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Jesper
5th April 2013, 11:30
LIBRO 12, SERIE MAGNAKAI: THE MASTER OF DARKNESS
http://www.arielarchives.com/brett/LW12b.jpg

Surprise buttsex? (spoiler: yes) :nod:



You are Lone Wolf—the last Kai Master of Sommerlund. Upon your triumphant return from the twilight world of the Daziarn, you discover your mortal enemies—the Darklords of Helgedad—are poised to conquer all of Magnamund.

In The Masters of Darkness, your mission is to journey to the infernal city of Helgedad, to the very heart of the Darklords’ evil empire. There you must confront Darklord Gnaag, Archlord of the Black City, in a battle that will determine the future of your entire world.


Abbiamo recuperato le ultime mistiche Lorestone che erano cadute in un altro mondo al termine di The Prisoners of Time (http://www.wayne2k1.com/showthread.php?t=108637), ma brutte sorprese ci attendono al nostro ritorno a Magnamund attraverso lo Shadow Gate... :nod:

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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 found this lost Kai treasure and gave a solemn pledge to restore the Kai to their former glory, thereby ensuring the security of your land in the years to come. To fulfil your pledge, you embarked on the same quest that was undertaken by Sun Eagle over one thousand years ago: the search for the seven crystals of power that hold the power and wisdom of your ancestors.

Your quest was to take 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 told 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 out of 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. You were eager to learn all that the Elder Magi could teach you in preparation for your quest, but war was to cut short your tuition. In the Darklands capital of Helgedad a struggle for power had been won by a Darklord called Gnaag. The other Darklords, fourteen in number, united behind their new leader and upon his command began to muster 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. His legions advanced unchecked until, at the momentous Battle of Tahou, you turned the tide of the war decisively against Gnaag by defeating his powerful ally, Zakhan Kimah, in mortal combat.

Victory at Tahou paved the way for the liberation of all the lands that Gnaag had taken by force. But the sweet taste of this victory was to turn sour when you discovered that he had captured the last three remaining Lorestones of Nyxator, and had vowed to avenge his defeat by destroying them and killing you. Alarmed by this news, the High Council of the Elder Magi helped you to formulate a plan of action. They had received news from allies in the west that the Lorestones were being held in the city-fortress of Torgar, where Gnaag’s sorcerers—the Nadziranim—were searching for a means of destroying them. Fearing that they might achieve their goal, the Elder Magi made preparations for your secret passage to Torgar and, after a long and perilous journey, you arrived to find it besieged by the allied armies of Talestria and Palmyrion. During the many months of the Darklord invasion, hundreds of Talestrians were enslaved and sent to labour in the dungeons and sulphur mines deep within the bowels of Torgar. Their plight had seemed hopeless until the allied armies, under the command of Lord Adamas of Garthen, finally arrived to liberate them. Due in part to your bravery and skill during the assault, Lord Adamas’ troops were able to breach the great Torgar gate and storm its citadel. During this fierce battle you gained entry to the chamber at the heart of the citadel where the Nadziranim were attempting to destroy the Lorestones. Above a circular black pit the three radiant gems hung suspended in a fireball of negative energy, the focal point of several beams of power arising from crystals set around the edge of the pit. By means of a gantry you were able to climb above these energy beams and retrieve one of the three Lorestones. But, as you reached out for the remaining two, the terrible voice of Darklord Gnaag filled the chamber. ‘Vengeance is mine!’ he rasped, and in the next instant a bolt of blue lightning leapt from a crystal that he held in his fly-like hand. It sheared through the rusty iron gantry, creating a shock wave that sent the Lorestones tumbling into the black pit. A second bolt ripped the gantry in two, and, with the ghastly laugh of Darklord Gnaag ringing in your ears, you fell headlong into a portal of total darkness—a Shadow Gate—which led to the twilight world of the Daziarn Plane.

When first you looked upon the desolate wastelands of the Daziarn, you recalled what little you had heard tell of this alien world. The magicians of Sommerlund believe it to be an astral corridor, connecting and binding the planet Magnamund to other planes of existence. By passing through a Shadow Gate—one of which is situated below their Guildhall in the city of Toran—a person could gain entry to the Daziarn. However, all those who had ever passed through the Shadow Gate of Toran had never been seen again, prompting the magicians to believe that the journey could only be made in one direction. It was said that from the Daziarn there was no escape.

Your vow to restore the Kai, and your stubborn will to survive against all odds, made you even more determined to recover the last two Lorestones and find a way of returning to your home world. In the course of your search you discovered that your fight against the forces of darkness was the focus of a greater conflict raging throughout all the planes of existence, and that the time had come when the actions of one individual would shape the future of every living thing. It came as a great revelation to discover that you were that individual.

Part of your destiny was fulfilled when you fought and defeated the Chaos-master, the leader of the evil force that threatened to conquer the Daziarn. You recovered one of the Lorestones and, with the help of a god-like creature called Serocca, you were able to find the location of a Shadow Gate that would return you to your own world. Here your quest culminated in a battle with your old enemy, Vonotar the Traitor, who had found the last Lorestone and who controlled the city wherein lay the Shadow Gate. He had intended to use the power of the Lorestone to enable him to return to Magnamund, but your bravery and determination put paid to his plans. In a desperate fight, on the very threshold of the Shadow Gate itself, you slew him and retrieved the last Lorestone, thereby completing the Magnakai Quest. Instantly an overwhelming wave of power was transfused into your being, lifting you to a level of consciousness that transcended your mortal frame. You surrendered to this power and, under its guidance, you were drawn inexorably towards the Shadow Gate. Willingly you stepped into the icy darkness and began your triumphant return to the world where you were born.


TL;DR: Siamo caduti in uno Shadow Gate che portava in un altro mondo da cui non c'era via di fuga. Abbiamo trovato una via di fuga, creata dalla nostra vecchia nemesi Vonotar. Abbiamo accoppato Vonotar, recuperato le Lorestone che si era intascato e siamo tornati a Magnamund :nod:

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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.




Scion-kai

Weaponmastery
When entering combat with a weapon they have mastered, Scion-kai may add 4 points (instead of the usual 3 points) to their COMBAT SKILL. Also, when in combat without a weapon they lose only 1 point from their COMBAT SKILL.

Invisibility
Scion-kai are able to alter their physical appearance at will in order to deceive an enemy. The duration and effectiveness of this deception increases as a Kai Master rises in rank.

Pathsmanship
Scion-kai with this ability are able to converse with any sentient creature. They are also able to make themselves invisible when subjected to any psychic or magical spells of detection.

Psi-screen
When engaging in psychic combat Scion-kai are able to absorb and control some of the energies directed at them. By deflecting or inducing the hostile energy they can either reduce the damage they sustain, or increase the power of their own psychic attacks.

Divination
Scion-kai are able to leave their body in a state of suspended animation and, in spirit form, explore their immediate surroundings unhindered by physical limitations. This ability is called ‘spirit walking’. The length of time a Kai Master can spirit walk increases as he rises in rank. When the spirit is separated from the body in this fashion, the body remains inanimate and vulnerable to attack. If a Kai Master’s body is killed whilst he is spirit walking, his spiritual self will also cease to exist, and vice versa.





Archmaster

Animal Control
Archmasters with this skill are able to command most animals to do their bidding, although effectiveness is diminished when attempting to control a hostile creature.

Curing
Archmasters are able to use their healing power to repair serious wounds sustained in battle. If, whilst in combat, their ENDURANCE is reduced to 6 points or less, they can use their skill to restore 20 ENDURANCE points. This ability can only be used once every 100 days.

Huntmastery
Archmasters who possess this ability benefit from greatly increased senses of hearing, smell, and night vision. These senses become even more acute upon attaining the rank of Kai Grand Master.

Psi-surge
When using their psychic ability to attack an enemy, Archmasters may add 6 points to their COMBAT SKILL instead of the usual 4 points. For every round in which Psi-surge is used, Archmasters need only deduct 1 ENDURANCE point. When using the weaker psychic attack—Mindblast—they may add 3 points to their COMBAT SKILL without loss of ENDURANCE points. Archmasters cannot use Psi-surge if their ENDURANCE score falls to 4 points or below.

Nexus
Archmasters with the skill of Nexus are able to withstand extremes of heat and cold, and possess limited immunity to harmful elements, such as flames, toxic gases, and corrosive liquids. The duration of this immunity increases greatly upon attaining Kai Grand Mastership.


Essendo questo l'ultimo libro della serie Magnakai, dobbiamo scegliere l'ultima disciplina! Sarà Nexus o Psi-Surge? Entrambi ricevono un upgrade tamarro in questo libro, come potete vedere :D

Notare anche l'upgrade a Curing :megusta:

Bortas
5th April 2013, 11:35
Psi-surge, distruzione con lo sguardo.
Fare qualche danno in più magari ci fa prendere meno danni.

Defender
5th April 2013, 11:36
Psi-surge che con l'ultimo upgrade diventa ubba.

Mi son rotto di sukare in combat pK! (porco Kai :look: )

Kaluisurrr
5th April 2013, 11:40
psi-surge

Sturm
5th April 2013, 11:41
Ma il circolo ce lo da completo anche se non abbiamo tutte le skill?

Comunque io voto per psi-surge,è ora di far sentire i cazzi in testa ai bifolchi che ci affrontano! :metal:

L'upgrade di Curing è veramente imba...anche se si può usare una volta ogni 100 giorni-.-

Lupoazzurro
5th April 2013, 11:45
Psi Surge ovviamente!

il nuovo curing è proprio figo come RA, praticamente è un Ignore Pain

-=Rho=-
5th April 2013, 12:09
psi surge

Earenia
5th April 2013, 12:39
nella copertina c'e' tanto fuoco io avrei detto nexus lol

Bortas
5th April 2013, 12:54
Non è fuoco è solo qualcuno che ha scurreggiato, ed anche peso, dopotutto è roba infernale, btw notavo che nella copertina lupo solitario è un fighetto biondo con i jeans e una camicia verde da frustone, qui è buttsex per forza...

Jesper
5th April 2013, 13:06
Ok, mi pare che Psi-Surge abbia un tale vantaggio da non dover attendere oltre :D

Come nella precedente avventura, niente equipment time!



Upon entering the Shadow Gate you are submerged in total darkness and fall into a lightless void. Relentlessly you are buffeted and numbed by an intense coldness that drains the strength from your body and fills your mind with strange, dream-like images. It is as if you are being sucked into the heart of a swirling black abyss, and, as your senses fade, you pray that you have enough strength to survive your return to Magnamund.

Barely a flicker of consciousness remains when the sensation of warmth returns to your frozen limbs. It revives you and slowly you become aware of a fluorescent mist and a pinpoint of light in the far distance. The sensation of falling is replaced by a smooth forward movement, as if you are gliding to a halt at the end of a steep slide. Rapidly the tiny light grows larger until suddenly you emerge from the darkness and find yourself standing in a place that you recognize immediately.

Pick a number from the Random Number Table (if you pick a 0 it counts as 10). The number you have picked represents the number of ENDURANCE points you have lost during your passage through the Shadow Gate. Deduct this number of points from your ENDURANCE score.

Turn to 94.


Roll...7

E come nella precedente avventura, attraversare uno Shadow Gate fa mel. Ouch :nod:



With your heart pounding in anticipation, you cast your gaze around the grey granite walls of a subterranean vault: your journey through the Shadow Gate has returned you to the land of your birth. You are standing in the Externment Chamber, a room located deep below the Guildhall of the Crystal Star in Toran. Facing you, and illuminated by the glow of several tall candles, is a line of throne-like seats. Two men, both attired in silken robes, are seated at the centre of the row, their heads bowed and their hands clasped in silent prayer. The sound of your footsteps stirs them from their meditations and, as they raise their heads, you recognize the face of your friend, Banedon, and your tutor, Lord Rimoah, speaker for the High Council of the Elder Magi.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/ill6.png
Illustration VI—As the two men raise their heads, you recognize Banedon and Lord Rimoah.

‘The gods be praised!’ breathes Rimoah, his eyes wide with astonishment. ‘Skarn has returned. The prophecy is fulfilled.’

Slowly they rise and step forward to greet you, their movements hesitant and uncertain, scarcely able to believe that you are alive. Calmly you assure them that they are not dreaming, that you have indeed survived your exile to the Daziarn Plane and have returned, more determined than ever to avenge yourself upon Darklord Gnaag.

Eagerly Rimoah and Banedon listen as you recount your experiences in the Daziarn and, when you have finished, they tell you what has befallen Magnamund during your absence. Although it seemed that you spent little more than a few days in the Daziarn, more than eight years have passed since Gnaag caused you to fall into the Shadow Gate of Torgar. ‘He was quick to proclaim your death,’ says Banedon, unfurling a map of Northern Magnamund upon the floor of the chamber. ‘The news came as a terrible blow to us all.’

Lord Rimoah kneels and points at the map, indicating the city of Torgar with the tip of a slender crystal rod. ‘After your disappearance, Lord Adamas was killed, and the allied armies were quickly ejected from Torgar. Gnaag declared himself invincible, and in the wake of his victory the Darkland defeats were soon halted throughout central Magnamund. A terrible sense of hopelessness befell the allies, which was exploited to the full by the malevolent Gnaag. His sorcerers, the Nadziranim, created devices they call “Tanoz-tukor” to enable each of the Darklords to survive in territories outside their accursed realm. Previously they had been unable to survive beyond the Darklands for any great length of time and, during these rare, brief excursions, their powers were greatly reduced. Now they are able to lead their armies in battle personally, and they have been eager to exercise their newfound freedom.’

‘The war against the Darklords is all but lost,’ continues Banedon, his eyes cast down at the map, which is covered with black markers indicating the frightening number of countries Gnaag has added to his empire. ‘With the help of our allies in Durenor, Sommerlund has so far resisted his attempts at invasion, but now we find ourselves cut off from Durenor’s aid by a blockade of Darklord warships. Here,’ he says, pointing to the Gulf of Helenag, ‘is where Gnaag has constructed a huge naval base. It is called Argazad, and it is from here that he launches his fleet of ironclad warships to blockade our coast. The Sommlending navy is no match for these monstrous sea machines, and without the troops, food, and weapons we have been receiving by sea from Durenor, our days are numbered.’

Lord Rimoah rises to his feet and stares fixedly into your eyes. ‘Your skill, bravery, and your vow to avenge the death of the Kai are the keys to our salvation. Only you, Lone Wolf, can save us now. You are our only hope in this hour of darkness.’

Turn to 166.


Per qualche motivo, Banedon e Rimoah sono ora i re dei giudei :nod:

Per qualche motivo, hanno anche delle occhiaie preoccupanti :nod:

Per qualche motivo SONO PASSATI OTTO ANNI da quanto siamo entrati nel portale, invece che 3 settimane :hidenod:

Senza la nostra ariana possanza, ovviamente, i Darklords hanno praticamente vinto.



‘Three months ago, on the day that you Sommlending celebrate your Feast of Fehmarn, I foresaw in a dream your return to this world, the place and the hour of your coming,’ says Rimoah, reverently. ‘I, and all my brothers, held this dream to be a sign from the God Kai that you had not died at Torgar, and since that day we have prepared for your return so that we may help you fulfil your vow and deliver us all from the tyranny of the Darklords. With the aid of Guildmaster Banedon we have conceived a plan that can secure a lasting victory. Defeat of the Darklords on the field of battle is now impossible; the allied armies are greatly outnumbered and are hard-pressed to protect what little remains of the Freelands. The only way in which we can rid ourselves of this evil is by destroying Gnaag and the Transfusor—the device that transmits power to the Tanoz-tukor. Both of them are in Helgedad.’

To hear the name of that foul city spoken aloud is enough to send a shiver down your spine, and the thought of daring to venture there to destroy its ruler fills you with cold dread. ‘It is a daunting task that we ask you to attempt, Lone Wolf,’ says Banedon, sensing your anxiety, ‘but only you have any hope of succeeding in this desperate mission. It may be of some comfort to learn that, with the Darklords leading their armies in the field, the defences of the Black City are now at their weakest. Only Gnaag and his second-in-command, Darklord Taktaal, reside there at present.’

‘You spoke of a plan?’ you say, returning your gaze to the wise face of Lord Rimoah. Without replying, he bends down and pulls out a leather sack from beneath the chair on which he sat when you entered the chamber. It contains what appears to be a mass of triangular crystals that are fused together. At once you recognize its purpose. It is a powerful charge, similar to the one which Lord Adamas used to destroy the Torgar Gate.

