, così perchè gli gira decide che il primo che incontriamo è tipo Kaio (il fratello di Raul) dopato e incazzato nero?

Comunque lootiamo tutto e speriamo di trovare un pò di cure....

Jesper
28th March 2013, 11:09
LOOT!



Roughly you pull the dead Drakkar onto his stomach and cut open his pack. In his pack and on his body, you discover the following items:

Sword
Dagger
Bow
Blanket
Quiver
3 Arrows
16 Lune (4 Gold Crowns)

You may take any of these items before pressing on towards the centre of the town.

Turn to 155.


Incredibile! Non siamo stati puniti per la nostra ingordigia! :dumb:



You reach a square near the centre of the town where a unit of enemy reserves are gathered, awaiting the order to join the battle. They are Krorn—hideous-looking creatures from the Moggador and Akamazim forests. They are approached by a swarthy giant of a man, with a short black beard and shiny bald head, who brandishes a massive war-axe fashioned from a fiery red metal. The axe must weigh more than its wielder but he waves it above his head as if it were no heavier than a stick of wood. Judging from his features and from what you have heard during your travels through Eru, this warrior is Baron Shinzar—the enemy commander.

If you have a Bow and wish to use it, turn to 96.

If not, turn to 73.


The axe must weigh more than its wielder but he waves it above his head as if it were no heavier than a stick of wood :nod:

Baron Shinzar :nod:

EP = 10.

:jackie:

Che facciamo :D? (e ricordatevi di dirmi se vogliamo lootare qualcosa)

************************************************** ***********************
Lupo Solitario, Kai Mentora

CS: 34 (Sommerswerd +8, Silver Helm +2, Shield +2, Mindblast +2, +3 Weaponmastery, +1 Solaris, +1 Fire)

EP: 10/39 (Padded Leather Waistcoat +2 EP, Chainmail +4, +3 Solaris, +3 Light, +2 Fire)

Discipline Magnakai
- Pathmanship
- Invisibility
- Huntmastery
- Curing
- Animal Control
- Weaponmastery (Sword, Bow, Dagger, Spear, Mace, Axe)
- Divination

Circoli completati
- Circle of Solaris (+1CS, +3EP)
- Circle of Light (+3EP)
- Circle of Fire (+1 CS, +2 EP)

Weapons (2): Axe, Spear

Backpack (8): Rope, Meal

Special Items (12): Sommerswerd!, Dagger of Vashna, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Chainmail (+4 EP), Shield (+2 CS), Quiver (5), Psi-Ring, Fireseeds (3), Invitation

Money (50): 50

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: VIII
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)
- Inchiappato nel sonno da un agente dei Darklords (Libro II)
- Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
- Vittime di una Cantina (Libro IV)
- Tentacle-raped (Libro VII)
- Sparati da un Nano storpio (Libro VIII)
- 1v1 con lo Zakhan Kimah (Libro IX)
************************************************** ******

Lupoazzurro
28th March 2013, 11:14
Frecciamolo.

cerchiamo di indebolirlo un pò che se gli arriviamo in melee moribondi come siamo ci apre in 2 come le cozze.

Bortas
28th March 2013, 11:15
Prendiamo la coperta e refiliamo le freccie, poi arco diddio 96

Defender
28th March 2013, 11:21
Sfreccia ma con un basso profilo, messi come siamo se ci ingaggia in combat siamo carne morta QQ

Kaluisurrr
28th March 2013, 11:29
l'arco è l'unica soluzione

Jesper
28th March 2013, 11:36
Arcodiddio go!



The Baron is shouting at the Krorn to form a line and get ready to advance. The only vulnerable part of his body that you can see as he strides back and forth before his troops is his unarmoured head.

Coolly you draw an Arrow to your lips and aim at the nape of his neck.

Pick a number from the Random Number Table and add to it any missile bonuses you may have.

If your total is now 0–7, turn to 9.

If your total is now 8 or more, turn to 272.


Abbiamo +8 automatico :nod:

EP = 11



Your Arrow strikes the Baron, but he is saved from a fatal wound by the lip of the steel bevor that protects his neck and back. The Arrow ricochets, gouging a deep furrow across the base of his skull and making him fall heavily to his knees. Bellowing like an angry bull, he glares in your direction as he staggers painfully to his feet.

If you possess the Sommerswerd and you wish to use it, turn to 113.

If you do not possess this Special Item, or do not wish to use it, turn to 126.


Arcodiddio :saddest:

EP = 12

************************************************** ***********************
Lupo Solitario, Kai Mentora

CS: 34 (Sommerswerd +8, Silver Helm +2, Shield +2, Mindblast +2, +3 Weaponmastery, +1 Solaris, +1 Fire)

EP: 12/39 (Padded Leather Waistcoat +2 EP, Chainmail +4, +3 Solaris, +3 Light, +2 Fire)

Discipline Magnakai
- Pathmanship
- Invisibility
- Huntmastery
- Curing
- Animal Control
- Weaponmastery (Sword, Bow, Dagger, Spear, Mace, Axe)
- Divination

Circoli completati
- Circle of Solaris (+1CS, +3EP)
- Circle of Light (+3EP)
- Circle of Fire (+1 CS, +2 EP)

Weapons (2): Axe, Spear

Backpack (8): Rope, Meal, Blanket

Special Items (12): Sommerswerd!, Dagger of Vashna, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Chainmail (+4 EP), Shield (+2 CS), Quiver (5), Psi-Ring, Fireseeds (3), Invitation

Money (50): 50

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: VIII
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)
- Inchiappato nel sonno da un agente dei Darklords (Libro II)
- Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
- Vittime di una Cantina (Libro IV)
- Tentacle-raped (Libro VII)
- Sparati da un Nano storpio (Libro VIII)
- 1v1 con lo Zakhan Kimah (Libro IX)
************************************************** ******

Bortas
28th March 2013, 11:45
Andiamo di spadastrafica e che dio ce la mandi bona 113

Lupoazzurro
28th March 2013, 11:54
ecco, mo sarà ancora più incazzato.

cmq andiamo di sommerswerd anche se comincio ad avere il sospetto che usarla potrebbe essere controproducente

Defender
28th March 2013, 11:56
Nono wait wait, se sfoderiamo la Sommerswerd ci sgama e ci aggra fisso, io farei finta di nulla fischiettando... :look:

-=Rho=-
28th March 2013, 11:58
prendi la coperta da loot di prima jospor , e poi andiamo a vedere se la sommersux ci ammazza un' altra volta

Sturm
28th March 2013, 12:09
Frega un cazzo se ci sgamano,la misteriosa segreterrima missione segreta in incognitissimo,se ne po anna a fanculo!
Summerswerd! Senza paurah! :metal:

EDIT: loot frecce cosi ci rifulliamo il resto è merda

Kaluisurrr
28th March 2013, 12:39
non usiamo la sommerswerd, magari ci fa usare un fireseed o chissà cos'altro, che se andiamo in combat con 12 ep ci crepiamo sicuro

Jesper
28th March 2013, 13:21
La coperta è gia nel nostro inventario :nod:

Sarà utile per contrastare il rigor mortis :truestory:



‘Meet your doom, Eruan scum!’ he sneers, as he strides across the square, his fearsome axe raised to strike. You lift the Sommerswerd and level it at his head; the blade shimmers gold as the sunlight catches upon its tip and charges it with power. A flicker of doubt passes across the Baron’s eyes, but he shrugs aside his fear and continues to advance. With a roar like a howling gale the blade of his axe is transformed into a mass of scarlet flame that reeks of sulphurous decay.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/ill6.png
Illustration VI—‘Meet your doom, Eruan scum!’ he sneers, his fearsome axe raised to strike.

Baron Shinzar (with Ogg-kor-kaggaz): COMBAT SKILL 40 ENDURANCE 50

Intoxicated by the power of the weapon he wields, the Baron is immune to Mindblast (but not Psi-surge).

You may evade combat after three rounds; turn to 229.

If you win the combat, turn to 300.


:jackie:

COMBAT RATING -8

Dobbiamo sopravvivere 3 round :nod:

Roll...7
Lupo Solitario -4 (8)
Baron Shinzar -5 (45)

Roll...7
Lupo Solitario -4 (4)
Baron Shinzar -5 (40)

Ok, ci sta andando super di culo! Ora però gli unici roll con cui ci salviamo sono 8, 9 o 0

Roll...1
:pokerfacen:
Lupo Solitario -8 (morto)
Baron Shinzar -0 (40)

<.<

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
Ok, questo è ridicolo...

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRnp-2Jpv9sXbtdndBUDlHUsaR_wnMesNyndcNZoqc87KSJKtrpCQ
Ma figlio mio...non hai preso Psi-Surge! Avresti avuto solo -4 in questo combat e -2 nell'altro!