‘This will put paid to the Transfusor,’ says Rimoah, holding up the crystal explosive. He points to a shard that is longer than the others and informs you that the device is activated by withdrawing and re-inserting it tip-first into the core. ‘It must be placed beneath the Transfusor and it will detonate exactly fifteen minutes after it is primed.’ Carefully he replaces the explosive into the sack and offers it to you.

‘But how am I to gain entry to Helgedad?’ you ask, as you accept the deadly package tentatively.

‘We have made preparations,’ answers Banedon, pointing once more to the map. ‘A caravel is anchored in Toran harbour. Under cover of darkness it will run the blockade, and then head east to deceive the enemy into thinking that it is bound for Durenor. When safe to do so it will turn about and steer a course for Dejkaata. The shallows there are free of pack-ice at this time of the year and the captain should be able to land you on the coast close to the Aarnak Estuary. From there you must make your way on foot to the stronghold of Aarnak and seek out the Slavemaster. He is one of our agents and can be trusted. Make yourself known to him by saying the words, “Sommerlund is burning”. He alone knows where in Helgedad the Transfusor is located, and he can arrange for your safe and secret passage into the city. Once inside, you must destroy Gnaag and the Transfusor as quickly as possible.’

‘And once the task is complete, how then do I effect an escape?’ you ask.

‘You must make your way back to Aarnak. The demise of the Darklords will announce the success of your mission and we shall then mount an expedition to bring you safely home. But until then, no one must know your true identity, or the reason for your journey to Helgedad.’

Silently you contemplate the awesomeness of this mission, its dangers, and the terrible consequences that will befall Magnamund should you fail. At length you raise your eyes from the map and force a smile. ‘When must I leave?’ you ask, bravely.

‘Tomorrow night,’ Banedon replies. ‘An hour after sunset.’

Mark the Crystal Explosive on your Action Chart as a Special Item that you carry strapped to your Backpack. If you already carry the maximum number of Special Items, you must discard one in favour of the Crystal Explosive.

If you possess the Sommerswerd, turn to 282.

If you do not possess this Special Item, turn to 229.


Ok, andiamo ad accoppare il Darklord Gnaag e ci forniscono uno sfavillante panetto di plastico magico. Abbiamo la Sommerswerd, per questa scelta, perchè

se non l'avessimo ci darebbero un'altra spada ficherrima, ma meno della Sommerswerd




‘You wield a weapon imbued with great power, Lone Wolf,’ says Rimoah, glancing at the Sommerswerd sheathed at your side. ‘Be sure to use it well. Now that you possess the wisdom of the Lorestones, you will discover new strengths within its golden blade. It is the bane of the Darklords—the instrument of their destruction. Yet by the very nature of its power it can alert them to your presence and betray your identity.’ He reaches to his waist and unbuckles a seemingly plain leather sword belt and scabbard. ‘I have prepared this scabbard from materials impregnated with korlinium. It will contain and keep hidden the powers of the Sommerswerd,’ he says, handing you the accoutrements. ‘Remember, to unsheathe the Sommerswerd inside the Darklands is to light a beacon of warning that Gnaag and his fell minions will surely see. Only when you have Gnaag within striking distance should you draw your blade to seal his doom.’


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small4.png

You discard your old scabbard in favour of Rimoah’s and take heed of his advice. (Mark the Korlinium Scabbard as a Special Item on your Action Chart. You need not discard another item in its favour if you already carry the maximum number of Special Items allowed.)

Turn to 229.


In sostanza, questo significa che se usiamo la Sommerswerd rischiamo di farci sgamare da Gnaag (che ci crede morti)...ricordiamocene :D



You pass the time prior to your departure resting and reviewing the mission in fine detail. Eventually the hour of your leaving arrives and Banedon and Rimoah escort you to Toran harbour and see you safely aboard the caravel Intrepid. Before they disembark, Banedon hands you a sealed envelope and a Golden Amulet on a chain.

‘Wear this for your protection,’ he says, as he fastens the chain around your neck. ‘It will keep you safe from the heat and poisonous atmospheres that pervade your destination.’ (Mark the Golden Amulet on your Action Chart as a Special Item—you need not discard another item in its favour if you already carry the maximum quota.)


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small5.png

‘And the envelope?’ you say, quizzically.

‘Neither Captain Borse, nor his volunteer crew, are aware of your identity or the vital nature of your voyage. All they know is that they are expected to break through the blockade and carry you safely to Durenor. When you are clear of the enemy, hand this envelope to the captain. It contains his new orders to steer a course for the Aarnak Estuary. He is a fine captain: you can trust in his skill and the bravery of his crew to see you through the dangerous waters of the Kaltersee.’

Moments later the captain emerges from his cabin. A grey and grizzled old seaman, he sports a leather cloak that swings easily from his broad, muscular shoulders. He welcomes you aboard with a ready smile and firm handshake, and then excuses himself in order to supervise the final preparations for the voyage. ‘May the Gods Kai and Ishir watch over you, Lone Wolf,’ whispers Lord Rimoah, as he and Banedon make ready to disembark, ‘and grant us a lasting victory over the forces of darkness.’

Turn to 325.


Ok, quindi anche il Capiteni non sa chi siamo...e ci continuano a riempire di magical bling bling che non occupa spazio in inventario :D



The night wind is blowing in your favour and Captain Borse is keen to put to sea without delay. He has ordered the crew to run up every foot of canvas the masts of the Intrepid will bear, so that she will approach the Darklord warships that blockade the coast at full speed. With luck, she will slip through their line before they have a chance to close formation. It is a bold plan, but the captain and his crew have run the blockade more than a dozen times in the past year and they are confident that tonight they will also be successful.

Guided by the stars and the distant glimmer of the moonlit shore, the Intrepid makes rapid headway through the waters of the Toran Gulf. As it nears the open sea, you decide to offer your services as a lookout and go in search of Captain Borse. You find him on the forecastle deck with a group of keen-eyed Kirlundin marines, who are scanning the blackness for some sign of the enemy.

If you have the Magnakai Discipline of Huntmastery and have reached the rank of Archmaster, turn to 47.

If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 256.


Abbiamo disciplina e rank!



Your greatly improved Magnakai skill enables you to see a string of dark shapes on the distant horizon—enemy ships. The five squat, ugly-looking vessels all lack sail or masts, or any other visible forms of propulsion, yet each moves at a constant and rapid pace. Quickly you inform the captain of what you can see and urge him to change direction, for the Intrepid is now heading on a collision course with the vessel at the centre of the enemy line.

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

If your total is now 0–5, turn to 204.

If it is 6 or more, turn to 129.


Non abbiamo completato Spirit, quindi rolliamo secco!

Roll...6!



Guided by your instructions, Captain Borse commands his helmsman to steer ‘hard a’ port’, a manoeuvre that will take the Intrepid clear of the enemy line. Swiftly the ship changes course. You watch the Darkland ironclads looming larger with each passing minute, and note the formidable array of weapons aboard their steel-skinned decks. Huge, black funnels protrude from the middle of each craft, which emit clouds of choking, sulphurous smoke. As the Intrepid rounds the last ironclad in the line, this acrid smoke wafts across the water and engulfs the crew, causing them to cough and retch violently. The sound of their coughing alerts the enemy lookouts who immediately raise the alarm.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/ill8.png
Illustration VIII—The Darkland ironclads surge towards the Intrepid.

Suddenly, a flash of blue-white light illuminates the bow of the ironclad and a fiery projectile arcs across the sky towards the Intrepid.

Pick a number from the Random Number Table.

If the number you have picked is 0–6, turn to 20.

If it is 7–9, turn to 180.


Ok...ok. I Darklords hanno degli incrociatori O-o

Siamo fottuti :saddest:

Roll...4!



You throw yourself to the deck as the missile drops like a meteor from the sky. It passes overhead, between the main and mizzen masts, and then hits the water with a tremendous splash. The other enemy vessels start to turn to bring their weapons to bear, but the heavy iron ships are slow and cumbersome, and by the time they have altered position, the Intrepid is out of range and sailing at speed into the dully gleaming waters of the Kaltersee.

Turn to 71.


Fortunatamente, pare che siano lenti come la merda :sneer:



As the last of the enemy warships disappears into the dark, the crew give a rousing cheer. Once more they have risked their lives to run the blockade, and once again they live to tell the tale. The captain requests a damage report, and is relieved to hear that both his ship and crew have survived the close encounter at little cost.

Before leaving the forecastle, he reminds the lookouts to remain vigilant. Sometimes the enemy place a second line of ironclads a few miles behind the first in order to catch blockade runners that slip through. He bids you goodnight, and, as he descends the stairs to his cabin, he orders the first mate to show you to your quarters at the stern.

If you wish to accompany the first mate to your cabin, turn to 339.

If you wish to hand the captain the envelope containing his new orders, turn to 142.


Prima scelta! Che si fa :D?

************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 35 (Sommerswerd +8, Silver Helm +2, Shield +2, Mindblast +2, +4 Weaponmastery, +1 Solaris, +1 Fire)
--> 39 (con Psi-Surge +6)

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
- Psi-Screen
- Psi-Surge

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

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

Backpack (8): Rope, Meal, Blanket, Meal, Meal, Khetu Spores, Conch Shell, Yacor Food (cura 3 EP)

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 (5), Psi-Ring, Fireseeds (3), Serocca's Map
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet

Money (50): 50

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

Kaluisurrr
5th April 2013, 13:28
diamogli gli ordini

-=Rho=-
5th April 2013, 13:48
l'utima volta che abbiamo accompagnato un ufficiale nella sua cabina e' successa lammerdah , ma eravamo dei nabbi .... riproviamoci

Earenia
5th April 2013, 13:57
essendo il leitmotiv del libro il buttsecks direi 339 ;D

Lupoazzurro
5th April 2013, 14:03
diamogli gli ordini, 142

Bortas
5th April 2013, 14:16
Massì diamo questi ordini... 142

Defender
5th April 2013, 14:19
Diamogli l'envelope che sennò questo ci porta a Durenor peeehhh

Jesper
5th April 2013, 14:25
Nuovi ordini per lei, capiteni!



‘What have we here?’ muses the captain warily, as he accepts your envelope. ‘Guildmaster Banedon instructed me to deliver this into your charge as soon as we cleared the blockade,’ you reply. ‘It contains confidential details about our voyage to Durenor.’

‘I’m sure the matter can wait ’til morning,’ he says slipping the envelope into the pocket of his gold-braided jacket. ‘You’d best get some sleep. We could be in for some rough weather come sunrise.’ You insist that he read the contents of the letter without delay but he dismisses your request with a flick of his calloused hand. ‘It can wait. A few hours’ll make no odds,’ he snaps, and he descends the stairs before you can argue otherwise.

If you wish to accompany the first mate to your cabin, turn to 24.

If you decide to stay on the forecastle with the lookouts, turn to 115.


Uno dei problemi di essere in incognito è che la gente non ha il sacro e reverenziale timore di noi che dovrebbe avere :nod:

Allo stesso tempo, stiamo tranquilli che la Death Aura funziona anche con i baffi finti :hidenod:

Che facciamo :D?

-=Rho=-
5th April 2013, 14:29
24

Bortas
5th April 2013, 14:38
Ho del sesso anale da offrire vieni in cabina con me maschione. 24

Rise-the-Sky
5th April 2013, 14:40
Andiamo a dare i nostri Ariani consigli a questi smidollati

OT-Se fosse anticipato

Ma la spada che ci davano era giá il Destino del lupo? Mi pareva arrivasse molto dopo...ah la vecchiaia

Ladro di anime
5th April 2013, 14:50
In verità non ti dava nulla, ti manda direttamente alla pagina dopo se vedi.

Jesper
5th April 2013, 15:00
Si son scemo :lol:

come giustamente detto, il paragrafo che ho spoilerato relativo a

la Sommerswerd alternativa


è in un passaggio quasi identico ma in un libro più avanti. Andavo a memoria e ho failato :D

Comunque sia, è ora di far vedere perchè ci chiamano skarn :sara2:



The mate leads you through the bowels of the ship to your quarters near the stern. You are hoping for some degree of comfort but the cabin turns out to be cramped and smelly, sandwiched between the galley and the bilge. Despite the lack of space, and a stomach-churning smell redolent of dead fish, you manage to catch a few hours’ sleep before the grey dawn haze filters through the glass of the cabin’s solitary porthole.

Desperate for fresh air, you make your way up to the forecastle where you find the captain, standing alone at the rail, reading the contents of the envelope. ‘ ’Tis a brave risky adventure you’ve committed yourself to, comrade,’ he says, without raising his eyes from the parchment clutched in his gloved hands. ‘Yet these be risky times. I can only guess at what lies beyond your journey to Dejkaata, but of one thing you can be sure—I will do all in my power to see you safely there.’ Immediately, he issues orders to turn the ship about and steer a new course—north by northwest. The crew react to the sudden change of plan with great speculation, yet, despite the dangers they know they may have to face, none challenge their captain’s decision or voice dissent.

Turn to 241.


Senz'altro nessuno sospetterà niente :nod:



For two days and nights the Intrepid forges a course through stormy waters, running ahead of a chill wind that sweeps down from the glaciers of Kalte in the north. The sea becomes increasingly hazardous, with sleet squalls and lightning storms that break without warning. Yet the dawn of the third day heralds a sudden change in the weather: fog, a windless, soundless, grey, forbidding damp that cuts off eyesight at an arm’s length and leaves the crew soaked and shivering. Many stare enviously at your Kalkoth hide cloak as they attend to their early morning duties in quiet discomfort.

‘Curse this fog,’ grumbles Captain Borse, staring helplessly at the clammy mist that holds his ship becalmed. ‘Better a gale or a Kuri-storm than this.’ For countless hours the ship lies dormant, rocking gently on the cold, listless sea. Staring at the wall of fog, it is easy to imagine all manner of creatures lurking within. The eerie silence does little to allay the superstitious fears of the crew, and when suddenly the quiet is disturbed by a shoal of red-finned sea carp, more than one man cries out in shocked surprise.

If you possess the Magnakai Discipline of Animal Control, turn to 305.

If you do not possess this skill, turn to 60.


Il controllo animale non ci manca!



The still water is set to boiling by the shoal of glistening fish, as they swarm around the Intrepid. They have been drawn here by the warmth of the ship’s hull, and as you stare down into the seething turmoil, you estimate that there must be hundreds of thousands of fish directly beneath the keel. You watch with fascination until you recall something about the sea carp that you learned when you were a novice at the Kai Monastery, something that sends a tingle of premonition down your spine.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small2.png

The tales and legends of the northern seas tell of the Xargath, a fearsome breed of giant reptilian sea creature that inhabits the black depths of the Kaltersee. Once, a century ago, the fishermen of Sommerlund trawled these waters and grew rich on the fruits of their labours, for the sea carp were plentiful and the markets of Sommerlund and Durenor paid highly for their catch. Trade thrived until the Xargath appeared and began to attack their boats. So devastating were the attacks, and so terrifying were the descriptions of the Xargath by those fortunate few who survived them, that all fishing in these waters was abandoned and has never been resumed.

A swarm of sea carp, as huge as that which now surrounds the Intrepid, is sure to attract a hungry Xargath. You turn to look for the captain, to warn him of the danger his ship is in, when suddenly the shoal cease their thrashing and fall silent and still.

Turn to 60.


Nemmeno i pesci sono al sicuro dalla Death Aura: finalmente il rapporto LW/acqua si sta pareggiando :sneer:



From the crow’s nest there comes a scream of abject horror. It echoes down the rigging, alerting all to a great scaly head that has broken through the surface twenty yards off the port bow. ‘Xargath!’ The lookout’s cry is taken up by the crew as, one by one, they glimpse the fearful sight of this legendary terror of the Kaltersee.

‘Ishir preserve us!’ gasps Captain Borse, as the beast opens its jaws revealing the glitter of its jagged, razor-sharp fangs. For a moment he is stunned by the terrifying sight, but quickly he recovers and begins shouting urgent orders to his awestruck crew. ‘Man the ballistas! Break out the billhooks! All hands stand by to defend the ship!’


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/ill4.png
Illustration IV—The Xargath rises up from the sea and lunges at the ship.

The Xargath observes the commotion in silence, its hooded eyes aglow with baleful green fire as calmly it considers the moment to attack. Then, with an awful suddenness, it rises from the sea, roaring and hissing angrily, and lunges forward. Captain Borse gives the order to fire and a volley of ballista bolts sink into the monster’s scaly throat. Undeterred, it presses its attack and falls upon the port beam with devastating effect. Tortured timbers bend and crack asunder. In seconds the deck is torn apart by huge claws, each as long as a mammoth’s tusk. Then the cavernous, fang-filled mouth sweeps down through the fog to snap shut upon the forecastle. Screams of pain and terror fill the air as it withdraws, soaring upward above the masts, jaws bulging with a dozen wriggling bodies. You take cover behind the ship’s longboat with the captain and prepare to defend yourself as the Xargath returns for a second strike.

If you have a Bow and wish to use it, turn to 270.

If you possess the Sommerswerd and wish to use it, turn to 192.

If you choose to unsheathe a hand weapon, turn to 344.


Dopo aver rimirato l'utilità estrema di Animal Control in questa situazione, cosa facciamo :D?

Kaluisurrr
5th April 2013, 15:06
andiamo a violentare il capitano per non averci preso sul serio

-=Rho=-
5th April 2013, 15:13
arco

Bortas
5th April 2013, 15:15
Sai che per una volta tanto non userei l'arcoddiddiooo ma la sommersux, troppo tempo che suka ha bisogno di una rivalsa 192

Lupoazzurro
5th April 2013, 15:19
Niente Sommerswerd che se no ci sgamano!

andiamo di arco

Defender
5th April 2013, 15:19
Arcodiddioh!

Jesper
5th April 2013, 15:42
Arcodiddio!



You load and take aim at the beast’s massive head, as it swings low across the deck, smashing and crushing all before it. Its scaly hide looks as tough as steel plate and you search desperately for a part that may be vulnerable to an arrow. Your heart pounds and your face is drenched in cold sweat as the Xargath, its jaws agape, swings back its head and lunges straight at you.

If you have the Magnakai Discipline of Animal Control and Divination, turn to 186.

If you do not possess both these skills, turn to 12.


Le abbiamo entrambe!



Your senses tell you that the most vulnerable parts of the Xargath’s head are its ears: the wall of the creature’s skull is thinnest near the ear canals. Penetrate its ear with an arrow, and it could pass straight through the skull and enter its brain.

The Xargath roars and a gale of putrid breath tears at your face and clothing, forcing you away from the longboat. As you fight to stay on your feet, the beast bears down, tilting its head from side to side, revealing just a glimpse of your chosen target. Guided by instinct alone you raise your Bow and fire.

Pick a number from the Random Number Table and add to it any bow-skill bonuses to which you are entitled.

If your total is now 0–8, turn to 313.

If it is 9 or more, turn to 105.


Se non avevamo le discipline giuste avevamo una scelta multipla da cui potevamo selezionare anche le "orecchie" :nod: del serpente marino...sarebbe stata dura indovinarlo, però :D

Con +8 possiamo fallire solo con uno 0.

Roll...9!



Your Arrow speeds towards its target and disappears. Seemingly uninjured, the Xargath draws back its head in readiness to strike, its awesome jaws poised to seal your doom. Death seems but moments away, when suddenly the creature freezes. It shudders, its green eyes roiling in their sockets, and then gives vent to a scream so loud that you are forced to cover your ears for fear of being deafened. The scream grows louder until, with a mighty splash, the Xargath lurches sideways into the fog-wreathed sea.

Turn to 217.


Abbiamo oneshottato un serpente marino sparandogli in un'orecchia a scoppio ritardato :nod:



The Xargath sinks swiftly beneath the icy waters. Its tail breaks the surface and slaps the swirling foam, and then it too is gone, trailing the creature’s lifeless body as it spirals a hundred fathoms to its final resting place at the bottom of the Kaltersee.

An eerie silence descends upon the shattered decks of the Intrepid as the few who have survived the attack stare in horror at the swirling, bloodstained sea. Then begin the cries of the injured, and those who are still able to stand begin the grim task of recovering bodies and staunching wounds. You help with the search and find Captain Borse lying near the ship’s longboat. He is unconscious and badly injured: both his legs have been broken at the thigh by one swipe of the monster’s tail. You attempt to revive him with your basic Kai healing skills, but he is in deep shock and does not respond.

If you possess the Magnakai Discipline of Curing, turn to 159.

If you do not possess this skill, turn to 41.


Death Aura?



Shock, as a result of his severe leg injuries, has reduced the captain’s blood pressure to a dangerously low level. Your mastery of the Discipline of Curing enables you to increase his blood pressure gently to ensure that his brain is not starved of its vital supply of oxygen. Once he is stable, the first mate, whose name is Davan, helps you splint the captain’s legs and construct a makeshift stretcher on which to carry him to his cabin. Slowly he regains consciousness, and, although he is in great pain, he insists on speaking.

‘Davan,’ he says, through gritted teeth, ‘the ship’s under your command now. You must do all you can to see that our passenger reaches his destination.’ Dutifully, the first mate promises to obey the captain’s order. ‘Open the chest,’ the captain says, motioning with his eyes to a large casket, resting at the foot of his bunk. You oblige and discover that it contains a vest made of finely crafted bronin chainmail, and a pair of engraved silver bracers designed to protect the forearms during combat. ‘Take them, friend,’ he says, ‘they may be of some help to you on your journey.’

The Bronin Vest adds 3 points to your COMBAT SKILL and 1 to your ENDURANCE. It may be worn with a Padded Leather Waistcoat, but not with a Chainmail Waistcoat. The Silver Bracers add 2 points to your COMBAT SKILL and 1 to your ENDURANCE. If you wish to keep either the Bronin Vest or the Silver Bracers (or both), mark them on your Action Chart as Special Items, which you wear accordingly.

Turn to 262.


O____________________________O

E' il momento di effettuare delle scelte tattiche :D

:megusta:

Preferiamo +4EP o +3CS +1EP?

I bracciali li intaschiamo senza manco chiederlo :D Scegliete!



Before you can thank the captain for his generosity, he lapses into a merciful unconsciousness that spares him the pain of his injuries. Having done what you can to make him comfortable, you return to the deck to survey the damage.

Over half the crew have been killed or injured in the attack and the ship herself is badly mauled. The mainmast is down, the sails hang in tatters, and there is a gaping hole that stretches along the port beam to within a few feet of the waterline.

‘We can patch up the canvas and work the ship on a skeleton crew,’ says Davan, peering over the splintered rail, ‘but if we catch a storm this far out to sea, we’re all done for.’

Turn to 330.




For the following two days and nights the Intrepid remains a prisoner of the windless fog. Davan and his crewmen work tirelessly to repair the ship, and come the morning of the third day, when a gentle breeze arises with the dawn, the mainmast is secure and the sails are patched and ready to carry the ship onward. With the port side still holed and storms a constant threat in the open reaches of the Kaltersee, it has been decided that the safest course to steer is towards the coast. Then, should a sudden squall threaten, or a gale arise, the ship could run to shelter in one of the hundreds of coves that indent the rugged shore east of Point Vashna. However, to sail along this stretch of coastline is to risk hazards that could prove as dangerous as any storm. Darkland ironclads, unstable in high seas, favour the coast when venturing to and from their base at Argazad, and the cliffs and shores themselves are peppered with watchtowers and Giak encampments.

By early afternoon the fog has cleared and the Intrepid is making good headway through the cold, sparkling waves. League after glittering league fall away to the stern until, an hour or two before sunset, the lookout catches sight of the coast. ‘Land ahoy!’ he calls. ‘Land afore the bow!’ The crew are cheered by the news, feeling safer now that they are within sight of land, but their spirits are soon dampened when the lookout calls out again, this time in alarm. ‘Enemy off the starboard bow!’

Turn to 100.


L'acqua è piena di insiedie come sempre :nod:



Almost invisible against the horizon of black cliffs and cloudy grey skies are two enemy warships, anchored a few hundred yards offshore. At first they look deserted; then the sudden clang of alarm bells and the appearance of huge clouds of yellow smoke from their funnels indicate they are manned, and they intend to give chase.

‘Our only chance is to outrun them,’ says Davan, his eyes narrowing as he surveys the ironclads hauling their anchors and turning about. At his command the crew spring into action, breaking their backs to coax every last knot of speed from their battered ship, but the winds are against them and the enemy, not reliant on sails for their propulsion, are soon closing the gap.

‘Prepare to repel boarders!’ shouts Davan, as an ironclad draws alongside. Hastily they abandon their attempt to outrun the enemy, and draw weapons in readiness to receive a unit of leather-clad Drakkarim marines who are poised to spring aboard the very moment the two vessels collide. Then, with a resounding crash, the ironclad smashes into the side of the Intrepid and the enemy come scrambling over the rail, screaming and howling like a pack of demons.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small7.png

One of their number singles you out. He strides forward, his black blade swinging viciously as he attempts to cleave your skull in two. Owing to the speed of his attack you are unable to make use of a Bow.

Drakkarim Marine: COMBAT SKILL 23 ENDURANCE 27

You can evade combat at any time: turn to 7.

If you win the combat, turn to 248.


Ok, prima di avanzare mi occorre una decisione sul ricco bottino di prima :D

Ditemi anche se volgiamo svicolare o smazzare!

EDIT: ho anche corretto Mindblast a +3 invece che a +2 :D

************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 35 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers)
--> 38 (con Mindblast +3)
--> 41 (con Psi-Surge +6)

EP: 40/40 (Padded Leather Waistcoat +2 EP, Chainmail +4, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Meal, Blanket, Meal, Meal, Khetu Spores, Conch Shell, Yacor Food (cura 3 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Chainmail (+4 EP), Shield (+2 CS), Silver Bracers (+2CS, +1EP), Quiver (5), Psi-Ring, Fireseeds (3), Serocca's Map
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet

Money (50): 50

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

Rise-the-Sky
5th April 2013, 15:46
Meglio 3 al danno.
Buttiamo via la mappa di serokka e la chainmail visto che la sostituiamo.

Kaluisurrr
5th April 2013, 15:53
accoppiamoli e prendiamo l'item nuovo

Defender
5th April 2013, 15:58
+3 a CS tutta la vita! Porcoddue che loot aveva il Capitano Ano!

Poi, forti della nostra nuova uberanza, prendiamo a sonori calci in culo sti Drakkarim che osano ostacolarci :metal:

Jesper
5th April 2013, 16:25
Ok, le nostre nuove statistiche sono


CS: 38 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest)
--> 41 (con Mindblast +3)
--> 44 (con Psi-Surge +6)

EP: 37/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

Dato che però non stiamo usando la Sommerswerd, la nostra CS effettiva è 30/33/36 a seconda dei powerup.
COMBAT RATING +10

Roll...0 :oldmetal:
Lupo Solitario -0 (37)
Drakkarim Marine INSTABLABLUBLILATO!

:sneer:



You leap over the body of your slain enemy and rush to help Davan, who is being driven back across the deck by three snarling Drakkarim. ‘For Sommerlund!’ you cry, as you launch your attack, felling two of his adversaries with a single, sweeping blow. Deftly he puts paid to the third, and together you advance towards the stern where the enemy are attempting to capture the helm. Already several of the crew lie bleeding on the deck, and, although they fight bravely, they are no match for the vicious Drakkarim marines.

At the foot of the makeshift stairs that ascend to the stern deck, you are confronted by the leader of the enemy’s assault team. ‘Okak gaz egor!’ he growls, his evil eyes glinting through the slits in his studded leather battle-mask. ‘Shez ok okak nogjat ash gajog ok okak adez!’ With that, he lifts his reddened axe and strides forward to meet your advance.

Drakkarim Marine Sergeant: COMBAT SKILL 26 ENDURANCE 30

You can evade combat after the first two rounds: turn to 7.

If you win the combat, turn to 290.


Shez ok okak nogjat ash gajog ok okak adez! significa "I cut thy head and I drink thy blood" :nod:

Vediamo di non accontentarlo :D

COMBAT RATING +7

Roll...8 :metal:
Lupo Solitario -0 (37)
Drakkarim Marine Sergeant -16 (14)

Roll...8 :metal:
Lupo Solitario -0 (37)
Drakkarim Marine Sergeant -16 (MORTO!)

Non so perchè, ma sto culo coi dadi ci perseguiterà quando avremo bisogno di tiri buoni :nod:



The sergeant crashes lifelessly to the deck and, for a few moments, the troops that were fighting by his side stare down at his body in shocked disbelief. For six years he had led them to glory—his battle-skills and cunning ensuring their survival—and now he lies dead, killed by a Sommlending. Taking advantage of their stunned state, you cleave a path up the staircase and force your way towards the helm. You are within ten feet of the ship’s wheel when Davan screams a warning: ‘Archer above you!’

You glance up into the rigging and a cold spike of fear stabs your heart when you glimpse the gloating face of a Drakkarim marine. With one hand he holds a bow and with the other he draws back an arrow to his chin. He mouths a curse and lets fly the deadly shaft.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery add 2 to the number you have picked. If you have completed the Lore-circle of the Spirit, add 3 to the number.

If your total is now 0–3, turn to 122.

If it is 4–7, turn to 53.

If it is 8 or more, turn to 321.


Non abbiamo Spirit, ma abbiamo Huntmastery!

Roll...8 (ancora lol)



You twist aside and the arrow thuds harmlessly into the deck. The archer bares his teeth as he reaches for another arrow, but before he can fire again, his aim is spoiled by two of his comrades, who rush forward to hack at you with axe and sword. Davan protects your back, holding off the marines who are attempting to climb the stairs. You evade the first blows of your enemies, sidestepping a lunge and ducking a wild swipe, and then strike back with deadly speed and unerring accuracy. Both scream and fall simultaneously, dying with a look of surprise fixed on their cruel faces.

Turn to 209.


Siamo i ninjadiddio :nod:



With a swift and graceful movement, you snatch a dagger from the belt of one of your dead foes, spin on your heel, and fling it at the archer above before he has a chance to fire another arrow. It sinks hilt-deep into his chest, sending him tumbling backwards into the black waters of the Kaltersee. With the stern deck now cleared of the enemy, you grab the helm and attempt to steer the ship away from the ironclad. The second enemy vessel is closing fast and you fear that the Intrepid will be smashed to driftwood if caught between the two.

Pick a number from the Random Number Table. For every Magnakai Discipline you possess above your initial three skills, add 1 to the number you have picked (for example, if you possess five Magnakai Disciplines, add 2 to the number you have picked).

If your total is now 0–9, turn to 309.

If it is 10 or more, turn to 151.


Abbiamo +6 al Roll...

Roll...3 -.- ovviamente...



You spin the ship’s wheel to starboard and pray for the wind to fill her sails and carry her clear of the first enemy vessel. Anxiously, you glance at the second ironclad steaming directly towards the stern with unnerving speed, its deck crammed with more troops poised to leap aboard. At first, the Intrepid responds to the rudder and you feel her swing about. But the escape is short-lived: the Drakkarim have secured her with hooks and ropes and she cannot break free.

With a shuddering crash, the ironclad rams the side, knocking everyone off their feet. You are sent reeling across the deck as the enemy craft ploughs deep into the hull, demolishing the steerage and carrying away a large section of the stern. Icy water thunders into the hold and immediately the ship begins to founder.

‘Darg ash ruzzar!’ bellow the enemy as they climb towards the deck, jostling and bullying each other in their eagerness to begin the battle. Their leader, a bull-necked brute armed with dirk and scimitar, is the first to appear at the rail. He pulls himself onto the deck and comes rushing forward, his eyes wide with blood-frenzy as he prepares to strike you down.

If you have a Bow and wish to use it, turn to 77.

If you possess the Sommerswerd and wish to use it, turn to 128.

If you choose to draw a hand weapon and ready yourself to receive his attack, turn to 213.


Darg ash ruzzar! significa Attack and destroy! :nod:

Come rispondiamo :D?

************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 38 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest)
--> 41 (con Mindblast +3)
--> 44 (con Psi-Surge +6)

EP: 37/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Meal, Blanket, Meal, Meal, Khetu Spores, Conch Shell, Yacor Food (cura 3 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Bronin Vest (+3 CS, +1 EP), Shield (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (5), Psi-Ring, Fireseeds (3), Serocca's Map
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet

Money (50): 50

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

Lupoazzurro
5th April 2013, 16:34
frecciaaa???? freccia!

Bortas
5th April 2013, 16:38
Arcodiddiio sia!