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
Non dire cazzate, voglio parlare con quel rincoglionito di Dever!

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRnp-2Jpv9sXbtdndBUDlHUsaR_wnMesNyndcNZoqc87KSJKtrpCQ
Ma figlio mio, sono gli orrori della guerra...

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTUIEIKXtGkUJ0a5yxAVIqiawwCMk3kg 4yGddkQ_4YvB1BZ-InItA
GLI ORRORI DELLA GUERRA LI FACCIO VEDERE IO A DEVER, ADESSO DIMMI DOVE CAZZO STA!

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: IX
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)
- Inchiappato nel sonno da un agente dei Darklords (Libro II)
- Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
- Vittime di una Cantina (Libro IV)
- Tentacle-raped (Libro VII)
- Sparati da un Nano storpio (Libro VIII)
- 1v1 con lo Zakhan Kimah (Libro IX)
- 1v100 con Baron Shinzar (Libro X)

-=Rho=-
28th March 2013, 13:24
molto bene è_é

Sturm
28th March 2013, 13:25
E porca mado! Proviamo a non usare la summerswerd allora...che cazzo ce l'abbiamo a fare se dobbiamo morire sempre come merde... :gha:
Dever avrò la tua testa! 40 fottuti punti di CS-.-

Jesper
28th March 2013, 13:30
Ciò detto, abbiamo diverse opzioni :D

A) Rewindare ad una scelta precedente (ES: paragrafo 1 lol)
B) Respawnare full vita e combattere il Barone
C) Provare a non usare la Sommerswerd e vedere come va
D) Altro (suggerite :D)

Defender
28th March 2013, 13:34
Non usiamo la Sommerswerd. E speriamo in Kai..

-=Rho=-
28th March 2013, 13:34
B) lo bocciamo perche cioe' sarebbe come barare , altrimenti potremmo proprio saltare al paragrafo vincendo , senza manco farlo il combat
C) e'ì la mia scelta
D) in caso failiamo ancora , riniziamo il libro .

Sturm
28th March 2013, 13:37
C pure per me,respawnare full vita è un po un cheat :D

Kat
28th March 2013, 13:57
Anche secondo me proviamo senza sommer e se crepiamo possiamo ricominciare dall'inizio.

Bortas
28th March 2013, 14:11
Namo senza sommer (cmq lo avevo detto di lasciar perdere la battaglia campale ed andare a cercare il tizio che ci guidava nel dungeon)

Jesper
28th March 2013, 14:13
Lasciamo la Sommerswerd nel fodero e sfoderiamo la nostra fidata Ascia...



Baron Shinzar snarls an order and the Krorn pack moves towards you. They are not as tall as their leader but almost twice as broad, with arms like branches of a twisted tree that hang down below their knees. Awkwardly they shuffle on short bow legs, their gnarled skin shiny like knotted leather. A shiver runs down your spine as you recall what you have heard about these creatures—that they delight in eating their foes—but as they draw nearer you dismiss such thoughts and prepare for combat.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/ill8.png
Illustration VIII—The Krorn pack shuffle towards you on short bow legs, their gnarled skin shiny like knotted leather.

Krorn Pack: COMBAT SKILL 23 ENDURANCE 60

If you win the combat, and the fight lasts four rounds or less, turn to 11.

If you win, and the fight lasts longer than four rounds, turn to 321.


Senza la Sommerswerd, la nostra CS è 26, quindi la COMBAT RATING è +3. E abbiamo 12 EP. E loro 60. :jackie:

Roll...4
Lupo Solitario -2 (10)
Krorn Pack -8 (52)

Roll...8 :metal:
Lupo Solitario -0 (8)
Krorn Pack -12 (40)

Roll...3
Lupo Solitario -3 (5)
Krorn Pack -7 (33)

Roll...6
Lupo Solitario -2 (3)
Krorn Pack -10 (23)

Roll...8 :metal:
Lupo Solitario -0 (3)
Krorn Pack -12 (11)

Roll...5
Lupo Solitario -2 (1)
Krorn Pack -9 (2)

Ok, ora solo un Roll di 8, 9 o 0 può salvarci (arriviamo sempre all'ultimo round O_o)

Roll...0 :metal::metal::metal:
Lupo Solitario -0 (1)
Krorn Pack -16 (morti!)

EP = 1 :nod:



A trumpet announces the arrival of Prince Graygor’s men as they swarm around the west side of the square. Baron Shinzar screams in anger and lifts his axe on high, daring them all to step forward and feel its lethal caress. His offer is met by a dozen arrows, loosed by Eruan archers from the houses bordering the square, but the shafts are drawn to the blade of the sorcerous axe where they disintegrate in a sizzling splash of glowing splinters. With an evil laugh, the Baron mounts his charger and gallops through the soldiers, cutting down those brave enough to stand in his way. But as he leaves the town he finds his escape blocked by a new and formidable enemy.

Turn to 110.


EP = 2.



King Sarnac and a host of mounted knights block the road that leads to Blackshroud. They sit astride their warhorses, their armour dented and stained with the blood of the Baron’s cavalry, all of whom they have slain in battle or put to flight. The Baron thunders towards them at breakneck speed, but the King and his knights remain grimly immobile, like a wall of tarnished steel. Slowly they lower their lances as the Baron speeds nearer and nearer. With a last defiant cry of anger, the Baron and his horse smash headlong into the line. There is a sickening screech of buckling metal and rearing horses, and then the Baron reappears, hoisted into the air, impaled on the tip of King Sarnac’s lance.

Turn to 300.


Il Re alla riscossa!

EP = 3.



A triumphant cheer fills the air as the soldiers of Prince Graygor and King Sarnac flood into the square; Cetza has been recaptured and the enemy has been smashed beyond recovery. Everywhere you look there are joyous faces, for the death of Baron Shinzar has sealed a victory that will liberate all of Eru from the cruel yoke of Drakkarim occupation.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/small10.png

As you watch the defeated remnants of the enemy escape across the ruins of the Cetza Wall and scurry like rats for the safety of Blackshroud, Prince Graygor joins you in celebration of the victory. ‘We have triumphed, Lone Wolf,’ he says. ‘Our land is now free and the way is open for you to reach Torgar and fulfil your quest.’

Turn to 4.


Abbiamo vinto! E non avremo nessun effetto permanente per tutte le ferite subite! :genius:

EP = 4.



An hour before dawn, you leave Cetza and ride across the open grasslands that slope gently towards the River Brol. A full moon and the gathering light of day help you identify the landmarks that Prince Graygor told you to look out for to help guide you to a ford close to the site of an abandoned copper mine. His directions prove accurate and by mid-morning you find yourself on a ridge that overlooks the ford and its cluster of derelict mining huts.

If you have the Magnakai Discipline of Huntmastery and have reached the Kai rank of Principalin or higher, turn to 324.

If you have the Magnakai Discipline of Pathsmanship and have reached the Kai rank of Tutelary or higher, turn to 241.

If you do not possess either of these skills or have yet to reach these levels of Magnakai training, turn to 108.


Che disciplina vogliamo usare? :D

EP = 5.

************************************************** ***********************
Lupo Solitario, Kai Mentora

CS: 34 (Sommerswerd +8, Silver Helm +2, Shield +2, Mindblast +2, +3 Weaponmastery, +1 Solaris, +1 Fire)

EP: 5/39 (Padded Leather Waistcoat +2 EP, Chainmail +4, +3 Solaris, +3 Light, +2 Fire)

Discipline Magnakai
- Pathmanship
- Invisibility
- Huntmastery
- Curing
- Animal Control
- Weaponmastery (Sword, Bow, Dagger, Spear, Mace, Axe)
- Divination

Circoli completati
- Circle of Solaris (+1CS, +3EP)
- Circle of Light (+3EP)
- Circle of Fire (+1 CS, +2 EP)

Weapons (2): Axe, Spear

Backpack (8): Rope, Meal, Blanket

Special Items (12): Sommerswerd!, Dagger of Vashna, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Chainmail (+4 EP), Shield (+2 CS), Quiver (5), Psi-Ring, Fireseeds (3), Invitation

Money (50): 50

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: VIII
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)
- Inchiappato nel sonno da un agente dei Darklords (Libro II)
- Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
- Vittime di una Cantina (Libro IV)
- Tentacle-raped (Libro VII)
- Sparati da un Nano storpio (Libro VIII)
- 1v1 con lo Zakhan Kimah (Libro IX)
- 1v100 con il Baron Shinzar (Libro X)
************************************************** ******

-=Rho=-
28th March 2013, 14:31
al prossimo lago / fiume , pozzanghera , oceano , qualsiasicosaabaseh2O , ci buttiamo dentro la sommersux e ci faciamo un piacere :D

andiamo 241

Rise-the-Sky
28th March 2013, 14:36
Cmq Joe nella sua infinita saggezza ci punisce perché abbiamo scelto la via del Boy Scout fricchettone invece che del maranza picchiatore. In questo libro si poteva arrivare con circolo spirito + fire full che ci davano tra psi surge e spirito +4 CS rispetto alla nostra attuale.
La via maestra é quella della violenza, non quella dell'animalismo.