-=Rho=-
5th April 2013, 16:46
fanculo andiamo di sommersux sta volta :D

Defender
5th April 2013, 17:21
E' ora di fare capire a stemmerde con chi hanno a che fare.

Attacco Spada Solare... Energiaahh!

128

(tanto siamo ancora lontani dal regno della morte infernale, non dovrebbero sgamarci da qua)

Lupoazzurro
5th April 2013, 17:25
ci sgameranno e moriremo tuttiiiiiiiHHHHHHH :cry:

Kaluisurrr
5th April 2013, 17:33
arco

Tibù
5th April 2013, 18:18
spada del soleehh!

Kat
5th April 2013, 18:57
Arco

Earenia
5th April 2013, 19:48
spataaaaaaaaaaaaaaaaaa

Sturm
5th April 2013, 20:10
Saaaammmmerrrsueeeerdd! :metal:

Jesper
8th April 2013, 10:27
E dopo un weekend di meditazione, Lupo Solitario decide di usare la Sommerswerd!!!



You draw the sun-sword from its korlinium scabbard and instantly the blade is caressed by cool, golden flames. The Drakkarim leader freezes in his tracks, his eyes bulging fit to burst as he stares with awe at the magical Sommerswerd.
[illustration]

‘Naog!’ he breathes, incredulously. ‘Gadajok-shezag! Aki-amaz! Okak naog gaj!’ He hesitates, and then begins to retreat towards the rail. At this moment the first of his troops clamber onto the deck. Fearful of the consequences should he be branded a coward in their eyes, he shouts a battle-cry and commands them to attack.

‘Shez dok tot!’ they scream, and come thundering towards you with murder blazing in their cruel, inhuman eyes.

If you wish to evade their attack, turn to 274.

If you decide to stand your ground and receive their attack, turn to 39.


Naog...Gadajok-shezag! Aki-amaz! Okak naog gaj! significa No...Sommerswerd! Lupo Solitario! You're not dead! Il che è soddisfacente :D

In compenso Shez dok tot! significa Cut him down!, il che è meno soddisfacente :D

Che si fa :D?

Defender
8th April 2013, 10:35
Ovviamente stand and fight!

Sturm
8th April 2013, 10:40
Ceeeirgee con tutta la possanza che abbiamo! :metal:

Kaluisurrr
8th April 2013, 10:49
ormai siamo stati sgamati, uccidiamoli

-=Rho=-
8th April 2013, 11:03
39

Jesper
8th April 2013, 11:04
vaqH3v31X4w
Non so se si vede il video che dall'ufficio mi blocca tutto lol



You brace yourself to receive the enemy as they swarm around you, howling with primal fury, their teeth bared and their faces contorted with rage. The Drakkarim officer screams, ‘Darg!’ and they hurl themselves recklessly upon you.

Drakkarim Assault Squad: COMBAT SKILL 33 ENDURANCE 48

If you win the combat, turn to 28.


Darg!, ovviamente, siginifica Attack!

COMBAT RATING +8 (con Mindblast)

Roll...0 :metal:
Lupo Solitario -0 (37)
Drakkarim Assault Squad INSTASBRATTATI!

:metal:



The Drakkarim lie entangled at your feet, their heaped bodies a grim testimony to the deadly art of a Kai Lord in battle. You step back from your lifeless foes, grabbing the ship’s rail as the deck lists heavily to starboard. The Intrepid is sinking fast.

‘Abandon ship!’ cries Davan, his voice carrying above the clangour of striking swords and dying men. As he rushes past you, followed closely by two blood-spattered Kirlundins, he urges you to save yourself before the ship goes down.

If you wish to follow Davan and abandon ship, turn to 110.

If you decide to search the bodies of your dead enemies first, turn to 317.


Quanto ci sentiamo :dumb: oggi? :D

Bortas
8th April 2013, 11:06
Lootare d'obbligo 317

Rise-the-Sky
8th April 2013, 11:11
Potrebbe essere una trappola...stiamo lì a lootare e la barca affonda portandoci con se nelle terribili acque.

Per questa volta niente loot...l'acqua fa troppa paura.

-=Rho=-
8th April 2013, 11:43
:dumb:

Jesper
8th April 2013, 11:46
Quickly you search the bodies of the Drakkarim. You discover the following items which could be of use to you during your mission:

3 Swords (Weapons)
2 Axes (Weapons)
2 Daggers (Weapons)
Bow (Weapons)
4 Arrows (Weapons list)
Rope (Backpack Items)
Pouch of Herbs (Backpack Items)

While searching the officer’s body, you discover that he is wearing a vest of chainmail beneath his leather battle-jacket. It is forged from links of a strange, blue-black metal that gives off a strong aura of magic.

If you wish to take this magical chainmail vest, turn to 63.

If you choose not to take the vest, turn to 188.


Ok, vogliamo qualcosa a parte una freccia (che looto di gia)? :D E per quanto riguarda la cotta di maglia magica che si fa?

************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 38 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest)
--> 41 (con Mindblast +3)
--> 44 (con Psi-Surge +6)

EP: 37/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Meal, Blanket, Meal, Meal, Khetu Spores, Conch Shell, Yacor Food (cura 3 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Bronin Vest (+3 CS, +1 EP), Shield (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Psi-Ring, Fireseeds (3), Serocca's Map
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet

Money (50): 50

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

Defender
8th April 2013, 11:49
Il loot non conosce limite nè paura!

317

Edit: too late!

Teniamo la cotta, il drakkarim è come il maiale non si butta via niente!

Bortas
8th April 2013, 11:53
Ne limite ne paura, la cotta magica va presa abbestia, 63

Rise-the-Sky
8th April 2013, 11:54
La seconda chainmail magica in un libro dopo che nei precedenti 11 ne avevamo trovata 1?

E siamo su una nave che affonda....

La paura fa 188

PS: butta 1 cibo e picka le erbe strane.

Kaluisurrr
8th April 2013, 11:55
non prendiamo la cotta che come minimo ci farà affogare

Lupoazzurro
8th April 2013, 12:21
piglia le erbe e la cotta

Sturm
8th April 2013, 12:25
Cotta+erbe loot is da uei! :metal:

Almeno affondiamo sbrilluccicosi!

Jesper
8th April 2013, 12:35
Pigliamo le erbe buone (mi sono accorto che non avevo cancellato lo Yacor Food, quindi non dobbiamo buttare niente) :nod:

Ed esaminiamo la magica Cotta di Maglia!



The chainmail vest is crafted from a metallic mineral called kagonite. It is as light as wood, yet ten times harder than steel. The Darklords use an alloy of kagonite in the manufacture of weapons used by their troops, and it is this alloy which gives the blades of their weapons their black appearance.

Wearing this Kagonite Chainmail beneath your tunic will increase your COMBAT SKILL by 3 points and your ENDURANCE by 1 point. Because it is so light, it can be worn beneath any padded or metallic body armour you may possess.

Make the necessary adjustments to your Action Chart.

Turn to 188.


EDIT: solo ora leggo che si somma con qualsiasi altra cotta padded o metallica che indossiamo O_o. La prendiamo al posto del corpetto di cuoio? (direi che 2 ok, ma 3 è un po' troppo...)



Your curiosity is aroused by the pouch of herbs you have discovered in the belt pouch of the dead Drakkarim officer.

If you have the Magnakai Discipline of Curing or have reached the Kai rank of Principalin or higher, turn to 145.

If you do not possess this skill or have yet to attain this level of Magnakai training, turn to 201.


Solo ora ci ricordiamo delle erbe :nod:



At once you recognize the pungent aroma of Adgana leaves. Adgana is a powerful narcotic that increases strength and sharpens reflexes; it enhances fighting prowess when swallowed immediately prior to combat. There is sufficient Adgana in this pouch for one dose, which would be enough to increase your COMBAT SKILL by 6 points for the duration of a fight.

But be warned! Adgana is shunned by most warriors and its use is outlawed in Sommerlund because it is highly addictive. If you choose to keep and use this Dose of Adgana prior to combat, there is a chance that you could become addicted. As soon as combat is resolved, you must pick a number from the Random Number Table. If the number you pick is 0 or 1, you have become addicted and your ENDURANCE score must be reduced by 4 points immediately. (This loss of ENDURANCE is permanent.) If you have ever used Adgana in a previous Lone Wolf adventure, the risks of addiction are doubled should you decide to use this dose (you will become addicted if you pick a 0, 1, 2, or 3 on the Random Number Table. Also, the effects of the narcotic when used on a second or subsequent occasion are halved. You will be able to add only 3 points to your COMBAT SKILL, instead of 6). If you decide to keep this Dose of Adgana, note the hazardous side effects of its use in the margin of your Action Chart.

Sure that you have not overlooked any other items that could aid your perilous mission, you decide the time has come to leave.

Turn to 274.


LA DROGGAH AGAIN!



You leap from the stern deck and land near the foot of the stairs. Water is pouring into the Intrepid at a terrific rate, causing her to list heavily to starboard.

‘Abandon ship!’ cries Davan, his strong voice carrying above the clangour of striking swords and dying men. As he rushes past you—followed closely by two Kirlundins—he urges you to save yourself before the ship goes down. To stay would be suicidal, and you quickly follow his lead.

Turn to 110.


ORA, possiamo abbandonare la nave :nod:



The deck heaves and shudders, and the metallic whirr of the ironclad’s engine rises to a deafening roar as it fights to extricate itself from the stern of the sinking Intrepid. Then a war-horn blares, signalling to the enemy troops to break off their attack and return to their vessels. Everywhere you look Drakkarim marines and Sommlending crewmen are sheathing their weapons and scrambling towards the ship’s rail. Clouds of acrid yellow smoke waft across the decks, adding to the chaos and confusion as scores of men hurl themselves into the dark waves of the Kaltersee.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/ill7.png
Illustration VII—Scores of men hurl themselves over the ship’s rail into the Kaltersee.

‘Jump!’ shouts Davan.

‘But what about the captain?’ you reply, anxiously.

‘Forget the captain,’ he says, pointing at the enemy craft. ‘No one can help him now. The ironclad that rammed our stern completely demolished his cabin. No one could have lived through that.’

You pull yourself over the rail and wait for the smoke to thin before you leap. But the Intrepid lurches violently, and, before you can stop yourself, you slip and fall head-first into the swirling yellow smog.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 194.

If it is 5–9, turn to 16.


Oh Kai, il mare :saddest:

Roll...9



You are expecting the sudden chill of cold water, so it comes as a great shock when you slam down upon the moving steel deck of the Darkland ironclad. Your legs buckle and your knees hit your chest, forcing the air from your lungs and leaving you gasping like a fish out of water: lose 3 ENDURANCE points. You have barely recovered when a Drakkarim sailor, armed with a billhook, looms out of the smoke and lunges at your head.

Drakkarim Sailor: COMBAT SKILL 19 ENDURANCE 24

Unless you possess the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 4 points for the first two rounds of this fight, owing to the shock of your landing and the surprise of your enemy’s attack.

If you win the combat, turn to 243


YEEEE non siamo in mare! Senza Sommerswerd abbiamo 33 di CS, quindi

COMBAT RATING: +14 (con Mindblast) :nod:

Roll...7
Lupo Solitario -0 (34)
Drakkarim Sailor -18 (6)

Roll...1 :(
Lupo Solitario -3 (31)
Drakkarim Sailor -9 (morto!)



The force of your killing blow sends the Drakkar reeling backwards across the deck. He collides with another sailor, who was coming to his aid, and knocks him headlong into the sea. You brace yourself in case there is another waiting to rush at you, but the smoke from the vessel’s funnel is so thick, and the other Drakkarim are so preoccupied with hooking their marines out of the water, that they fail to notice you creeping towards the wheelhouse near the middle of the deck. A steel door swings open at your approach and three hefty Drakkarim confront you on the threshold. You parry one’s blade, take the second in the chest, and see the third spin sideways, trailing scarlet spray from the fatal wound you have dealt him. A quick thrust to the heart puts paid to the remaining sailor. He screams and falls through the doorway, tumbling down an iron staircase that descends into noise-filled darkness.

If you have the Magnakai Discipline of Divination, turn to 26.

If you do not possess this skill, you can either descend the stairs: turn to 266.

Or you can slam shut the steel door and look for another place to hide from the Drakkarim sailors on deck: turn to 169.


Abbiamo Divination! Questa scena mi ricorda qualcosa lol :D



Your Kai sense informs you that the stairs descend to the control cabin and crew’s quarters then on to the cargo sections which house huge tanks filled with sulphur, used as fuel for the engine of this strange craft. The sudden appearance of the sailor’s body has started a commotion, and the sound of heavy boots grating on metal warns you that more Drakkarim are ascending the stairs to investigate what, or who, caused their comrade’s death. To attempt to descend the stairs could prove fatal, so hurriedly you slam shut the door and look for another place to hide.

Turn to 169.




Stealthily you move away from the door, raising the hood of your cape to hide your face. Beyond the wheelhouse you see a large tube of steel, mounted horizontally on a circular platform. It is attended by three Drakkarim, who are busily loading a heavy, pear-shaped projectile into a chamber at the rear of the tube. A large, wooden crate, filled with several more projectiles, lies open at their feet. Their captain, his rank denoted by the silver braid that decorates the sleeves of his battle-jacket, is pointing to the sinking Intrepid and shouting excitedly: ‘Gaz muzar ok ruzzar! Shada egina gag!’

If you possess the Magnakai Disciplines of Invisibility and Pathsmanship, turn to 219.

If you do not possess both these skills, turn to 84.


Gaz muzar ok ruzzar! Shada egina gag! si può tradurre vagamente con I destroy the enemy ship. The marines die. :nod:

Comunque sia, abbiamo entrambe le Discipline richieste!



You understand enough of the Giak language to know that the enemy captain is preparing to hasten the Intrepid to the bottom of the sea. The metallic tube is the means by which the ironclads launch their fire-missiles, one of which you have already encountered when running the blockade out of Toran. This one is loaded and is being aimed directly at the waterline of the Intrepid. At first it strikes you as a wasteful attack: the Intrepid is sinking so fast that to fire upon it now seems to serve no practical purpose. Then you realize what the enemy commander is planning, and the thought of it makes your blood boil.

Turn to 113.


Meno male che abbiamo tutte queste discipline, o avrei creduto che il capitano Drakkarim volesse invitare i marinai dell'Intrepid a bordo per il te delle cinque :hidenod:



Davan, and the remnants of his crew, are clinging in desperation to the flotsam that surrounds their dying ship. Many are wounded and their pitiful cries for help can clearly be heard aboard the Drakkarim ironclad. The enemy captain watches them through narrowed eyes, an evil sneer spreading slowly across his brutal face as he reaches for the mechanism that will launch a fire-missile into their midst.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small12.png

If you have a Bow and wish to fire at the captain to prevent him from murdering your fellow countrymen, turn to 131.

If you do not have a Bow or do not wish to fire at the captain, turn to 239.


Che facciamo :D?

************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 38 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest)
--> 41 (con Mindblast +3)
--> 44 (con Psi-Surge +6)

EP: 37/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Meal, Blanket, Meal, Meal, Khetu Spores, Conch Shell, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Padded Leather Waistcoat (+2 EP), Firesphere, Silver Helm (+2 CS), Bronin Vest (+3 CS, +1 EP), Shield (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Psi-Ring, Fireseeds (3), Serocca's Map
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet

Money (50): 50

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

Rise-the-Sky
8th April 2013, 12:40
ARCODIDDIOOOOOOOH!!!


Cazzo ci siamo salvati dall'annegamento. La cotta cmq dice che è leggera e quindi compatibile con altre armature da corpo, quindi è assolutamente identica a quella che già avevamo. Però io una roba di Kagonite preferirei non indossarla...

Jesper
8th April 2013, 12:52
EDIT: solo ora leggo che si somma con qualsiasi altra cotta padded o metallica che indossiamo O_o. La prendiamo al posto del corpetto di cuoio? (direi che 2 ok, ma 3 è un po' troppo...)

Defender
8th April 2013, 13:00
Arcodiddio!

Le cotta è useless se è uguale a quella che abbiamo già e non possiamo sommarle... A sto punto teniamo la nostra che non puzza di lurido Drakkarim :nod:

Edit: ovviamente se si somma (mi sembra strano ma tant'è) la indossiamo, più è alta la CS e meglio è!

Rise-the-Sky
8th April 2013, 13:01
SI, si sommma ma rispetto a quella del capitano dovrebbe essere alternativa.

Cioè puoi girare con una veste sotto e un armatura sopra ma non con 2 vesti e 1 armatura o 2 vesti (a livello logico)

Bortas
8th April 2013, 13:07
Arcodiddio, per la cotta leggera che facciamo buttiamo la veste e facciamo double cotta?

-=Rho=-
8th April 2013, 13:09
doublecoat , lo dice anche che si puo' sommare , poi capt's eyeball

Sturm
8th April 2013, 13:21
Arcodiddioh abbestia!

Comunque La Kagonite ci da +3cs e + 1 di End,se dobbiamo metterla al posto della padded ci gaudagnamo 3 punti di CS che non è malvagio ma sacrifichiamo 2 punti di END. Anche se non ho ancora ben capito con cosa si somma: dobbiamo togleire la padded? O quella di Bronin?
Nel caso di deve togliere la padded,voto doublecoat anche io

Jesper
8th April 2013, 13:34
Allora, da come è scritto dovrebbe sommarsi a qualsiasi armatura di tipo "padded" o "metallic" (quindi in teoria si potrebbe sommare ad entrambe, o ad almeno una delle due a scelta), ma anche secondo me è pensata per essere un sostituto della Bronin Vest...non riesco a trovare nulla nemmeno nell'Errata, ma spesso Joe non si rende conto che una parolina in più o in meno può cambiare il senso della frase.

In ogni caso direi che la scelta più democratica è votare, quindi:

A) La prendiamo al posto della padded (e usiamo Bronin+Kagonite)
B) Non la prendiamo perchè "non si somma" con la Bronin (e continuiamo a usare Bronin+Padded Leather)

votate :D

Nel mentre, Arcodiddio!



The captain arches his back and screams in agony as your Arrow drives deep into his spine. Immediately, two Drakkarim gunners rush forward to help him, but as soon as they realize that he is dead, they spin around to confront you.

If you have at least two Arrows and wish to silence these Drakkarim, turn to 259.

If you choose to draw a hand weapon and attack them before they can alert their shipmates, turn to 292.


Continuiamo a sfrecciare o andiamo in mischia? :D (mi raccomando votate anche per la scelta sopra!)

-=Rho=-
8th April 2013, 13:35
a 259

Sturm
8th April 2013, 13:42
Bronin+Kagonite per me
E arcodiddio come se non fosse un fottuto domani :metal:
9904

Kaluisurrr
8th April 2013, 14:02
kagotto e arcodiddio

Bortas
8th April 2013, 14:02
Per le armature passo, certo se la intendiamo come la maglia in mithril di Frodo ok, altrimenti per me non si somma all'altra chain.

Btw arcodiddio come se non ci fosse un domani 259

Rise-the-Sky
8th April 2013, 14:27
B - per me sono entrambe delle armature "interne" mentre l'armatura di cuoio è un armatura esterna.

Ripensandoci scambierei però l'armatura del capitano con questa nuova, perchè mentre quella là bloccava l' uso di armature superiori di metallo questa non lo fa, cosa che in futuro potrebbe tornare comoda.

E cmq continuiamo a sfrecciare!

Defender
8th April 2013, 14:29
Per me a logica bisognerebbe fare come dice Rise.

Arcodiddio zzzempre.

Jesper
8th April 2013, 16:05
Ok, non arrivano voti nuovi per cui 3 a 2 per prendere la doppia cotta :D

E arcodiddio!



Your first Arrow pierces a heart, but your second is deflected by a steel breastplate. Before you have a chance to fire again, the surviving gunner is upon you, his short sword unsheathed and ready to stab at your chest.

Drakkarim Gunner: COMBAT SKILL 19 ENDURANCE 25

Unless you possess the Magnakai Discipline of Huntmastery, you must fight the first two rounds of combat unarmed.

If you win and the fight lasts three rounds or less, turn to 272.

If you win and the combat lasts four rounds or more, turn to 155.


Abbiamo Huntmastery, e anche senza la Sommerswerd la nostra COMBAT RATING è +17 (con Mindblast)

Roll...5
Lupo Solitario -1 (36)
Drakkarim Gunner -14 (11)

Roll...2 :(
Lupo Solitario -2 (34)
Drakkarim Gunner -10 (1)

Roll...3
Lupo Solitario -2 (32)
Drakkarim Gunner -11 (morto!)



The deck is shrouded in smoke but the sound of heavy boots pounding steel plate warns you that a group of Drakkarim marines are approaching, drawn by their comrade’s dying screams.

Acting on instinct, you grab the rear of the cannon and revolve it on its mounting until it points directly along the deck. A dozen angry marines emerge from the smoke and their faces freeze in terror when they find themselves staring into the muzzle of their own formidable weapon. ‘Death to the Darklords!’ you cry, and pull the firing lever.

Turn to 285.




There is a loud bang and a wave of heat rolls over you as the cannon spits its deadly missile at the advancing Drakkarim. It bores through their ranks and slams into the wheelhouse with shuddering force. Jets of yellow flame roar from a jagged hole, illuminating the grim remains of what a moment before were enemy marines. Then the deck jumps up and slaps the soles of your feet. The missile has penetrated the ironclad’s magazine, and, in an instant, the vessel is blown apart. The last thing you remember before darkness obliterates your senses is an eye-searing flash of white and scarlet fire.

Turn to 125.




Slowly, as though awakening from a dream, you return to consciousness. Through half-open eyes you stare at a darkening sky and feel the cold waves of the Kaltersee lapping at your feet. Every inch of your body aches viciously—it is as if your flesh were one vast bruise—but at once you know that your body is intact and that, miraculously, you have escaped serious injury.

You are lying in a cup-shaped piece of wreckage that was once part of the ironclad’s bow. On the horizon there is now only one ship—the ironclad that first attacked the Intrepid. It is silhouetted against the wall of oily flame that marks the place where its sister craft exploded. The tide has carried you away from the carnage, and, turning your head stiffly, you see that the shore lies less than a hundred yards away.

If you possess the Magnakai Discipline of Huntmastery and have reached the rank of Principalin or higher, turn to 296.

If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 327.


Vista turbo, go!



Less than a mile along the rock shore, you catch sight of something moving in the shadows. You use your advanced Kai skill to magnify your vision and are able to see a patrol of Giaks, searching the water’s edge for survivors of the battle. Some they help, carrying them on stretchers to their encampment perched high on a overhanging cliff; others, presumably crew from the Intrepid, they stab repeatedly with their spears and leave for the sharks to claim. Forewarned by your skill, you begin to paddle away from the patrol, keen to avoid their chilling welcome.

Turn to 174.


Noooo why ç_ç loot perso per la codardia di LW :nod:



Night has fallen swiftly, but there is a full moon by which to see. It pierces the darkness and bathes the landscape in its ghostly, ashen light. The tide bears you swiftly towards a shingle beach that is littered with huge, sea-smoothed boulders. The crashing surf and the screech of predatory seabirds echo all along this barren coastline. It is an unwelcoming sound, cold and hostile, a fitting reflection of the land itself.

Ten yards from the stony beach, you slip into the thigh-deep foam and wade ashore. Although you can see no sign of enemy patrols, you keep your head low as you scurry up the beach towards the base of a sheer cliff wall. By chance you happen upon a narrow path that clings precariously to the side of the cliff-face as it zigzags its way to the top. The climb is long and arduous, and by the time you reach the summit the weather has taken a turn for the worse. An icy, rain-laden wind whips inland from the sea. Its chilling bite is accompanied by sheet lightning that illuminates the landscape before you. The blue-white flashes reveal a vast, dead world of pitted spurs and crags, where every tree is petrified and every rock looks like a dead man’s skull. You pull your cape close about your shoulders and set off towards a ridge that is peppered with dark hollows, hoping that one of them will offer some shelter from the coming storm.

Upon reaching the ridge, you discover that most of the hollows are merely patches of dark earth sandwiched between the honeycombed rock. The rain has become torrential, and you are beginning to abandon all hope of finding dry shelter, when suddenly your tracking instincts alert you to a cave-like opening at the far end of the ridge. You investigate and discover that it is indeed the entrance to a cave, one that is both wind- and watertight and, to your relief, quite empty. You are now very hungry and must eat a Meal or lose 3 ENDURANCE points.

If you have the Magnakai Disciplines of Animal Control and Divination, turn to 234.

If you do not possess both these skills, turn to 307.


Abbiamo entrambe le discipline!



Although the cave is empty, you detect the lingering scent of a creature that has slept here in the last twenty-four hours. If this is the creature’s lair, it is likely to return to seek shelter from the storm.

If you wish to leave the cave and look for shelter elsewhere, turn to 183.

If you decide to stay in the cave and remain on your guard in case its previous occupant should return, turn to 18.


Che si fa :D?


************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 41 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest, +3 Kagonite Vest)
--> 44 (con Mindblast +3)
--> 47 (con Psi-Surge +6)

EP: 37/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Meal, Blanket, Meal, Meal, Khetu Spores, Conch Shell, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Firesphere, Silver Helm (+2 CS), Bronin Vest (+3 CS, +1 EP), Shield (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (3), Psi-Ring, Fireseeds (3), Kagonite Vest (+3 CS +1 EP)
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet

Money (50): 50

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

Bortas
8th April 2013, 16:09
Se vabbè levamosi dar cazzo chissene della tana dell'orso ricchione, abbiamo da spaccare culi, andiamo a cercare rogne fuori 183

Defender
8th April 2013, 16:43
Meglio cercare un altro riparo và.

183

Sturm
8th April 2013, 17:01
183,che poi ci fa perdere EP perchè non abbiamo dormito bbbenneeeh!

Kaluisurrr
8th April 2013, 17:13
cerchiamo un altro riparo o pedobear ci violenterà la notte

Jesper
8th April 2013, 17:13
Quasi :D



The icy cold winds blowing inland off the Kaltersee grow fiercer with every passing hour. Billowing black storm clouds mask the moon and plunge the land into an inky darkness that makes your search for shelter increasingly difficult. Only the steady flash of sheet lightning affords you any assistance. After three hours of fruitless search you resign yourself to spending a cold, wet, and thoroughly miserable night crouching at the bottom of a shallow gully, with your cape pulled tent-like over your head to fend off the relentless rain. Owing to the cold, your fatigue, and lack of sleep, your night in the open costs you 4 ENDURANCE points.

Turn to 300.


Bingo! :D



Dawn arrives, its hazy light barely brightening the banks of grey cloud that swirl above this bleak and desolate land. The rain has ceased but the cold wind still blows strongly, bringing patches of frost that whiten the stony soil. You check your equipment and take stock of your provisions before setting off towards a distant line of hills. You are aware that the dawn light has increased the chances of your being found by a Giak patrol should you stay too long in any one place, especially so near to the shore.

It is nearly noon when finally you reach the top of the ridge and stare down at the valley that lies beyond. It is a barren landscape of endless pits and crags, jagged boulders, and scree. A rough, foot-worn track follows a stream that winds its way back to its source, deep among a towering range of mountains that dominates the horizon. Using your map and your Kai tracking and hunting skills, you conclude that the mountains are the northwestern tip of the Durncrag Range. Beyond them must lie the Gulf of Helenag and the Darklord naval base of Argazad. A feeling of dread overwhelms you as you realize that more than 300 miles of hostile terrain lie between you and Aarnak, the stronghold where you are to rendezvous with the Slavemaster. Silently you stare at the forbidding mountains and rack your brains for a solution to your predicament. At length, you formulate a new plan of action.

Turn to 196.




The track and the stream wind their way towards a narrow gap in the Durncrag Range. Fixedly you stare at this gap. The longer you gaze, the more certain you are that it is a mountain pass, allowing the path to continue through to Argazad. You decide to press on and traverse the pass. Hopefully, the track will lead to the naval base where you can attempt to steal, or stow away on, some means of transport that will carry you to Aarnak. The naval base must receive equipment from a Darkland city-fortress, and it is likely that Aarnak is one such source of supply.

It is nearly dusk when the stony path reaches the narrow, boulder-strewn approach to the pass. It has been a long and tiring trek, yet in spite of your fatigue your senses warn you in good time of the danger that lies ahead. The pass is blocked by a wall and a stone watchtower, both guarded by Giak soldiers. Carefully you leave the path and creep along the bank of the stream, remaining hidden from view as slowly you edge your way nearer to the Giak outpost. An iron-banded gate in the centre of the wall allows traffic to use the pass, but it is closed and guarded by sentries. As dusk turns to darkness, you continue to observe every detail of the outpost and the surrounding mountains, in the hope of finding a way through.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small3.png

If you wish to attempt to scale the wall, turn to 86.

If you decide to avoid the outpost and search for an alternative route across the mountains, turn to 117.


Che percorso prendiamo :D?

Kaluisurrr
8th April 2013, 17:22
tentiamo la scalatah

Rise-the-Sky
8th April 2013, 17:22
L'ultima volta che abbiam scalato qualcosa siamo morti su un roll al 10% ...

Facciamo il giro.

-=Rho=-
8th April 2013, 17:54
86

Defender
8th April 2013, 18:04
Minchia siamo arrivati al gate 1 :D

Però è presidiato... e con le scalate non andiamo d'accordo.

Vediamo se c'è un altro passaggio...

117

Bortas
8th April 2013, 18:07
No scalate lupo è un animale di terra 117

Kat
8th April 2013, 18:15
117

Sturm
8th April 2013, 19:01
Io un altra prova gliela lascerei fare! Mica ci può dire sfiga due volte! Scalatah!

Jesper
9th April 2013, 10:32
Vince di stretta misura il passaggio alternativo! Vediamo se lo troviamo :D



The eastern face of the Durncrag Mountains is a sheer wall of granite that rises over six thousand feet to a peak known as Mount Lajakodak. To attempt to scale this wall, especially at night and with little equipment, is a formidable and perilous task. For several hours, you search the scree-covered slopes in the hope of finding an old or disused trail, but with no success. You are on the brink of abandoning all hope of finding another route, and are about to return to the Giak outpost, when you chance upon the remains of a track that snakes its way towards an opening high in the rock wall.

If you have the Magnakai Discipline of Huntmastery and have reached the Kai rank of Archmaster, turn to 34.

If you do not possess this skill or have yet to reach this level of Magnakai training, you can either climb the track and investigate the opening: turn to 143.

Or you can return to the Giak outpost and attempt to scale the wall: turn to 86.


Abbiamo Huntmastery! Vista telescopica goooooooo



Your greatly enhanced ability to see into the distance, and in the dark, enables you to recognize at once that the cave-like opening in the side of the mountain is a perfectly smooth archway. It has been carved from the rock purposefully, and is not a natural fissure or fault.

If you wish to inspect the opening more closely, turn to 143.

If you decide instead to return to the Giak outpost and attempt to gain entry, turn to 86.


Vogliamo ispezionare l'apertura, o non ci fidiamo e torniamo alla scalata? :D

Bortas
9th April 2013, 10:38
Ora che abbiamo trovato la backdoor, direi di tentarla, 143

Non siamo in lista, male che vada ci sarà da pestare il buttafuori.

Rise-the-Sky
9th April 2013, 10:45
Il nostro arrapatissimo LW vede un buco e non ci si fionda dentro?

Giammai!

143 di corsa!

Defender
9th April 2013, 10:58
BAM! Giù nel canestro!

143

Sturm
9th April 2013, 11:05
A pecora dentro il buco!

-=Rho=-
9th April 2013, 11:07
143

Jesper
9th April 2013, 11:48
In guerra ogni buco è trincea!



In daylight, the trail is steep and treacherous, but in the cold, starlit darkness it is doubly so. Chunks of rock crumble underfoot and in many places there is simply no trail at all. Progress can only be made by inching yourself painfully across the sheer drops, using your fingers and what little of the ledge that remains. Eventually you reach the dark opening and enter with trepidation. A smooth, semicircular tunnel descends through the rock. The passage is lit faintly by an eerie ochre light, which is cast by clumps of bacteria that seem to thrive on the damp tunnel walls.

If you possess the Magnakai Discipline of Curing, turn to 93.

If you do not possess this skill, turn to 303.


Oh, menomale che abbiamo Curing, sennò LW, nel dubbio, ne faceva scorpacciate di sta merda fosforescente :nod:



You recognize the bacteria to be Gnallia, a beneficial bacillus that is acclaimed by the healers and herbalists of Durenor. Potions of Gnallia are often prescribed to prevent and cure infections of the blood. The raw bacteria are edible and, despite their awful taste, are rich in protein. There is enough here for more than 10 Meals. If you wish to keep some of this Gnallia, record it in the Meals section of your Action Chart. Each Meal of Gnallia will restore 2 ENDURANCE points.