Sturm
28th March 2013, 14:36
324 per me!
Btw che rosik non aver potuto lootare l'ascia ç_ç

-=Rho=-
28th March 2013, 14:38
io e' dall'inizio che voglio fare un char jedi coi potermi mentali , ma qua sono tutti cinninarutonutella che vogliono fare i wannabe ninja :D

Kat
28th March 2013, 14:38
324

Kaluisurrr
28th March 2013, 14:40
usiamo pathmanship

Jesper
28th March 2013, 14:41
EDIT: Non ho visto il voto di Kalu lol :D Rollo! Pari Huntmastery, dispari Pathmanship!

Roll...2!

Vista telescopica go!



Using your powers of telescopic vision you focus on the ruined log huts and scan them for signs of life. A dull glint of sunlight on tarnished steel and a glimpse of a scarlet-clad figure moving behind an open doorway warn you that the settlement is occupied. You cast your eyes along the river for an alternative place to cross. But it is only here that the deep, fast-flowing waters of the River Brol are shallow enough to cross on horseback.

If you wish to gallop towards the ford, despite the risk of an ambush, turn to 8.

If you choose to avoid the ford and try to cross the river further downstream instead, turn to 224.


Ok, in quale punto dell'acqua infida e traditrice vogliamo addentrarci :D?

EP = 6.

Kaluisurrr
28th March 2013, 14:43
cerchiamo la via più facile che ci rimettiamo la pelle un altra volta altrimenti

Lupoazzurro
28th March 2013, 14:49
Siamo moribondi....però l'acqua non è mai stata nostra amica...

boh, proviamo la cavalcata e che Kai ce la mandi buona.

8

edit: cmq 2 parole sul perchè la sommerswerd sia improvvisamente diventata inutile dever poteva pure metterle....cos'è si è accorto che tutti gli segavano i suoi mostriciattoli e lui da bravo master vendicativo ha deciso di moltiplucare X tre il loro livello???

Kat
28th March 2013, 14:51
224 che ambush mi sa di combat e non possiamo permettercelo ora.

-=Rho=-
28th March 2013, 15:00
8

Jesper
28th March 2013, 15:05
You spur your horse down the slope and gallop along an overgrown track that leads to the ford. The log huts are shrouded in silence, but as you draw level with them, a gruff shout shatters this illusion of peacefulness and a hail of arrows cuts through the air.

One of the black shafts buries itself in your horse’s neck. He shrieks in pain and crashes to his knees, hurling you into the river. You gulp a mouthful of the icy water and struggle to your feet, coughing and cursing, just in time to see your ambushers pour out of the nearest hut and advance towards you. Some are reloading their bows as they run.

If you have a Bow and wish to use it, turn to 131.

If you wish to try to escape by wading across the ford, turn to 166.

If you wish to draw a hand weapon and prepare for combat, turn to 251.


Che si fa :D?

EP = 7

Bortas
28th March 2013, 15:25
Teliamo con 7 pf ha poco senso, 166.
Anche se l'arco diddio è sempre l'arco diddio

-=Rho=-
28th March 2013, 15:26
cazzo duro 131

Kaluisurrr
28th March 2013, 15:33
arco diddio.

Defender
28th March 2013, 15:35
Arcodiddiooohhhh!!

Rise-the-Sky
28th March 2013, 15:37
edit: cmq 2 parole sul perchè la sommerswerd sia improvvisamente diventata inutile dever poteva pure metterle....cos'è si è accorto che tutti gli segavano i suoi mostriciattoli e lui da bravo master vendicativo ha deciso di moltiplucare X tre il loro livello???

Non é la sommerswerd a essere debole (x quanto ne sappia esiste un unica arma usabile da LW tra tutti i libri che abbia un bonus superiore) ma é LW stesso che ha statistiche basse. Senza di lei é vero che i boss sono + facili..ma tutti gli altri incontri diventano un palo nel culo.

Jesper
28th March 2013, 15:46
Si, in teoria è bilanciato sul discorso che, se hai la SS, negli scontri base perdi molti meno pf rispetto a se non ce l'hai.

In teoria, facendo altre scelte a livello di discipline potevamo avere una CS abbastanza più alta...in definitiva: avendo noi scelto discipline non totalmente da smazzo, ci siamo trovati in difficoltà andando in guerra :D Probabilmente l'altro path ci sarebbe risultato più isi con la scelta delle nostre discipline. D'altro canto, un tamarro da guerra senza pathmanship e huntmastery che si fosse infilato nella jungla a cercare i partigiani avrebbe avuto quasi gli stessi problemi :D In sostanza si tratta di scegliere secondo i nostri punti di forza :D

Poi ci sono 2-3 scontri nella saga (ES: Kimah alla fine del precedente) dove Dever si è chiaramente bevuto addosso e i numeri non tornano :D Gli ultimi due uberscontri di questo libro però (il Drakkarim con la powerstaff e il Barone della minchia), con Psi-Surge li battevamo isi :D (essendo immuni a Mindblast, ma non a Psi-Surge - a differenza di Kimah - avremmo avuto +4 CS).

Ciò detto, ARCODIDDIO!



You draw an Arrow and take aim at an archer just as he raises his bow to fire at you. Your shaft beats his: it buries itself in his chest and sends him spinning to the ground. Quickly you note that of the five men advancing towards you two are armed with bows.

If you have at least two Arrows in your Quiver and wish to fire at these men, turn to 344.

If you wish to try to escape by crossing the ford, turn to 166.

If you decide to shoulder your Bow and draw a hand weapon, turn to 251.

Abbiamo ancora 4 frecce...cosa vogliamo fare :D?

************************************************** ***********************
Lupo Solitario, Kai Mentora

CS: 34 (Sommerswerd +8, Silver Helm +2, Shield +2, Mindblast +2, +3 Weaponmastery, +1 Solaris, +1 Fire)

EP: 8/39 (Padded Leather Waistcoat +2 EP, Chainmail +4, +3 Solaris, +3 Light, +2 Fire)

Discipline Magnakai
- Pathmanship
- Invisibility
- Huntmastery
- Curing
- Animal Control
- Weaponmastery (Sword, Bow, Dagger, Spear, Mace, Axe)
- Divination

Circoli completati
- Circle of Solaris (+1CS, +3EP)
- Circle of Light (+3EP)
- Circle of Fire (+1 CS, +2 EP)

Weapons (2): Axe, Spear

Backpack (8): Rope, Meal, Blanket

Special Items (12): Sommerswerd!, Dagger of Vashna, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Chainmail (+4 EP), Shield (+2 CS), Quiver (4), Psi-Ring, Fireseeds (3), Invitation

Money (50): 50

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: IX
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)
- Inchiappato nel sonno da un agente dei Darklords (Libro II)
- Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
- Vittime di una Cantina (Libro IV)
- Tentacle-raped (Libro VII)
- Sparati da un Nano storpio (Libro VIII)
- 1v1 con lo Zakhan Kimah (Libro IX)
- 1v100 con il Baron Shinzar (Libro X)
************************************************** ******

Defender
28th March 2013, 15:55
Vai ancora di arco che li facciamo tutti in fila!

Sturm
28th March 2013, 16:02
Robin hood mode on! Sfrecciamo l'impossibile!

Bortas
28th March 2013, 16:07
Se usiamo l'arco diddio va usato fino in fondo... 344

Kaluisurrr
28th March 2013, 16:16
arco arco, è l'unica via.

-=Rho=-
28th March 2013, 16:17
let it rain

Jesper
28th March 2013, 16:26
ARCODIDDIOEDELLAMADONNAAAAA!



With devastating speed and accuracy, you draw your Arrows and fire them deep into the hearts of the two enemy archers. Both men stagger and crumple to the ground, but your bowmanship does little to deter their comrades. With a fearsome yell, the three remaining warriors brandish their swords and axes and come thundering towards you. There is no time to evade their attack—you must fight them to the death!


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/ill19.png
Illustration XIX—The three remaining warriors brandish their swords and axes and come thundering towards you.

Zagganozod: COMBAT SKILL 20 ENDURANCE 32

If you win the combat, turn to 271.


Riusciremo a sconfiggere questi nemici leggermente arabi? Abbiamo 9 EP :nod:

COMBAT RATING +14, in compenso :sneer:

Roll...5
Lupo Solitario -1 (8)
Zagganozod -14 (18)

Roll...0 :metal:
Lupo Solitario -0 (8)
Zagganozod INSTAKILLATI!

:nod:



Wiping the sweat from your brow, you sheathe your weapon and search the bodies of your ambushers. All of them are clad in black helmets and scarlet, chainmail hauberks, and each has an assortment of weapons and equipment strapped to his muscular body. You recognize the distinctive armour which identifies them as Zagganozod—a motley unit of Drakkarim cavalry which patrols the Blackshroud Trail. This company must have fled here on foot after the Drakkarim defeat at Cetza, for you can find no sign of their horses.

Your search of their bodies reveals the following items:

2 Swords
3 Quivers
2 Daggers
11 Arrows
3 Bows
2 Axes
1 Mace
1 Broadsword
16 Lune (4 Gold Crowns)
Enough food for 4 Meals

You may take whatever items you wish. When you have made the necessary adjustments to your Action Chart, you ford the river and continue on foot.

Turn to 186.


So Much Loot :saddest:

Prendo gia le frecce e i pasti...ditemi se volete cambiare qualche arma!



The ground rises steeply and it is dusk before your climb ends at the crest of a ridge overlooking the grasslands of Northern Eru. In less than an hour it will be dark, so you decide to camp here on the ridge and continue at first light (you must now eat a meal or lose 3 ENDURANCE points).


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/small4.png

You are settling down on a mattress of leaf mould when the howl of a timber wolf prompts you to abandon your soft bed and spend the night in the bough of a tree.

Turn to 125.


Pure i fratelli Lupi mo <.<



Your journey northwards through the Moggador Forest is a long and tiring trek that is fraught with danger. Roving bands of Krorn and packs of savage timber wolves demand that you remain vigilant at all times, and as you venture deeper into their vast domain, you feel your sense of time gradually slipping away. Your only consolation on this long and lonely trek is that wild game is plentiful and you experience no shortage of food.

On the morning of your ninth day in the forest you notice that the grey pines are beginning to thin out and the ground is becoming dusty and sparsely vegetated. Soon you come upon a road constructed of broken stones which leaves the forest and disappears into a barren landscape of yellow sulphurous soil. You check your map and it confirms your suspicions: you have reached the foothills of the Nadulritzaga Mountains and are now less than twenty miles from the fortress of Torgar.

Turn to 140.


Siamo quasi a Torgar :nod:



After a week of trekking across difficult terrain, the firm surface of the hill track feels as smooth as a mirror beneath your aching feet. By noon you have put ten miles behind you and have reached a bridge which crosses a sickly yellow stream flowing down from the surrounding hills. You must now eat a Meal or lose 3 ENDURANCE points.

You are about to continue your journey across the bridge when you hear a rumble of hoofbeats and see a group of horsemen, shrouded in dust, riding along the road towards you.

If you have the Magnakai Discipline of Huntmastery and have reached the rank of Principalin or higher, turn to 12.

If you do not possess this skill or have yet to reach this level of Magnakai training, you can either wait for these riders to reach you; turn to 122.

Or hide beneath the bridge; turn to 322.


Abbiamo Huntmastery e il rank per usarla!



Using your ability to intensify your vision you focus on the advancing horsemen. You see that they are all wearing surcoats of scarlet and grey, embroidered with a crest bearing an open hand. The only horsemen who wear this livery are the cavalry of Talestria.

If you wish to wave down these riders, turn to 61.

If you would rather hide from them beneath the bridge, turn to 322.


Che si fa :D?


************************************************** ***********************
Lupo Solitario, Kai Mentora

CS: 34 (Sommerswerd +8, Silver Helm +2, Shield +2, Mindblast +2, +3 Weaponmastery, +1 Solaris, +1 Fire)

EP: 13/39 (Padded Leather Waistcoat +2 EP, Chainmail +4, +3 Solaris, +3 Light, +2 Fire)

Discipline Magnakai
- Pathmanship
- Invisibility
- Huntmastery
- Curing
- Animal Control
- Weaponmastery (Sword, Bow, Dagger, Spear, Mace, Axe)
- Divination

Circoli completati
- Circle of Solaris (+1CS, +3EP)
- Circle of Light (+3EP)
- Circle of Fire (+1 CS, +2 EP)

Weapons (2): Axe, Spear

Backpack (8): Rope, Meal, Blanket, Meal, Meal, Meal, Meal

Special Items (12): Sommerswerd!, Dagger of Vashna, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Chainmail (+4 EP), Shield (+2 CS), Quiver (6), Psi-Ring, Fireseeds (3), Invitation

Money (50): 50

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: IX
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)
- Inchiappato nel sonno da un agente dei Darklords (Libro II)
- Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
- Vittime di una Cantina (Libro IV)
- Tentacle-raped (Libro VII)
- Sparati da un Nano storpio (Libro VIII)
- 1v1 con lo Zakhan Kimah (Libro IX)
- 1v100 con il Baron Shinzar (Libro X)
************************************************** ******

Bortas
28th March 2013, 16:32
Passano capitoli dovremo riprendere pf, poi un meal ce la facciamo a spararselo che siamo a un cazzo di pf...

Sti cosi li evitarei 322, salutarli con la manino se poi sono i soliti nemici travestiti da buoni è solo concedergli l'iniziativa.

Jesper
28th March 2013, 16:35
Ops mi ero scordato di aggiornare gli EP :D

I meal comunque non ci curano :( Ci tolgono semplicemente EP se non possiamo mangiare quando ci viene richiesto...a meno che, ovviamente, non abbiamo Huntmastery che ci permette di ignorare la richiesta di meal (a meno che non sia specificato che non funziona nel paragrafo attuale ES: dentro una tomba nello spazio profondo :nod:)

Bortas
28th March 2013, 16:37
Vabè non ricordavo.

Sturm
28th March 2013, 16:43
Senza paura,salutiamoli e facciamogli vedere il cappellotto! Magari non è una trappola :pokerfacen:

-=Rho=-
28th March 2013, 16:45
sentiamo che notizie ci sono dal mark


ravana i pasti lascia la armi fulle le freccie

Lupoazzurro
28th March 2013, 16:46
mmm...sta cosa mi puzza un pò, imboschiamoci sotto il ponte

Kaluisurrr
28th March 2013, 17:10
famo ciao con la manina :wave:

Jesper
28th March 2013, 17:48
Ciao ciao!



The Talestrians bring their horses to a halt and regard you with suspicion. Their officer draws his sword and demands to know your nationality and the name of your regiment. You reply in his native tongue that you are an Eruan Pathfinder, and a smile spreads slowly across his rugged face. He tells you that he and his men are scouts who have been sent to make sure that the hills are free of enemy troops. Your Kai Sixth Sense confirms that he speaks the truth, and when he offers to take you to meet his commander, you accept the invitation gladly.

Turn to 6.


Meno male che loro non hanno Sesto Senso :nod:



You share the officer’s horse as he leads his company back along a route they have already ridden. Steadily the road winds upwards through the hills towards a ridge of yellow rock and, as you reach the crest of the ridge, you catch your first awe-inspiring glimpse of Torgar.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/ill1.png
Illustration I—The grim city-fortress of Torgar.

The walls of this grim city-fortress stand upon the brink of a ravine cut deep by centuries of rushing water. A natural causeway of stone spans this dark chasm and provides the only means of approaching Torgar from the south. Its position and its defences seem impregnable. It commands the only road into the barren land of Ghatan, and any who dare travel that road must pass over the causeway and through the city’s great iron gate.

In the past there have been few who would venture willingly to Torgar, but now the causeway and its approaches swarm with such men. They are the soldiers of Talestria and Palmyrion, and they have come with their engines of war to lay siege to this grim Drakkarim fortress.

The scout officer spurs his horse away from the ridge and you are carried towards a cluster of tents that stand on high ground overlooking the siege-works. As you arrive, a group of knights steps forward to take the horse’s reins. You dismount with the officer and follow as he enters the largest tent.

If you have ever visited the land of Talestria in a previous Lone Wolf adventure, turn to 45.

If not, turn to 346.


Si ci siamo stati :nod: Quale amico del passato starà per risbucare fuori?



Inside the tent a group of senior officers are poring over their battle-maps and planning their troop dispositions for an assault across the causeway. Their leader has his back to you, but when he turns to see who has entered his tent, you recognize him at once: he is Adamas, Lord Constable of Garthen. ‘By the gods!’ he exclaims. ‘I thought the Danarg had claimed you, Lone Wolf. How good it is to see you alive.’