Turn to 303.


O_o

...e avrebbe fatto bene :sneer: Non dubiterò più dei nostri poteri!

Ditemi quanti ne prendiamo e cosa molliamo! (Do per scontato che molliamo i Meal normali per questi)



Further along the tunnel lies a cavern, empty save for a mass of squeaking bats hanging from the stalactites in the roof. At your approach they begin to panic. They swarm and encircle the rough-hewn walls before diving into a dark crevasse that splits the floor in two. The only exit, other than the tunnel by which you entered, is a passage on the far side of the crevasse. Foul air rises from the dark abyss, laden with a heavy odour that reminds you of maggoty meat.

If you have completed the Lore-circle of the Spirit and the Lore-circle of Solaris, turn to 315.

If you wish to approach the crevasse and look for a way to get across, turn to 44.

If you decide to abandon the chamber and attempt to retrace your route back to the Giak outpost, turn to 206.


Non abbiamo completato Spirit, per cui che si fa :D?

************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 41 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest, +3 Kagonite Vest)
--> 44 (con Mindblast +3)
--> 47 (con Psi-Surge +6)

EP: 37/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Blanket, Khetu Spores, Conch Shell, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Firesphere, Silver Helm (+2 CS), Bronin Vest (+3 CS, +1 EP), Shield (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (3), Psi-Ring, Fireseeds (3), Kagonite Vest (+3 CS +1 EP)
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet

Money (50): 50

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

Defender
9th April 2013, 11:55
Proseguiamo al 44.

Io scarterei la conchiglia per il pasto bacterioso.

La coperta la teniamo sennò Rho poi si lamenta che non ha il set da perfect gentleman..

Kaluisurrr
9th April 2013, 11:58
ormai ci siamo, andiamo avanti

Bortas
9th April 2013, 12:16
44 andiamo a spaccare il culo al mostro mostruoso che sta dietro l'angolo...

Rise-the-Sky
9th April 2013, 12:23
Teniamo tutti gli oggetti e cambiamo solo i cibi come hai fatto...tanto non possiamo mangiare quando vogliamo per curarci percui 3 pasti ci basteranno fino a che perderemo di nuovo lo zaino ghgh

Diamo una sbirciatina al 44...pronti a una nuova inaspettata istantdeath.

Jesper
9th April 2013, 12:42
In realtà in genere i "pasti curativi" (tipo lo Yoacor food del libro scorso) vengono in genere considerati anche come pozioni di cura (nel senso: li puoi usare come meal o usarli per curarti "sprecando" un meal).

In ogni caso, avanti!



You are within a few feet of the crevasse, craning your neck to see into its lightless depths, when suddenly a thin, snaky tendril rises out of the darkness and stabs at your chest. There is a flash and a terrible pain spreads through your body, radiating to your limbs and leaving you numb and nerveless: lose 6 ENDURANCE points.

If you survive the attack, turn to 55.


Ouch...6 EP è appena meno rispetto al soffio di un drago O-o



Gritting your teeth against the pain, you stagger to your feet and fumble for a weapon with numbed fingers. Suddenly, a huge shape explodes from the crevasse, rising at such a speed that its features are a blur. It emits a deafening screech, and then dives towards your head, its coal-black tendril whipping the air wildly as it attempts to coil it around your neck.

Ictakko: COMBAT SKILL 25 ENDURANCE 35

Unless you possess the Magnakai Discipline of Nexus and have reached the Kai rank of Archmaster, you must lose an extra 1 ENDURANCE point every time this creature inflicts a wound during the combat, owing to the numbing effect of its electrical attack.

If you win the combat, turn to 343.


Non abbiamo Nexus, però anche senza SS la nostra COMBAT RATING è +8

Roll...8
Lupo Solitario -0(-1) (30)
Ictakko -16 (19)

Roll...9 :metal:
Lupo Solitario -0(-1) (29)
Ictakko -18 (morto!)

in sto libro stiamo avendo un discreto culo lol...ho pure cambiato il sito dei dadi lol



Your killing blow sends the Ictakko spiralling towards the ceiling, twisting and weaving like a punctured balloon. It crashes into a cluster of stalactites, impaling itself on the spear-like formations and dislodging them with the impact of its vast weight. For a fleeting second, you glimpse the creature’s ghastly features—its pear-shaped horny head and bulb-tipped antennae; its spider-like abdomen and transparent wings—before it plummets into the cold, inky darkness of the crevasse.

Turn to 87.


E l'oscar per la droga va a...Joe Dever!



Cautiously you peer into the abyss, your weapon held ready in case another of the fearsome Ictakko should surge from the depths and attack. But in this instance your caution proves unnecessary, for your senses soon tell you that a colony of cave bats are the only creatures that now occupy the dark and silent crevasse.

With ease, you leap across the crevasse at its narrowest point and leave the cavern by the tunnel in the opposite wall. Here, too, the walls are encrusted with light-emitting bacteria, enabling you to progress quickly through a series of interconnecting halls and chambers. The cobwebbed remains of broken mining equipment litter many of these places, revealing why the Darklords constructed this labyrinth of tunnels. After an hour of exploration you find the main exit from the mine. Darkness greets your return to the surface, but your senses inform you that you have emerged in the pass that traverses the mountain range.

Turn to 137.


Siamo fuori!



Guided by starlight, you trek westwards through the pass until the need for food and rest forces you to stop. A brief search uncovers a shallow fissure in the mountain wall which offers a safe refuge for the night, and there you decide to grab a few hours’ sleep before continuing to Argazad. You must now eat a Meal or lose 3 ENDURANCE points.

Turn to 165.


Direi che non usiamo un pasto speciale in quanto Curing ci sta gia riportando al top...



Shortly after dawn, a howling wind awakens you from your dreamless slumber. It sweeps along the pass from the west, carrying with it the briny smell of the sea. Resolutely you continue your trek, following the roadway through the pass until, at midday, you emerge from the mountains at a point that commands a clear view over the land beyond. There you stop and stare at an expanse of rocky terrain so fragmented that it might have been smashed by a giant hammer. It slopes down to the shores of a wide inlet—the Gulf of Helenag—where a line of Darkland ironclads are steaming northwards on their way to join the blockade. From where you are, they appear no larger than tiny black specks dotting the steel-grey sea, but the clouds of yellow smoke that pour from their funnels clearly identify them as enemy ships.

The track continues, snaking southwards across the barren landscape on its way to Argazad. For three hours you tread its uneven surface until you arrive at what appears to be the ruins of an ancient tower.

If you possess the Magnakai Discipline of Divination and have attained the Kai rank of Mentora or higher, turn to 323.

If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 191.


Siamo Divinatori esperti!



As you stare at the ruins, a strange feeling of unease engulfs your body; at the same time a nervous energy makes your skin tingle and fills your mind with disturbing images. Your highly developed mind skills are sensitive to the psychic residues of events that took place here two thousand years ago.

This land once belonged to a colony of creatures called the Nebora, a sentient race of winged men who evolved during the Golden Age of the Shianti. The city of Neboran, the core of their civilization, was located here on what was once a rich and fertile coastal plain. The demise of the Shianti heralded the rise of the Darklords in Northern Magnamund, and the beginning of the War of Desecration in which the Nebora, and many other races, were exterminated. This ruined tower is all that remains of the wondrous city of Neboran where, in the year MS 3250, the entire Nebora race were trapped and slaughtered by the Darklords of Helgedad.

Turn to 191.


Evidentemente Divination ci permette di ricevere il Discovery Channel :nod:



After searching the ruins and finding nothing of practical use, you continue your lonely trek along the Argazad trail. For the most part, it runs parallel to the coast and is exposed to strong gusts of icy air that whip across the gulf. You find yourself having to lean into these sleet-tinged winds in order to remain upright. It is a tiring ordeal, and, as dusk begins to darken the sky, you welcome the chance to stop and rest.

You have just located a windproof niche in the lee of a rocky crag, and are about to settle down and rest, when you notice something moving towards you along the trail.

If you have the Magnakai Discipline of Huntmastery and have reached the Kai rank of Principalin or higher, turn to 251.

If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 37.


Huntmastery vince il premio "Disciplina più utilizzata" della Serie Magnakai a mani basse, credo...



Using your telescopic vision, you focus on the approaching shape and, as it draws nearer, you are able to discern exactly what it is. You see a wagon laden with barrels and boxes, and drawn by six ox-like creatures. Two Giaks are sitting on top of the wagon: the driver, who is lashing the team with a whip, and a guard, who appears to be fast asleep. Behind the wagon are four horsemen—Drakkarim escorts, judging by their size and the cut of their black leather armour.

Their route will take them close to where you are sheltering. Mindful of the Giak ability to see in the dark, you decide to stay in hiding and wait for them to pass.

Turn to 304.




You squeeze into a space between the rocks and listen to the grind of the wagon’s wheels on the rough stone trail as it draws steadily nearer. Then a Drakkarim voice cries out: ‘Koga! Okim dag nadulheza!’ The sound stops abruptly. You strain your ears for an indication of what the enemy are doing, but all you can hear are muffled voices and the jingle of bridles and bits. Then you hear the Drakkarim escorts leave the trail and dismount close to where you are hiding. Your pulse quickens as you realize that they are preparing to strike camp here overnight.

Fortunately, because they are deep inside their own territory, the Drakkarim do not bother to inspect their surroundings and your presence goes undetected. You listen intently to their conversations but discover little useful information except that they are from Argazad and are on their way to the outpost at the mouth of the Durncrag Pass. After eating, they settle down to a session of gambling. They have been playing for only a few minutes when one of the Drakkarim is accused of cheating. A violent argument breaks out and bloodshed is averted only when their commander, a sergeant, steps in to break it up. He finds a fistful of cards wedged up the accused Drakkar’s sleeve. Angrily, he denounces the cheat and orders him to return to Argazad at first light. The game is brought to a close, and, as the disgruntled Drakkarim get ready to sleep, a bold plan springs into your mind that could make your journey through the Darklands and your entry into Argazad much easier.

Turn to 284.


Koga! Okim dag nadulheza! significa "Stop! Prepare the Camp!" :nod:



Patiently you wait until the Drakkarim and Giaks are snoring soundly, and then you leave your hiding place and slip away undetected. Your plan is to ambush the Drakkar who was caught cheating at dawn when he rides back to Argazad alone. By discarding your cape and tunic in favour of his battle-armour it should be far easier to enter the naval base unnoticed, especially on horseback and with your face obscured by one of the grotesque battle-masks that all Drakkarim wear.

Three miles along the trail you find the ideal place to launch your ambush, where the stony track passes between a cluster of huge rocks. There you lie in wait for the dawn and with it the arrival of your victim. While you wait, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 146.


Anche qui, niente pasto speciale che siamo gia full :D



Shortly after dawn has brightened the eastern horizon, the Drakkarim warrior appears, riding his steed unhurriedly along the trail to Argazad. As he approaches, you get ready to launch your ambush.

If you have a Bow and wish to use it, turn to 99.

If you do not have a Bow or do not wish to use one, you must leap on the Drakkar as soon as he rides within range: turn to 64.


Arcordiddio? :D

************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 41 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest, +3 Kagonite Vest)
--> 44 (con Mindblast +3)
--> 47 (con Psi-Surge +6)

EP: 37/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Blanket, Khetu Spores, Conch Shell, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Firesphere, Silver Helm (+2 CS), Bronin Vest (+3 CS, +1 EP), Shield (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (3), Psi-Ring, Fireseeds (3), Kagonite Vest (+3 CS +1 EP)
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet

Money (50): 50

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

Rise-the-Sky
9th April 2013, 12:50
Arcodiddioooh online!

Kaluisurrr
9th April 2013, 12:57
senza neanche chiederlo.

Bortas
9th April 2013, 13:05
Che domande arcodiddio sempre è l'unica arma che ci da soddisfazione...
http://static.screenweek.it/2009/12/18/Robin-Hood-Russell-Crowe-Foto-Dal-Film-01_mid.jpg

Jesper
9th April 2013, 13:25
ARCODIDDIOHHHHH



Silently you draw an Arrow to your lips and take aim at the Drakkar’s throat, at the point where a thin strip of unprotected skin is visible between the chin-piece of his battle-mask and the top of his hardened-leather breastplate. A wound there should prove fatal and yet leave untarnished the armour that you intend to wear in order to gain entry to Argazad.

Pick a number from the Random Number Table and add to it any bow-skill bonuses to which you are entitled.

If your total score is now 0–4, turn to 336.

If it is 5 or more, turn to 212.


http://i0.kym-cdn.com/photos/images/original/000/281/936/918.jpg



Your Arrow strikes its target with chilling accuracy. The Drakkar throws his arms in the air and tumbles out of the saddle, killed instantly by your deadly shaft.

Turn to 79.


killed instantly by your deadly shaft

:nod:

Diciamo che l'abbiamo sorpreso alle spalle :nod:



You drag the dead Drakkar behind the rocks and divest the body of its armour. Although not a perfect fit, the leather battle-jacket, leggings, and battle-mask make you look convincingly like a Drakkarim warrior. Apart from the armour5 (which you need not record on your Action Chart), you discover a number of items that may be of use to you on the road ahead:

Sword
Dagger
Bow
Quiver
4 Arrows
30 Kika (equivalent to 3 Gold Crowns)

If you decide to keep any of these items, remember to record them on your Action Chart.

The dead warrior’s horse is standing nearby, pawing the ground nervously. Using your innate Kai skill of Animal Kinship, you succeed in claiming him and making him obey your commands. Slowly he approaches and allows you to climb into the saddle. Once you are sure that you have control you flick your heels and head off at a canter along the trail to Argazad.

Turn to 200.


Refullo le frecce e scambio 3 corone con 30 Kika giusto per :nod: Ditemi se volete altro!



It is nearing the hour of sunset when you set eyes on the naval base of Argazad. It nestles in the curve of a cliff—a natural harbour, protected from the pounding waters of the Helenag by a long promontory of rock. This wall-like barrier serves as a quay for more than fifty ironclad warships, the evil armada that is slowly strangling your country. Along the quay, huddled in the shadow of the surrounding cliffs, are a host of grim grey buildings, newly-constructed from iron and stone. Their greasy windows flare with the orange light of fires that roar within, warming the Drakkarim sailors and marines who crew the Darklands’ fleet.

Before entering the base, the trail joins a highway that approaches Argazad from the south. You stop to consult your map and discover that this road leads to the city-fortresses of Kaag and Aarnak. You consider avoiding the naval base and riding to Aarnak, but soon dismiss the idea. The journey would take you across the Naogizaga, one of the most desolate wastelands in all of Magnamund. Even if you could survive the heat, the dust, and the hellish creatures that dominate that grey desert, your mount would be sure to perish for lack of food and water. (If you only possess the Kai Discipline of Hunting—not Huntmastery—you may no longer hunt for food as you venture deeper into the Darklands.)


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small7.png

A wall of stones, surmounted by an unbroken coil of razor-sharp wire, encircles the naval base. There is only one way through this perimeter wall—a gate that is guarded by a squad of Death Knights, the élite of the Drakkarim. Boldly you ride towards the gate, hoping to pass through unchallenged, but, as you approach, the Death Knights take up their spears and stand shoulder-to-shoulder across the road. ‘Teg okak aga kog Argazad, shad?’ demands their sergeant, gruffly.

If you possess the Magnakai Discipline of Psi-surge and have reached the Kai rank of Principalin or higher, turn to 17.

If you have the Magnakai Discipline of Invisibility and have reached the Kai rank of Scion-kai or higher, turn to 167.

If you possess neither of these skills and these ranks, turn to 314.


Vogliamo usare Psi-Surge o Invisibility :D?

************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 41 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest, +3 Kagonite Vest)
--> 44 (con Mindblast +3)
--> 47 (con Psi-Surge +6)

EP: 37/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Blanket, Khetu Spores, Conch Shell, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Firesphere, Silver Helm (+2 CS), Bronin Vest (+3 CS, +1 EP), Shield (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Psi-Ring, Fireseeds (3), Kagonite Vest (+3 CS +1 EP)
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet

Money (50): 47 Corone, 30 Kika (10=1)

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

-=Rho=-
9th April 2013, 13:40
psi surge , ravana i soldi , lascia il resto

Earenia
9th April 2013, 13:47
167... via di stealth se c'e' party alb al g1

Bortas
9th April 2013, 13:52
psi surge blastiamo!