He dismisses his captains and bids you tell all that has happened since last you met. ‘So you wish to break into Torgar,’ he says, thoughtfully. ‘How strange it is that our goals should be so similar. Come, follow me, perhaps cooperation will hasten our success.’

Turn to 127.


Ma è Adama di Battlestar Galactica!



A short distance from Lord Adamas’ tent stands a wooden watchtower, constructed by his army engineers, which offers an unobstructed view of the causeway and the great gate of Torgar. As you reach the top of its rickety ladder and step onto the platform beside the Lord Constable, he recounts the events that have led to the siege of this city-fortress.

Following his victory over the Ogians and the destruction of Xanar, Adamas led the allied armies of Bor, Talestria, and Palmyrion along the Blackshroud Trail in pursuit of the shattered enemy. When they reached the Agna-kor-kuzim, the ‘road of slaves’, the army of Bor was detached and sent to assail Blackshroud from the east, while the bulk of the allied forces marched north towards Torgar. When Talestria was overrun in the early days of the war, thousands of her people were taken as slaves and imprisoned here in this fortress. Lord Adamas had sworn that one day he would free them and he was determined to fulfil his pledge.

During the march north, a great battle was fought near the wastelands of Zuttezna, against two Giak armies led by Darklord Kraagenskûl and Darklord Chlanzor. Both were soundly defeated by the allies and sent back to Cragmantle to lick their wounds. Although victorious at Zuttezna, the allies had suffered heavy losses and Adamas feared they would be too weak to storm Torgar. He was too far from his homeland for reinforcements to reach him swiftly, and there was the growing threat that the Darklords would muster their troops in Tanoz and Mozgôar and attack again. Faced with this grave dilemma he decided to risk an assault on Torgar.

‘We have means to breach their iron gate,’ he says, staring purposefully at the great door of Torgar. ‘The Elder Magi have given us a device that will reduce it to twisted scrap, and when we march through that portal and free our people, we shall have all the reinforcements we need.’

Turn to 120.


E' il momento delle bombe :nod:



The hoarse cries of soldiers and the blare of war trumpets announce preparations for an assault across the causeway. Armoured infantry gather in a spearhead formation and wait for the order to advance towards a wall of logs and earth, which has been thrown up to protect the vanguard troops dug in on the causeway itself. These warriors scuttle about behind their ramparts, holding arched wooden shields over their bent backs to protect them against the arrows raining down from the battlements. The iron gate stands less than fifty yards from their position, and this approach is heaped with the bodies of those who have fallen during previous assaults.

You accompany Lord Adamas as he makes his way through the massed ranks of infantry and enters a trench which zigzags towards the causeway. He stops at a log-lined hollow dug out of the trench wall and speaks with a captain who is lying there nursing a broken arm. The wounded officer hands him his leather satchel, and Adamas continues along the trench until he reaches the centre of the causeway. There you both take cover with the vanguard and peer through a slit in the log wall at the formidable entrance to Torgar.

Turn to 78.




‘It’s an impressive-looking door,’ says Adamas, studying the wall of black iron, pitted and streaked with age. ‘But every door has its key, and we have the key to this one.’ He flips open the leather satchel and removes what appears to be a mass of triangular crystals fused into one solid lump. ‘This is the device that the Elder Magi prepared for us. It has to be placed at the foot of the door and it is activated by pressing this shard,’ he says, pointing to a sliver of crystal protruding from the side. ‘The thing explodes ten seconds after the shard is pressed.’


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/small9.png

Calmly he takes a coin from his pocket and flicks it in the air. ‘One of us must place the device,’ he says, as he catches the coin. ‘We’re the only two left who stand a chance of surviving the run.’ He nods at his clenched fist and invites you to call ‘heads’ or ‘tails’.

If you have the Magnakai Discipline of Divination and wish to use it, turn to 14.

If you wish to call ‘heads’, turn to 330.

If you wish to call ‘tails’, turn to 212.


E' il momento di barare a testa o croce come con Paido :look:



You focus your Kai skill on Adamas’ hand but you cannot tell which side of the coin is showing. All you can detect is a strong magical aura, indicating that the coin is magically shielded. You have no option but to guess which side is showing.

If you wish to call ‘heads’, turn to 330.

If you wish to call ‘tails’, turn to 212.


Cioè...cioè Adama ha una moneta SCHERMATA ANTI DIVINAZIONE PER FARE A TESTA E CROCE CON GLI PSIONICI :truestory:

Che scegliamo :D?

************************************************** ***********************
Lupo Solitario, Kai Mentora

CS: 34 (Sommerswerd +8, Silver Helm +2, Shield +2, Mindblast +2, +3 Weaponmastery, +1 Solaris, +1 Fire)

EP: 20/39 (Padded Leather Waistcoat +2 EP, Chainmail +4, +3 Solaris, +3 Light, +2 Fire)

Discipline Magnakai
- Pathmanship
- Invisibility
- Huntmastery
- Curing
- Animal Control
- Weaponmastery (Sword, Bow, Dagger, Spear, Mace, Axe)
- Divination

Circoli completati
- Circle of Solaris (+1CS, +3EP)
- Circle of Light (+3EP)
- Circle of Fire (+1 CS, +2 EP)

Weapons (2): Axe, Spear

Backpack (8): Rope, Meal, Blanket, Meal, Meal, Meal, Meal

Special Items (12): Sommerswerd!, Dagger of Vashna, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Chainmail (+4 EP), Shield (+2 CS), Quiver (6), Psi-Ring, Fireseeds (3), Invitation

Money (50): 50

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: IX
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)
- Inchiappato nel sonno da un agente dei Darklords (Libro II)
- Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
- Vittime di una Cantina (Libro IV)
- Tentacle-raped (Libro VII)
- Sparati da un Nano storpio (Libro VIII)
- 1v1 con lo Zakhan Kimah (Libro IX)
- 1v100 con il Baron Shinzar (Libro X)
************************************************** ******

-=Rho=-
28th March 2013, 17:51
scegliamo la terza possiblita , gli spariamo con l'arco in gola a sto stronzo :D

-=Rho=-
28th March 2013, 17:52
oppure testa , fai te

Bortas
28th March 2013, 17:53
Tails un classico...

Earenia
28th March 2013, 17:53
tails 212!

Kat
28th March 2013, 18:03
Tails

Lupoazzurro
28th March 2013, 18:07
maledetta moneta antibari psionici.

tails

Defender
28th March 2013, 18:27
heads!

Jesper
28th March 2013, 18:44
Code!



Lord Adamas opens his hand and the coin shows ‘tails’—you have guessed correctly. ‘Very well,’ he says, unbuckling his cumbersome sword belt and shouldering the satchel which contains the crystal explosive. ‘Wish me luck!’

He orders the vanguard to provide covering fire with their crossbows; then he clambers over the rampart and sprints towards the Torgar gate.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 221.

If it is 5–9, turn to 32.


AHAH! Cazzi tuoi, Adama!

Roll...5



The Drakkarim give a loud yell as soon as they see Adamas appear. At once the vanguard fire their crossbows and many bolts find their mark, but the Drakkarim who fall do not hamper their comrades, who are preparing to welcome Adamas with huge chunks of rock. With cat-like agility he veers right and left, weaving his way through the deluge of falling boulders, which smash down with a terrific crack. He reaches the door unscathed, rips the satchel from his shoulder, and primes the crystal explosive. Automatically you start to count as he runs back through rubble and dead bodies. Six…seven…eight…He leaps, and as you count nine he clears the rampart and lands beside you, breathless and exhilarated.

Turn to 301


Gli è andata bene :nod:



The crystal explodes with a blinding flash, releasing a bolt of sun-like energy that tears a massive hole in the one-foot-thick iron plate and transforms what little remains into red-hot slag. The shuddering concussion jars the entire causeway and fragments of glowing metal fall all around you. Triumphant cheers rise above the thunderous boom that is rumbling through the ravine, as the spearpoint of Adamas’ army surges across the causeway towards the ruined gate.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/ill17.png
Illustration XVII—A massive hole is torn in the iron plate and the spearpoint of Adamas’ army surges towards the ruined gate.

Turn to 273.


Sticazzi O___o



You take your place beside Lord Adamas and charge through the smouldering gap, leaping over the charred and broken remains of the Drakkarim who were caught by the blast. The allied soldiers follow your lead and sweep into the startled city, through a gate now guarded only by the slain. Despite their shock, the defenders begin to rally as they receive fresh reinforcements from other parts of the city, and soon a vicious battle rages in the cramped, gloomy streets.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/small3.png

You lead a group of Palmyrion men-at-arms across a courtyard and into a dingy street where you find yourselves confronted by a regiment of Drakkarim garrison troops. They have gathered to make a wall of shields behind a pair of small figures, black-robed and cowled, each holding a yellow globe.

If you possess the Magnakai Discipline of Divination and have reached the rank of Tutelary or higher, turn to 22.

If you do not possess this skill, or if you have yet to reach this level of Magnakai training, turn to 57.


Abbiamo Divination e il Rank!



Your Magnakai skill warns you that the robed figures possess magical abilities. The glass globes they are holding contain a volatile mixture of phosphorus and oil. If the globes were to break, the contents would burst into flames immediately on contact with the air.

If you have a Bow and wish to fire an Arrow at one of the globes, turn to 293.

If not, turn to 199.


Spariamo ai globadieri skaven? :nod:

************************************************** ***********************
Lupo Solitario, Kai Mentora

CS: 34 (Sommerswerd +8, Silver Helm +2, Shield +2, Mindblast +2, +3 Weaponmastery, +1 Solaris, +1 Fire)

EP: 25/39 (Padded Leather Waistcoat +2 EP, Chainmail +4, +3 Solaris, +3 Light, +2 Fire)

Discipline Magnakai
- Pathmanship
- Invisibility
- Huntmastery
- Curing
- Animal Control
- Weaponmastery (Sword, Bow, Dagger, Spear, Mace, Axe)
- Divination

Circoli completati
- Circle of Solaris (+1CS, +3EP)
- Circle of Light (+3EP)
- Circle of Fire (+1 CS, +2 EP)

Weapons (2): Axe, Spear

Backpack (8): Rope, Meal, Blanket, Meal, Meal, Meal, Meal

Special Items (12): Sommerswerd!, Dagger of Vashna, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Chainmail (+4 EP), Shield (+2 CS), Quiver (6), Psi-Ring, Fireseeds (3), Invitation

Money (50): 50

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: IX
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)
- Inchiappato nel sonno da un agente dei Darklords (Libro II)
- Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
- Vittime di una Cantina (Libro IV)
- Tentacle-raped (Libro VII)
- Sparati da un Nano storpio (Libro VIII)
- 1v1 con lo Zakhan Kimah (Libro IX)
- 1v100 con il Baron Shinzar (Libro X)
************************************************** ******

Defender
28th March 2013, 19:04
Lone Wolf Basics:

KILL -> LOOT -> GO LEFT -> INVESTIGATE -> ARCODIDDIOH :nod:

Bortas
28th March 2013, 19:10
Lone Wolf Basics:

KILL -> LOOT -> GO LEFT -> INVESTIGATE -> ARCODIDDIOH -> TAILS

Arcodiddio come sempre

-=Rho=-
28th March 2013, 19:18
spara spara

Tibù
28th March 2013, 19:27
freccia frecciahh

Kat
28th March 2013, 20:13
Cazzo manco Robin Hood.
Vai facciamo esplodere tutto.

Kaluisurrr
28th March 2013, 20:27
arcodidddiooooooooooh

Sturm
28th March 2013, 22:21
Arcodiddio aiutaci tu!

Jesper
29th March 2013, 11:06
Freccia zen :nod:



The two diminutive magicians see you level your Bow and realize that they are in danger. As you take aim, they get ready to hurl their spheres at the Palmyrions.

Pick a number from the Random Number Table and add any missile bonuses you have to this number.

If your total is now 7 or less, turn to 149.

If it is 8 or more, turn to 164.


Bitch please...+8 di base!



Your Arrow screams towards a magician and shatters the sphere clasped in his claw-like hand. There is a brilliant flash as it explodes, scattering fragments that hiss like a host of fiery snakes among the Drakkarim. The second magician drops his sphere setting off another explosion. The Drakkarim scream in pain and terror as the fragments burn everything they touch.

Turn to 332.


MICHAEL BAY!



The surviving Drakkarim scatter into the surrounding alleys and you are able to advance towards the centre of Torgar unopposed. The Palmyrions meet up with their regiment and you continue alone along the dingy thoroughfare. It leads to an open square where a conical tower of iron points accusingly at the sky. Here the flagstones vibrate to a continuous throbbing that beats like a gigantic pulse somewhere deep in the bowels of the city. The battle has drawn most of the Drakkarim away from this square and you have no difficulty in reaching the tower and entering it via an open archway. A corridor of steel lies beyond, empty save for the constant din that assails your ears. Countless passages lead off from the main corridor, all sloping downwards, and many occupied by Drakkarim warriors. The passages are poorly lit and it is easy to avoid your enemies until you reach a vast stairway bathed in a bright orange glow that radiates from a level below.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/small6.png

Pick a number from the Random Number Table. If you have completed the Lore-circle of Solaris, add 3 to the number you have picked.

If your total is now 0–6, turn to 348.

If it is 7 or more, turn to 47.


Abbiamo tutto il circolo di Solaris! Dobbiamo rollare almeno 4 :nod:

Roll...6! +3



You are about to descend when a shadow looms into view and a Drakkarim officer appears at the foot of the stairs. Instantly you press yourself to the wall and use all your Kai skills to mask your presence. He strides up the stairs, passing within a few feet of you, but miraculously he fails to notice you and continues without stopping. After wiping the sweat from your brow you continue down the stairs.

Turn to 285.


Nooo ci siamo persi questo bell'uomo!


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/ill20.png

Da bambino mi faceva sempre ridere tantissimo sto disegno :hidenod:



Beyond the staircase lies a circular parapet which overlooks a huge, cavernous crater. It is filled with thousands of human slaves toiling with pick and shovel deep in the sulphurous heart of Torgar. Their bodies are filthy and covered with sweat despite a freezing wind, which howls in the depths like a hungry wolf. Drakkarim overseers urge them to greater effort, and the crack of their whips is answered by the slaves’ anguished cries of pain.

Angered by what you have seen, you leave the parapet and enter a dimly lit passage that descends to a door of black steel. A twist of the handle reveals that it is locked.

If you have a Black Key, turn to 80.

If you have a Skeleton Key, turn to 219.

If you possess neither of these Special Items, turn to 130.


Abbiamo la stocazzo key! :nod:



You examine the lock and recognize its simple latch mechanism.

If you possess the Magnakai Discipline of Nexus, turn to 328.

If you possess a Dagger, turn to 142.

If you possess neither this skill nor this Weapon, turn to 17.


Abbiamo il Dagger of Vashna :D

Vashna aveva predetto che sarebbe venuto questo giorno :nod:



It takes several minutes to pick the lock using your dagger, and in doing so you snap the tip off and ruin the blade: delete this Weapon from your Action Chart.

The door opens on to a passageway lined with torches. Halfway along the left wall you see another door—a solid slab of iron broken only by a small, barred window. Silently you approach it and peer in through the grille.

If you have visited the Danarg in a previous Lone Wolf adventure, turn to 260.

If not, turn to 114.


:lol:

Arma mistica con infiniti poteri cosmici VS serratura = serratura WINS!

Dite addio al Dagger of Vashna :nod::nod::nod:

E siamo stati a Danarg...questo può vuole dire solo una cosa! Dietro la porta c'è lui...



Beyond the door you see a dank dungeon cell. A prisoner sits cross-legged on the cold stone floor, his head resting on his chest. The dark skin on his hands and arms is covered in tiny scars, and his plaited hair is matted with grime and dried blood. Wearily he raises his head and your pulse races as you recognize the face of Lord Paido, warrior-magician of Dessi.

Turn to 278.


L'INUTILE PAIDO!!



A key to the cell door hangs on a hook nearby. You grab it, twist it in the lock, and kick the heavy slab of metal. It creaks open and Paido rushes forward to embrace you.

‘Thank the gods you have found me, Lone Wolf,’ he says, his voice filled with emotion. ‘The Drakkarim said you were dead, that your body lay rotting in the Danarg, but I never once believed their lies.’

Paido is overjoyed to hear that the Torgar Gate has fallen and that a battle is raging in the streets above.

And when you inform him of your mission he replies with news that raises your hopes of success.

Turn to 307.


Ora non possiamo fallire :nod:



‘I can help you, Lone Wolf,’ he says, his warrior pride restored by the thought of avenging his cruel imprisonment. ‘I know where the Lorestones are being held and I will take you there.’

Turn to 88.


‘I can help you, Lone Wolf’ :nod:



Stealthily you follow Paido through the dungeons of Torgar, using the shadows to avoid being seen. Ragged columns of slaves stumble along the passages, dragging their tortured, half-starved bodies to and from the work pits. They are beaten, cursed, and whipped relentlessly by their Drakkarim guards, who seem to delight in their suffering.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/ill5.png
Illustration V—Ragged columns of slaves stumble along the passages, beaten, cursed, and whipped by their Drakkarim guards.