Rise-the-Sky
9th April 2013, 14:09
Distruggiamo le loro menti con i nostri possenti pensieri ariani!

Defender
9th April 2013, 14:17
Invisibility, parliamo la sua fottuta lingua e infiltriamoci da bravi ninja :nod:

Jesper
9th April 2013, 14:22
Psi-Surge!

Btw, Teg okak aga kog Argazad, shad? significa What's your buisness in Argazad, soldier?



When you fail to answer, the burly sergeant strides forward and repeats his command impatiently. You meet his cold stare and project a surge of psychic energy directly into his brain. He begins to shiver, his cruel eyes widening as your attack erodes his ability to concentrate. You will him to allow you to pass, and mechanically he turns around to face his troops. ‘Agna tok!’ he says. ‘Dok lug shad.’

As the armoured soldiers stand aside, you ride quickly through the gate and along a shadowy street that leads down to the quay. At the end of the street is a sign that indicates the way to the two main areas of Argazad: the ironclad harbour and the supply depot.

If you wish to investigate the harbour, turn to 295.

If you wish to investigate the supply depot, turn to 328.


Agna tok! significa Open the door!; Dok lug shad significa He's a friendly soldier :nod:

Ormai conosc il Giak O-o

Cosa vogliamo investigare :D?

Kaluisurrr
9th April 2013, 14:39
supplpy depot

Defender
9th April 2013, 14:55
Il Lupo va dove il loot abbonda!

Supply depot! :D

Bortas
9th April 2013, 14:59
Psi-Surge!

Btw, Teg okak aga kog Argazad, shad? significa What's your buisness in Argazad, soldier?


http://4.bp.blogspot.com/-lkaPTJ47Mg8/UDuzl1DR1_I/AAAAAAAACK4/mWwQYhCbzx0/s400/Obi+Won-These+aren't+the+droids.jpg

Questo non è il Lupo solitario che state cercando...


Btw andiamo a ravanare nel torbido 328

-=Rho=-
9th April 2013, 15:19
328

Rise-the-Sky
9th April 2013, 15:39
Il lupo perde il pelo (e la pelle) ma non i loot.

Jesper
9th April 2013, 16:44
Vediamo che genere di supplì si mangiano i Drakkarim :nod:



You follow a cobblestoned alleyway and soon arrive at a large square, flanked to the north, south, and west by warehouses, yet dominated by a smaller building on the east side. Its granite walls are festooned with black flags bearing the emblem of a silver ship and fiery sword, and atop its flat roof there sits a huge, winged creature with mottled grey skin—an Imperial Zlanbeast. You watch with grim fascination as the beast feeds from a pile of horse carcasses stacked beside its perch. Then a daring thought comes to mind. If you could reach the roof of the building and steal the Zlanbeast, it would be possible to reach Aarnak by air in a matter of hours, rather than the days it would take by land or sea.

After riding once around the building to assess its defences, you leave your horse tethered to a rail near a side entrance and approach the only door that appears to be unguarded. It is locked, but the crude bolt that secures it proves no match for your basic Kai skill of Mind Over Matter. The bolt clicks back, the door swings open, and you enter the building unseen.

Turn to 140.


Poteri mentali!



Beyond the door lies a corridor that leads to a narrow hall of stone. Its ceiling, flat and undomed, is supported by thick columns that march in rows down the sides of the walls. Between the columns are plain steel doors, the largest one guarded by Death Knights. From the safety of the shadows you watch as this great door swings open and a man, swathed in a voluminous scarlet robe, emerges into the corridor. He speaks at length with the two guards, who depart in haste when he has finished, as if running an important errand. Beyond the great door you can see a flight of stairs ascending into darkness. The man in red watches the Death Knights leave, and then turns and ascends the stairs hurriedly, leaving the great steel door ajar.

Hoping that this staircase leads to the roof, you cross the corridor and follow the robed man, taking care not to be seen, as you stalk silently in his wake. Your Kai skills keep you hidden from view and enable you to gain entry to the chamber that occupies the entire top floor of this building. There you take cover behind one of many statues that encircle the floor, and witness a scene that chills you to the core.

Turn to 216.

Ok, a sto giro è senz'altro Paido nudo :nod:



On a throne of hewn granite, ringed by seven pillars of fire, sits a being whose form radiates pure evil. A loose grey robe shrouds his skeletal frame. It is drawn closely about a stringy throat that swells and shrinks repulsively as he sucks the sulphurous air. With a claw-like finger, he scrapes nervously at the blistered flesh that is stretched tightly across the swollen left side of his face, attempting in vain to hook the head of a snake-like parasite that has burrowed into his jaw. His eyes, deep-sunken and red-rimmed with the unbearable pain of his affliction, burn with sick fanaticism as he listens impatiently to the pleas and excuses being offered by two who stand before him—the man in red and one other, both humbly bowed.

The luckless mortals plead their case, speaking in the Vassagonian tongue—a language that you mastered long ago. They speak of delays in the construction of a mighty battleship, of shortages of material and of too little time in which to finish their work. Their words anger the seated one. He curses them, and the floor shudders beneath the weight of his unnatural voice. ‘You would dare defy me?’ he roars. ‘You would court the anger of Kraagenskûl, Lord of Argazad? Fools! Know you this. If your work is not completed before the next moon, you shall wish yourselves truly dead. A thousand years of agony shall be the reward for your failure, a thousand years of undeath in the dungeons of Helgedad!’


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/ill12.png
Illustration XII—Darklord Kraagenskûl draws his sword.

Fired by his own rage, the corpse-like Darklord Kraagenskûl rises from his throne and draws the sword that hangs sheathed at his side. The blade is unlike any that you have seen. It is wholly black, a black so dense that it appears entirely separate from the hilt, like a tear through which you glimpse the nightmare depths of space. He levels the sword at the cowering men to reinforce his threat, but the blade rebels. It twists in his hand and points accusingly at the place where you are hiding. The Darklord narrows his feral eyes and a wave of psychic shock buffets your mind.

If you possess the Magnakai Discipline of Psi-screen, turn to 21.

If you do not possess this skill, turn to 267.


I Kraagenskûl sono buonissimi con la polenta taragna, se non sbaglio.

Comunque, abbiamo Psi-Screen :hidenod:



Desperately you draw on your psychic defences, erecting a shield to deflect the surge of mental energy that is coursing through your mind.

Pick a number from the Random Number Table. For every Magnakai Discipline you possess, including your initial three skills, add 1 to the number you have picked.

If your total is now 0–6, turn to 244.

If it is 7 or more, turn to 152.


Il numero delle nostre discipline ci da un successo automatico! :D



The swiftness of your reactions, and the degree of psychic mastery you have attained, save you from sustaining any injury to your central nervous system. Rapidly the shock fades, leaving you alert and ready to face Darklord Kraagenskûl.

Turn to 147.


E' il momento di spaccare il Kulo a uno dei Darklords!!! :metal:



The two Vassagonians unsheathe their rapier-thin swords and advance towards you, secretly thankful that they are no longer the target of Kraagenskûl’s wrath. The Darklord orders them to halt and demands that you step within the circle of the fiery pillars and explain your intrusion. You sense that he has not detected your true identity, that his psychic skills are solely destructive, and that he is, for now, deceived by your Drakkarim disguise.

‘I have come from the victorious army of Darklord Xog, the conqueror of Cloeasia, with vital information to impart, O Mighty Lord of Darkness,’ you say, slavishly. You speak partly in Vassagonian and partly in Giak to maintain your deception. ‘There is a traitor in your court. He has tried to send word to the enemy, to warn them of what is being constructed in Argazad. I know who he is and I carry proof of his treachery.’

‘Speak!’ commands Kraagenskûl. ‘Speak or die!’

‘I shall speak, O Invincible Lord of Death and Decay, but I crave your confidence. Can we not speak alone?’ You cast an accusing glance at the two Vassagonians, and they return your look with fear and hatred blazing in their eyes.

‘Leave us!’ snarls Kraagenskûl, pointing to the stairs with his jet-black blade, ‘but stray no further than the hall below, and do not disturb us until I call for you.’

Reluctantly, the Vassagonians leave, their heads bowed in reverence but their eyes still fixed murderously on you.

Turn to 286.


O forse possiamo prima prenderlo un po' per il Kulo...



As you watch the Vassagonians leave, you edge nearer to Kraagenskûl and prepare yourself to launch a surprise attack. You will need all your speed and skill if you are to catch him off-guard. From the bottom of the stairs you hear the steel door click shut and immediately you spin around to face your enemy. But he has a plan of his own and it is he who catches you by surprise. A crackling arc of blue electrical fire surges from his hand and connects with your chest, shaking you like a helpless puppet on the tip of a fiery lance.

‘Now tell me everything you know!’ he growls, as he increases the current. It is a torture that he has employed countless times, and always it has elicited the truth from his human victims.

Your skin tingles and the charge causes you to shiver, yet you feel no pain. Staring down, you see that the crackling bolt is being drawn to the Golden Amulet that hangs around your chest: its magical properties are neutralizing the evil charge. Kraagenskûl senses that something is wrong. He breaks off his attack, his bulbous eyes filled with fearful suspicion. He steps back, and then utters a curse in the dark tongue, which echoes like thunder around the walls. Black mist pours from his fingers, swirling into a cone that grows in his bony palm. Shadow-shapes writhe at the core, and then gush towards you, engulfing you in a choking flood of deadly Crypt Spawn.

If you possess the Sommerswerd and wish to use it, turn to 57.

If you possess the Dagger of Vashna and wish to use it, turn to 171.

If you possess neither of these Special Items or choose not to use either of them, turn to 109.


Il Dagger of Vashna è caduto tragicamente vittima di una serratura qualche tempo fa :saddest:

Usiamo la Sommerswerd? O preferiamo mantenerla segreta e usare un'altra arma? :D

Defender
9th April 2013, 16:53
Ah ma non avevamo houserulato che non si era distrutto il Pugnale di Vashna? QQ

Vabbè se così è, usiamo la Sommerswerd per forza, anche perchè non penso che possiamo combatterlo a parolacce...

Kaluisurrr
9th April 2013, 16:56
ma come? non avevamo deciso che il dagger sarebbe rimasto intatto? se è così usiamo il dagger altrimenti niente sommerswerd

Earenia
9th April 2013, 16:57
sommersuerd

Jesper
9th April 2013, 17:05
Diciamo che avevamo deciso di mantenerlo se tutti erano d'accordo e Rho aveva fatto il Bortas e aveva votato no :D

Anche io mi ricordavo che avevamo deciso di mantenerlo, ma sono 4-5 libri che non ce lo stiamo più portando dietro lol :D

Defender
9th April 2013, 17:06
Maledetto pecoraro è tutta colpa sua se ora sommersuxiamo è____é

Rise-the-Sky
9th April 2013, 17:38
Ma che suchiamo...siamo la Furia Ariana DIDDIO... stiamo barando l'impossibile con le armature, go di Sommerswerd e disegnamogli una svastica sul culo a sto pezzente.
(se proprio ci mette troppo sotto abbiamo pure la nostra roBBBa buona direttamente da Amsterdam da usare)

Kat
9th April 2013, 18:12
E usiamo sta spada (cmq era meglio il pugnale).

Jesper
9th April 2013, 18:33
stiamo barando l'impossibile con le armature, go di Sommerswerd e disegnamogli una svastica sul culo a sto pezzente.

:sneer:

(ne saremo lieti durante la Saga Gran Master :hidenod: Oh, se ne saremo lieti :saddest:)

Comunque sia, Sommerswerd via!

Tra parentesi, c'è un'Errata ufficiale sul perchè non è un'instadeath sfoderare la Sommersux qua:


‘Although the Sommerswerd has been drawn and used within the Darklands, you were able to use it to destroy Kraagenskûl before he could make use of the communicator to inform Gnaag of your presence. The port of Argazad is on the fringe of the Darklands and, because of its remote location, your unsheathing of the Sommerswerd did not directly alert Gnaag in Helgedad. The Sommerswerd combat with Kraagenskûl was true to Rimoah’s warning (Section 282); it did alert him to your presence and betrayed your true identity.’




ou draw the sun-sword and a gout of golden flame engulfs the blade, flaring with such brilliance that you are momentarily blinded. Kraagenskûl shrieks. It is an unearthly howl, filled with blind terror. He throws up his skeletal hands to shield himself from the searing light, and smoke curls from his blistering skin as the radiant power of the Sommerswerd burns his flesh. Sparks explode as you fend off the swarming cloud of Crypt Spawn, your blade destroying them with ease, but Kraagenskûl summons yet more of the horrors, and you are hard-pressed to keep from being overwhelmed.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small4.png

Crypt Spawn Flood: COMBAT SKILL 30 ENDURANCE 36

If you win, and the fight lasts three rounds or less, turn to 6.

If you win, and the fight lasts four rounds or more, turn to 195.


Mmm dobbiamo vincere in fretta! Fortunatamente con la SS la nostra COMBAT RATING è uberrima (+14 con Mindblast)

Roll...4
Lupo Solitario -2 (35)
Crypt Spawn Flood -12 (24)

Roll...3
Lupo Solitario -2 (33)
Crypt Spawn Flood -11 (13)

Roll...8 :metal:
Lupo Solitario -0 (33)
Crypt Spawn Flood INSTABLASTATO!

A pelo :D



As you sunder the last of the Crypt Spawn, Kraagenskûl reaches out to touch the surface of a bowl that rests on a plinth beside his throne. It is filled with a bright, silvery liquid and at once you sense its purpose. It is a communicator, a device that enables him to speak with his leader, Darklord Gnaag. The Sommerswerd has betrayed your identity and Kraagenskûl is about to warn his master that you have returned from the Daziarn and are here in Argazad. As his bony fingers dip to within inches of the shimmering surface, your only hope of stopping him is to hurl the Sommerswerd at his back.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small10.png

Pick a number from the Random Number Table. If you have completed the Lore-circle of Solaris, add 2 to the number you have picked. If you have completed the Lore-circle of Solaris and the Lore-circle of Fire, add another 1 to the number.

If your total is now 0–5, turn to 275.

If it is 6 or more, turn to 75.


Abbiamo +3 al Roll, quindi dobbiamo rollare almeno 3!

Roll...3! (a pelo ancora, lol)



The sun-sword spins through the air, its heavy blade pulling it slightly awry. You fear that it will miss the Darklord, yet it catches his outstretched hand and shears it off at the wrist before embedding itself in the chamber wall beyond. The evil lord screams in agony, cradling the severed stump in an attempt to staunch the flow of foul-smelling ichor. Then he shrieks maniacally and raises his sword with his remaining hand. He is badly wounded, but as he staggers forwards you sense that, so long as he wields his black sword, he is a formidable enemy.

Darklord Kraagenskûl (wounded): COMBAT SKILL 30 ENDURANCE 29

This being is immune to Mindblast (but not Psi-surge). If you survive the first three rounds of combat, you are able to retrieve the Sommerswerd.

If you win the combat, turn to 240.


Siamo senza Sommersux! Fortunatamente siamo imba ubba :nod: Abbiamo 30CS, attivando Psi-Surge andiamo a 36!

COMBAT RATING +6

Roll...5
Lupo Solitario -2 (-1)(31)
Darklord Kraagenskûl -10 (19)

Roll...8 :metal:
Lupo Solitario -0 (-1)(30)
Darklord Kraagenskûl -14 (5)

Roll...2 :(
Lupo Solitario -3 (-1)(26)
Darklord Kraagenskûl -7 (MORTO!)

:metal::metal::metal:



Your killing blow draws a howl from Darklord Kraagenskûl, so loud that it shakes the very foundations of the building. He falls, yet as he does so, his withered frame vanishes before your eyes, leaving only a tattered grey robe and a black sword to mark his passing.

If you wish to keep Helshezag, the sword of Darklord Kraagenskûl, mark it on your Action Chart as a Special Item. (You wrap this sword in the remains of the Darklord’s grey robe and carry it vertically, tied behind your Backpack.) When used in combat, it will add 5 points to your COMBAT SKILL, and 7 points when used against a Darklord of Helgedad. However, prolonged use of this evil blade will weaken your ENDURANCE score. In the second and subsequent rounds of every combat in which you use the sword, you must reduce your ENDURANCE level by 1 point. This reduction is permanent.