You emerge from a corridor into the shadows of a circular chamber, where a staircase ascends to a pair of huge triangular iron doors guarded by a squad of crack Drakkarim Death Knights. A tingling sensation electrifies your skin as your senses detect the presence of the Lorestones somewhere behind these doors. Suddenly an alarm bell fills the chamber with a deafening clangour; the Death Knights begin to descend the stairs and your stomach churns with the fear that you have been detected.

If you have the Magnakai Discipline of Divination, turn to 299.

If you do not possess this skill, turn to 52.


Abbiamo Divination!



The alarm bell signifies that the entrance to the tower is under attack. Adamas and his army have reached the centre of the city and are now fighting their way down into the dungeons in an attempt to free the slaves. The Death Knights are hurrying to their battle stations and they are unaware of your presence in this chamber.

Turn to 136.


Quindi ce ne sbattiamo dei prigionieri, giusto?



The Death Knights tramp past your hiding place and hurry out of the chamber. Paido breathes a sigh of relief as the sound of their heavy footfalls is quickly lost in the noise of the alarm bell; but only when you are sure you are alone do you leave your hiding place and approach the triangular doors.

Turn to 230.


Si.



You pull a metal bar set into the wall and the huge lead-lined doors rumble open to reveal an incredible sight. Before you stands a domed chamber, its ceiling criss-crossed with gantries of rusted iron. At its centre is a circular black pit around which are gathered groups of ghoulish creatures clad in transparent robes and masks. Angled upwards from the floor are slender crystal rods that glow with green fire. They pour forth a constant stream of pencil-thin light which focuses at a point directly above the centre of the pit. Your eyes are drawn to this point, for here you can see the three remaining Lorestones of Nyxator, the objects of your quest, held suspended in a ball of flickering green flame.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/ill13.png
Illustration XIII—At the point where the rods meet, the Lorestones of Nyxator hang suspended.

The harsh clang of the alarm bell, and the sudden sight of you silhouetted in the doorway, has startled the creatures. They slink away from the pit and escape through an archway, leaving you and Paido alone in the chamber.

Turn to 100.



Le Lorestone! Con Paido non possiamo failare!!!



Cautiously you approach the edge of the pit and look down into its midnight depths. No light penetrates the blackness and no sounds can be heard in this seemingly bottomless abyss.

Above you the Lorestones hang suspended in a ball of green flame, beyond reach from the ground but within a hand’s breadth of the gantries which criss-cross above the pit.

If you wish to climb a gantry and attempt to retrieve the Lorestones from above, turn to 249.

If you wish to examine the crystal rods, turn to 160.

If you wish to search for a way of retrieving the Lorestones from below, turn to 201.


Ok ciurma...la vittoria è a portata di mano! Sicuramente nulla andrà storto! Come procediamo :D?

************************************************** ***********************
Lupo Solitario, Kai Mentora

CS: 34 (Sommerswerd +8, Silver Helm +2, Shield +2, Mindblast +2, +3 Weaponmastery, +1 Solaris, +1 Fire)

EP: 39/39 (Padded Leather Waistcoat +2 EP, Chainmail +4, +3 Solaris, +3 Light, +2 Fire)

Discipline Magnakai
- Pathmanship
- Invisibility
- Huntmastery
- Curing
- Animal Control
- Weaponmastery (Sword, Bow, Dagger, Spear, Mace, Axe)
- Divination

Circoli completati
- Circle of Solaris (+1CS, +3EP)
- Circle of Light (+3EP)
- Circle of Fire (+1 CS, +2 EP)

Weapons (2): Axe, Spear

Backpack (8): Rope, Meal, Blanket, Meal, Meal, Meal, Meal

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Chainmail (+4 EP), Shield (+2 CS), Quiver (6), Psi-Ring, Fireseeds (3), Invitation

Money (50): 50

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: IX
- Istakillato dall'esca+party hiddato (Libro I)
- Caduto in una trappola da caccia Giak (Libro I)
- Inchiappato nel sonno da un agente dei Darklords (Libro II)
- Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
- Vittime di una Cantina (Libro IV)
- Tentacle-raped (Libro VII)
- Sparati da un Nano storpio (Libro VIII)
- 1v1 con lo Zakhan Kimah (Libro IX)
- 1v100 con il Baron Shinzar (Libro X)
************************************************** ******

Jesper
29th March 2013, 11:06
Al mio ufficio piacciono i doppi post

:saddest:

Kaluisurrr
29th March 2013, 11:26
controlliamo i cristalli

Lupoazzurro
29th March 2013, 11:35
Cristalli....

Defender
29th March 2013, 12:04
Mi associo ai cristalli.

Però protesto: come è possibile che il Dagger of Vashna, un artefatto millenario in teoria indistruttibile, si rompa perchè armeggiamo con una serratura? :mclove:

Jesper io houserulerei che trattandosi di un arma così speciale non si disintegra... poi decidi tu :P

Kat
29th March 2013, 12:11
Cristalli.
E anche per me vale la house rule che il Dagger non si sfascia con una semplice serratura.

Jesper
29th March 2013, 12:22
Sono aperto alle votazioni popolari per quanto riguarda il Dagger of Vashna (stavo in realtà per proporlo anche io nel thread)...anche perchè se non ricordo male, la decisione avrà un impatto limitatissimo a livello di powergaming e sarà, più che altro, una scelta affettiva :D

A voi la scelta: il Dagger of Vashna è sopravvissuto alla serratura? Nel mentre, cristalli!



You sense that the crystal rods are generating a powerful charge of negative energy. The Lorestones are being bombarded with this energy in the hope that eventually it will destroy them. If you are to retrieve the Lorestones safely you must first shut off this power. However, by doing so, you would remove the means by which they are being kept suspended in the air, and they would then fall into the pit.


http://www.projectaon.org/en/xhtml-less-simple/lw/10tdot/small8.png

You ponder the problem for several minutes before you hit upon a solution.

Turn to 5.


Signore e signori: le Comiche! Starring LW e Paido!



You notice there is a spot where a gantry passes directly over the ball of green flame. If you could crawl to that spot you would be able to cup your hands below the Lorestones. Paido could then destroy the crystal rods, and the Lorestones, freed of the energy beams, would drop into your hands.

It is a bold plan but you feel confident that it will succeed.

Turn to 40.


"but you feel confident that it will succeed" tutti i migliori piani iniziano così :nod:



The corroded iron gantry shakes violently as you inch your way nearer to the flaming green ball. Once you are in position, you call to Paido and, one by one, he smashes the crystal rods.

Turn to 196.


*musica circense*



As each rod is broken its beam disappears and the fireball grows weaker. The golden light of the Lorestones begins to radiate through the evil green flames, and when Paido has destroyed half the rods, one of them tips and falls into your waiting hands. Immediately, a wave of energy courses through your body, filling you with renewed strength and sharpening your thoughts and perceptions. You shout encouragement to your companion and he raises his head to reply, but his words are drowned by a harsh and terrible voice.

Turn to 350.


Ehy 350 è la vittoria! Ma "his words are drowned by a harsh and terrible voice" non pare molto da vittoria...sono confuso O_o



‘Vengeance is mine, Lone Wolf!’ booms the thunderous voice. Terror strikes deep in your heart when you turn and see the ghastly form of Darklord Gnaag, filling the archway through which his minions escaped when first you entered this chamber. A ghastly rasping laugh echoes from his fly-like head as he raises a black crystal and points it at the gantry. ‘The vow I gave at Tahou shall be fulfilled. Now I shall destroy you and the Lorestones!’

There is a deafening crack and a bolt of blue lightning streaks from the stone held in his pincer-like claw. It shears through the rusty metal and you are peppered with red-hot iron splinters. As the shock wave hits the weakened ball of fire, the two Lorestones are sent tumbling into the black abyss. Then a second bolt from the black stone tears the gantry in two, and with the ghastly laugh of Darklord Gnaag ringing in your ears, you plummet headlong into the icy cold pit.

You have fallen into a portal of total darkness, a Shadow Gate that leads to the twilight world of Daziarn. The wisdom and strength of the Lorestone of Luomi is now a part of your body and spirit, and the last remaining Lorestones are still within your reach, but your descent into the Daziarn heralds the beginning of a deadly, supernatural episode of the Magnakai Quest.

If you have the courage of a true Kai master, the wonders and the horrors of the twilight plane await you in Book 11, the penultimate Magnakai adventure, entitled:

The Prisoners of Time


AHAHAHAHAH lo sapevo :D

Ok ciurma! Una "trionfo" non proprio trionfale...E PAIDO E' NUOVAMENTE PRIGIONIERO DEI DARKLORDS! :lol:

Il prossimo libro è un delirio, come probabilmente vi aspetterete...

Ma prima di andare oltre, è tempo del GIOCO DEL SE FOSSE!.

NOTA: visto che questo libro, come detto da Tibù, ha tutta la prima metà che è totalmente diversa, se c'è la volontà popolare potremmo giocare l'altro path. Se invece volete andare avanti, basta che lo diciate ;)

Bortas
29th March 2013, 12:41
L'altro path secondo me era carino, si trovava l'eroe eroico che ci faceva da guida altro che paido questo moriva anche male dalla nostra death aura...

Sturm
29th March 2013, 12:42
Ma porca mignotta...lo sapevo...tutta colpa di paido! La prossima volta che becchiamo una cella in cui potrebbe essere giuro ce lo lascio morire sto iettatore del cazzo!
Comunque per quanto mi riguarda:
Voto per il dagger indistruttibile
Mi piacerebbe rigiocare la parte delle paludi
Per il gioco del se fosse:
CS a parte saremmo riusciti a battere il pelato con l'ascia fiammeggiante in qualche altra maniera o solo il kai-culo ci avrebbe aiutato? E ci avrebbe droppato l'ascia?
Cosa sarebbe successo se alla riunione col Re fossimo rimasti in silenzio invece di offrirci come carne da macello?
C'era un qualche modo per impedire che le Lorestone andassero perdute?
Il ciccione da cui ci siamo nascosti prima di liberare Paido era tosto come combattimento o era abbordabile? Droppava qualcosa di interessante?
Se fossimo stati noi a mettere le bombe al portone sarebbe cambiato qualcosa?
Se non salutavamo la cavalleria e rimanevamo nascosti cosa sarebbe successo?

Kaluisurrr
29th March 2013, 12:44
cosa succedeva se sceglievamo le altre 2 opzioni per le pietre?

Kaluisurrr
29th March 2013, 12:48
ah e voto anche io per il dagger indistruttibile

Jesper
29th March 2013, 13:00
CS a parte saremmo riusciti a battere il pelato con l'ascia fiammeggiante in qualche altra maniera o solo il kai-culo ci avrebbe aiutato? E ci avrebbe droppato l'ascia?

Si, se avessimo avuto abbastanza CS avremmo fatto le chiappe al buon barone :D Ma niente ascia, purtroppo :(


Cosa sarebbe successo se alla riunione col Re fossimo rimasti in silenzio invece di offrirci come carne da macello?

Se non andavamo col Principe nella tenda o se rimanevamo in silenzio, semplicemente ci andava qualcun'altro (e noi dormivamo male e perdevamo 1 EP lol). Se non andavamo col Principe potevamo anche derubare ai dadi dei poveri soldati :nod:


C'era un qualche modo per impedire che le Lorestone andassero perdute?

No. Non è però detto che siamo proprio "perdute" :D Diciamo che se loro sono perdute, lo siamo anche noi... :look:


Il ciccione da cui ci siamo nascosti prima di liberare Paido era tosto come combattimento o era abbordabile? Droppava qualcosa di interessante?

Era abbastanza crugno, ma nulla che non potessimo affrontare (31CS 50EP mi pare). Droppava la chiave nera :D


Se fossimo stati noi a mettere le bombe al portone sarebbe cambiato qualcosa?

Se avevamo sfiga ci ritrovavamo sotto una marea di macigni :D Meno sfiga e prendenvamo 4 EP; meno sfiga ancora e lo faevamo perfect :D


Se non salutavamo la cavalleria e rimanevamo nascosti cosa sarebbe successo?

Niente di che...li evitavamo facilmente e arrivavamo a Torgar senza scorta.


Cosa succedeva se sceglievamo le altre 2 opzioni per le pietre?

Lol, mi sono accorto solo ora che era una "falsa scelta" :nod: Da dovunque avessimo affrontato il problema, ci saremmo accorti delle stesse cose (con ottica diversa) e avremmo fatto le Comiche con Paido.

Bortas
29th March 2013, 13:04
Namo avanti di libro con dagger indistruttibile, e cmq un dagger semplice mettiamolo tra le armi.

Defender
29th March 2013, 13:04
Voto per il Dagger of Vashna indistruttibile e per non rigiocare tutta la parte iniziale, il bello dei gamebook è anche la consapevolezza che con le scelte intraprese ci si può perdere una parte interessante di trama, fa parte del gioco.

Se ogni volta rigiochiamo dei pezzi non finiamo più :P

-=Rho=-
29th March 2013, 13:29
MA che e' sta cosa del dagger indistruttibile ? , se si e' rotto si e' rotto si va avanti senzza , senno possiamo anche schippare tutti i combati a pie' pari , e darceli tutti gia vinti senza rollare manco i dadi e possiamo anche aggiungerci tutte le discipline dai perche' no ?!

Jesper
29th March 2013, 13:39
L'idea è che

se non ricordo male, l'unica volta in cui si poteva usare il Dagger era contro Kimah, per cui ora è sostanzialmente un soprammobile :D

è un cimelio affettivo :nod:

Comunque sia, no problem ;)

Lascio ancora un po' di tempo per i voti mentre apro il thread nuovo, comunque sia direi che siamo un po' divisi sul giocare la parte indietro (quindi se volete sapere, chiedete col se fosse :D), per cui intanto apro il thread dell' XI° libro.

Sturm
29th March 2013, 13:41
A parte che Dever ci ha chiesto di usare un Dagger e non il Dagger di Vashna,ci troviamo di fronte ad un piccolo problema:
Il dagger di Vashna non funzionava come chiave d'apertura per il mondo dei darklord? Se si rompesse dentro una porta teoricamente avremmo magnamund invasa da tutto il cazzo del tutto. Dever stesso scrisse di conservare il Dagger al sicuro.
E' anche vero che essendo un dagger potevamo utilizzarlo nella scelta per aprire la porta. Non mi pare che stiamo cheattando chissà che.

Tacitus
29th March 2013, 13:58
non c'entra un beneamato, ma magari siete interessati:
http://www.spaziogames.it/recensioni_videogiochi/console_multi_piattaforma/14480/lone-wolf.aspx

Defender
29th March 2013, 14:00
MA che e' sta cosa del dagger indistruttibile ? , se si e' rotto si e' rotto si va avanti senzza , senno possiamo anche schippare tutti i combati a pie' pari , e darceli tutti gia vinti senza rollare manco i dadi e possiamo anche aggiungerci tutte le discipline dai perche' no ?!

Semplicemente non ha senso che un artefatto del genere si rompa perché ci smaneggiamo per aprire un lucchetto, tutto qua.

Jesper
29th March 2013, 14:09
non c'entra un beneamato, ma magari siete interessati:
http://www.spaziogames.it/recensioni_videogiochi/console_multi_piattaforma/14480/lone-wolf.aspx

Bello :D Praticamente un Librogame con i combattimenti a turni lol :D

Però LW, l'ubermensch ariano, con il pizzetto nero non si può vedere :sneer:

@Sturm: in realtà l'apocalisse succede se qualcuno ci sacrifica una vergine :D Però effettivamente non ha molto senso che si spacchi scassinando la serratura, visto che lo stiamo custodendo noi proprio perchè è sostanzialmente indistruttibile lol :D

E' anche vero che Dever ha chiesto un Dagger generico, ma l'unico che avevamo era quello lol :D

Sturm
29th March 2013, 14:20
Ah giusto,m'ero dimenticato della verginella :nod:

Btw il gioco di Lw senza gli intermezzi tra Kai e LW di Jesper? Imho fail
Ma sarà mio al day-one :sneer:

Kat
29th March 2013, 14:34
Per me andiamo avanti col prossimo libro senza rifare parti di questo.

Come leggero OT ho scoperto che esiste una app free per Android (e presumo anche per ios), che permette di giocare i libri della saga.
E' piu divertente qui sul forum, ma per chi non ha i libri puo essere una valida alternativa.

Jesper
29th March 2013, 14:42
Credo ci sia anche un adattamento dei libri per DS :nod:

E imo, nel videogioco quando si muore ci sarà Kai dio del sole baffone indiano e LW che si incazza :hidenod:

Defender
29th March 2013, 15:54
Per me andiamo avanti col prossimo libro senza rifare parti di questo.

Come leggero OT ho scoperto che esiste una app free per Android (e presumo anche per ios), che permette di giocare i libri della saga.
E' piu divertente qui sul forum, ma per chi non ha i libri puo essere una valida alternativa.

Esatto, io ce l'ho su Android ed è pure fatta bene, solo che ci sono i primi 5 libri per ora, la serie Magnakai la stanno ancora sviluppando.