Having recovered from your combat, you quickly leave the chamber by a stair that leads to the roof. There you discover the Zlanbeast, Kraagenskûl’s personal winged mount, perched on a raised log. Standing nearby is a Death Knight armed with a spear, staring absent-mindedly over the parapet at the harbour lights below. The Zlanbeast sniffs the air and shuffles along its perch with a nervous, rolling gait. It senses that you are its natural enemy and it is becoming agitated in your presence. You must act quickly and with skill if you are to use this beast to escape from Argazad.

If you have a Bow and wish to use it, turn to 310.

If you wish to approach the Death Knight and tell him that he is wanted at the barracks, turn to 92.

If you wish to creep up on the warrior and launch a surprise attack, turn to 178.


Ok, Helshezag è una spada tamarra assai, ma ha parecchie sfighe :D Vogliamo prenderla, in ogni caso? E poi cosa facciamo?

************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 41 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest, +3 Kagonite Vest)
--> 44 (con Mindblast +3)
--> 47 (con Psi-Surge +6)

EP: 27/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Blanket, Khetu Spores, Conch Shell, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Firesphere, Silver Helm (+2 CS), Bronin Vest (+3 CS, +1 EP), Shield (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Psi-Ring, Fireseeds (3), Kagonite Vest (+3 CS +1 EP)
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet

Money (50): 47 Corone, 30 Kika (10=1)

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

Kat
9th April 2013, 18:36
Beh l'arma la prendiamo ovviamente.
E poi usiamo il solito arco.

Kaluisurrr
9th April 2013, 18:46
c'è da chiederlo?

Defender
9th April 2013, 19:22
Helshezag si loota obviously, anche se penso non la useremo mai col drawback che ha :D

Poi, altrettanto obviously, ARCODIDDIOOOOHHHH!!

P.S: mi piace come con la sua morte Kraagenskul abbia urlato così forte da "scuotere le fondamenta del palazzo" e NESSUNO si sia allertato o abbia dato l'allarme :confused:

No ma... tranquilli, tutt'apposht, il Darklord fa sempre così quando scopre che è finito il caffè :sneer:

Bortas
9th April 2013, 21:30
Arcodiddio 310

-=Rho=-
9th April 2013, 22:34
ravaniamo la spada e ce la teniamo per l'ultimo boss dell'ultimo libro cosi' lo spappiamo bene bene , poi arco

Tibù
9th April 2013, 22:37
loot spada e poi arcodiddio

Sturm
9th April 2013, 23:24
Che mi sono perso oggi :sneer:
Ci mancava il teschio rosso in tutta sta faccenda :sneer:
Comunque ravaniamo la spada assolutamente,magari la usiamo per farci la messa in piega :nod: e arcodiddio abbestia!
Btw l'arco è la best weapon di tutta questa saga,nonostante le poche frecce ha rotto il culo a tanta gente :metal:

Jesper
10th April 2013, 09:09
Purtroppo i Darklords sono dei whiners e nella Saga Grand Master e' stato nerfato :(

Funzionera' bene a questo giro? Lo scopriremo tra circa 1h!

Jesper
10th April 2013, 10:41
The Death Knight, silhouetted by the glow of the harbour lights, presents you with an easy target. Silently, you draw an Arrow to your lips and send it burrowing deep between the plates of black steel that protect his spine. He stiffens, and then collapses in a heap by the parapet wall. A quick search of his body uncovers the following items:

Spear
Axe
Dagger
60 Kika (equivalent to 6 Gold Crowns)
Bottle of Wine
Pouch of Tobacco
Pipe
Iron Key
Enough food for 1 Meal

If you wish to keep any of the above items, remember to record them on your Action Chart.

To continue, turn to 257.


Un sacco di fantastica robaccia! Cosa vogliamo prendere :D?



The leathery Zlanbeast flaps its wings and shifts its weight uneasily from one clawed foot to the other. Carefully you approach this dangerous creature, with your eyes fixed upon its saddle and your nerves on edge, fearing that at any moment it will slash you with its razor-hooked beak.

Pick a number from the Random Number Table. If you possess the Magnakai Discipline of Animal Control and have reached the Kai rank of Archmaster, add 4 to this number.

If your total is now 0–4, turn to 333.

If it is 5 or more, turn to 112.


Abbiamo Animal Control, quindi falliamo solo con un Roll di 0!

Roll...1 (lal)



The creature soon accepts that you are its new master and becomes totally obedient to your commands. It lowers its head and allows you to climb onto its back, where you settle into a comfortable saddle, high-backed and luxuriously padded. A tug on the gem-encrusted reins, and the Zlanbeast takes to the air, climbing with breathtaking speed into the night sky. High above the ironclad fleet, you turn the beast towards the west and begin a journey that you pray will end safely in Aarnak.

Turn to 36.


Rubare le bestie volanti dei Darklords è un'attività molto più sicura che rubare cavalli :nod:



Icy winds tear at your mask and armour as you soar thousands of feet above the southern foothills of the Gourdanak Mountain Range. Were it not for the protection of your Golden Amulet, the bitter fury of these winds would have frozen you to death within an hour of leaving Argazad, yet you feel nothing, save exhilaration and a nagging fear of what awaits you in Aarnak.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small8.png

Dawn breaks during the second hour of your flight, and in its dull grey light you glimpse the landscape as it speeds past below. To the south lies the Naogizaga, a vast plain of ash and slime-filled rifts; to the north lie the snow-capped peaks of the Gourdanak Mountains; and ahead lies an unwelcoming vista, a desolation of stunted, poisonous vegetation and hilly crags. You are tired and hungry after your perilous ordeal in Argazad, and must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 10.


Il nostro bling magico ci protegge dal freddo e dal buon gusto :hidenod:



The day is but an hour old when suddenly it begins to get darker. A ceiling of black cloud spreads across the sky, fed by billowing plumes of noxious gases that pour from the cracks and craters of the southern wastes. Violent electrical storms rage in these plumes and a thunderous rumbling, like the growling of an angry giant disturbed from sleep, echoes in the bowels of the lifeless earth.

A redness in the clouds grows stronger as the Zlanbeast flies westwards. It fills the horizon, setting your pulse racing as you sense that Nengud-kor-Adez, the chasm of fire that surrounds Helgedad, is the source of the scarlet glow. You correct your course, steering the Zlanbeast away to the north, and within minutes you catch your first glimpse of Aarnak.

It is a grim spectacle, a mass of huge steel buildings grouped haphazardly around the mouth of a frigid estuary, surrounded in turn by a defensive ring of spike-topped earthworks. Everything appears to be eaten by rust, aggravated by clouds of corrosive steam that arise from rivulets of black water criss-crossing the ground. It strikes you as an uninhabitable place, yet its murky thoroughfares are teeming with thousands of grey-skinned creatures all pulling or pushing great iron carts filled with ore. As the Zlanbeast speeds towards the city, you search for somewhere suitable to land.

If you possess the Magnakai Discipline of Huntmastery and have reached the Kai rank of Principalin or higher, turn to 127.

If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 301.


Vediamo cosa ci dice la nostra vista ariana :D



Using your Kai skill, you magnify your vision and scan the buildings below. You see a maze of garbage-choked streets, rusting tenements, and squalid slave huts. All bear the effects of the corrosive atmosphere, except one building, which is situated near the centre of the city. It is a tower, tall and unbent, its surface free from any sign of decay.

Confident that you have found where the Slavemaster resides, you bring the Zlanbeast in to land nearby. A Giak, his mouth hanging open in awe of your arrival, stands guard at the tower entrance. As you approach, he bows and stands aside, allowing you to enter the gloomy ground floor.

Turn to 346.


Lupo Solitario, Darklord extraordinaire



A curved steel door slides shut, sealing the entrance, and plunging the gloomy chamber into total darkness. Then a narrow column of yellowy light pours onto your head, and a man’s voice, loud and full of arrogance, shatters the silence.

‘What brings you here, Drakkar?’ he booms, filling the chamber with resounding echoes. He speaks a curious dialect of Giak that sounds vaguely familiar. It is a dialect common in Magador, a border territory now occupied by Darkland armies. ‘I seek the Slavemaster,’ you answer. ‘I have come from Argazad to report that Sommerlund is burning!’

‘That is welcome news indeed,’ comes the reply, in a tone far less severe.

The steel door slides open and your Giak escort are dismissed. As it clangs shut behind them, the light grows brighter until you can see clearly the man to whom you have just spoken.

Turn to 81.


Immagino che abbiamo anche fatto l'accento svedese :hidenod:



Before you stands a magnificent warrior, tall and broad-shouldered, clad in purple satin and shiny steel mail. He holds you with his jade-green eyes and says: ‘I am the Slavemaster. Remove your mask, Drakkar, and reveal your true self.’


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/ill5.png
Illustration V—Before you stands a magnificent warrior, the Slavemaster.

Your Kai senses tell you that he speaks the truth: he is the Slavemaster of Aarnak, and he has recognized the words that identify you as a fellow-agent of the Elder Magi. But the many years he has spent as a servant of the Darklords has taught him to be wary of their subterfuge, and not until you remove your battle-mask and he looks upon your unmistakably Sommlending features does he accept you as genuine. ‘Long have I waited for this moment,’ he says, quietly. ‘I know why you have come and I will help you all I can.’

‘But why?’ you reply, now suspicious of his true motives. ‘Why do you desire to betray your masters? Have they not given you the power you crave?’

‘Aye! That they have, but at a grievous price. Since the war began, they have demanded that the foundries and ore pits of Aarnak produce ever-increasing supplies of black steel. The quotas are impossible and I fear that the day is close when I will be of no more use to them. Ultimately, the Darklords destroy everything over which they have control—cities, land, races, even their own kind. The Elder Magi have promised me sanctuary in return for my help, and help I shall, for my life is dependent on your success.’ He smiles, amused by the irony of his situation, and then he bids you follow him to an adjoining chamber. ‘Come, you must prepare for your journey to the Black City.’

Turn to 154.


Abbiamo raggiunto il nostro contatto! Sarà qualcuno di cui fidarsi?



You follow the Slavemaster into a chamber filled with marvellous treasures, furniture, and rich trappings, which seem anachronistic here in this foul city. He advises you to take off your Drakkarim armour and wear instead a hooded robe woven from a strange, silver-grey material. He comments favourably on the Golden Amulet you wear, assuring you that its protection will be essential for your survival in Helgedad. As you are about to don the robe, he insists that you wear your Backpack underneath it. ‘The creature who donated this garment, albeit reluctantly, was tall but possessed a severely crooked spine. In order to gain entry to Helgedad you must pretend to be that creature. The pack will help to complete your disguise.’

You ask the identity of the creature, and what has become of him. ‘He was one of the Liganim, those who assist the Nadziranim sorcerers with their black arts,’ replies the Slavemaster. ‘This particular Ligan came here to Aarnak to fetch a quantity of special grade ore for his master’s experiments, but the unfortunate creature met with a fatal accident, here in this very chamber.’ The trace of a smile on the Slavemaster’s face suggests that the accident may not have been quite so accidental.

‘How am I to get into Helgedad?’ you ask, hoping he has planned for this as well.

‘You will be told in good time, but first I must give you some other information that is vital to the success of your quest.’

Turn to 235.


Ok, per infiltrarci nella Città Nera dovremo spacciarci per un Liganim, che manco è umano :pokerfacen:

Questo piano sembra migliore ad ogni minuto che passa :nod:



‘The Transfusor, which you must destroy to ensure the end of the Darklords who are now outside the boundaries of this realm, is located in the uppermost chamber of the Tower of the Damned. You will find this tower in a part of the city known as the Imperial Sector. But be warned! This sector is the most heavily guarded area of the city, for it is here that Gnaag himself resides.’

The Slavemaster takes a strange mask from a nearby table and offers it to you. It is made of a green, glass-like mineral and is shaped into a hideous visage. ‘Wear this always. It will keep safe your identity from any casual inspection.’ You accept the Green Mask (mark this as a Special Item on your Action Chart—you need not discard any other item in its favour if you already hold the maximum), and listen carefully as the Slavemaster concludes your briefing.

Turn to 293.


E con la maschera con il naso e i baffi finti, saremmo insgamabili durante la nostra ascesa alla Torre dei Dannati :D



‘Be on your guard at all times,’ he says, solemnly. ‘The lesser creatures of Helgedad are a ruthlessly treacherous breed, forever preoccupied with their complex political intrigues. You will need to be doubly cunning if you are not to fall foul of their wilful machinations. The robe you wear marks you as one of Darklord Ghanesh’s minions. He is far away at present, leading his horde in distant Lencia, but his absence will be of little help to you. Avoid all who wear robes of green and scarlet, for they are followers of Xog and Taktaal, Ghanesh’s closest rivals. But above all, avoid those who wear silver-grey, the same colour as yourself, for they know their own kind and are sure to see through your disguise.’

He walks across the chamber and picks up a curious-looking device by which he is able to tell the time of day. ‘Come, follow me. Now you will learn how you are to breach the defences of Helgedad.’

Turn to 260.


E come se non bastasse, sti sgherri dei Darklord si pugnalano costantemente alle spalle :nod: meglio tenere a mente le indicazioni dello Slavemaster va :D



The Slavemaster dons a mask that covers his nose and mouth, through which he is able to breathe safely the noxious air that swirls outside his tower. He takes you to the outskirts of Aarnak in his personal chariot, to a vast, open-cast quarry. The means of your transportation to Helgedad waits at the edge of the quarry’s vast crater. Your jaw opens in amazement when you set eyes on the vehicle, for it is gigantic, by far the largest vehicle you have ever seen on dry land.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/ill14.png
Illustration XIV—The Lajakeka waits at the edge of the quarry’s crater.

‘It is a Lajakeka, a “stone-taker”,’ says the Slavemaster, clearly amused by your awed reaction to this wheeled leviathan. ‘It is filled with ore, mined here at this crater, that is destined for the furnaces of Helgedad. You are to be a passenger on its return journey to the Black City. However, you will not be travelling alone. There are several Liganim, and some others besides, who will be fellow travellers. Be wary of them and remember all that I have said.’

Then he bids you farewell, and watches as you climb the wide ramp that leads into the belly of the steel beast. Inside it is not unlike a ship, with cabins for the travellers and crew, and interconnecting passages that service the vast cargo holds full of ore. The Giak crew members allocate cabins at random, and once you are safely inside yours, you pull the bolt and try to make yourself comfortable on an unpadded steel bunk. Then the screech of metal on metal and the dull throbbing of the Lajakeka’s engines fill your ears. The bunk shudders and your pulse quickens: your journey to Helgedad is underway.

You have been travelling for less than an hour when you hear a knock on your cabin door.

If you possess the Magnakai Discipline of Divination and have reached the Kai rank of Mentora or higher, turn to 298.

If you do not possess this skill, or if you have yet to reach this level of Magnakai training, and wish to open your cabin door, turn to 85.

If you do not possess this skill, or if you have yet to reach this level of Magnakai training, and wish to ignore the knock, turn to 144.


O____________________o

Ok, questo....questo è decisamente qualcosa di tarro...

In ogni caso, vediamo cosa ci dice Divinazione!



Your Kai skill enables you to detect that the creature outside your cabin door possesses magical abilities. You also sense that he, or she, is not emitting an aura of hostility.

If you wish to open your cabin door, turn to 85.

If you decide to ignore the knock, turn to 144.


Che si fa :D?

EDIT: non dimenticatevi di scegliere se vogliamo qualcosa dalla lista di Item all'inizio (e cosa scartiamo nel caso!)

************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 41 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest, +3 Kagonite Vest)
--> 44 (con Mindblast +3)
--> 47 (con Psi-Surge +6)

EP: 27/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Blanket, Khetu Spores, Conch Shell, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Firesphere, Silver Helm (+2 CS), Bronin Vest (+3 CS, +1 EP), Shield (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Psi-Ring, Fireseeds (3), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1)
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet, Green Mask

Money (50): 47 Corone, 30 Kika (10=1)

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

Bortas
10th April 2013, 10:47
Allora tenimoci l'iron key dal tizio e refilliamo i meal se mancano.

Apriamo la porta, magari di la c'è figa e non ha intenzioni ostili 85

Ladro di anime
10th April 2013, 10:48
Guarda che i primi 3 round non fai danno a Kraagenskûl, solo armi magiche possono fargli danno e l'unica che hai è per terra per 3 round.
Se non hai nessuna arma l'unica maniera che hai per ucciderlo è usare la sua stessa arma.

Jesper
10th April 2013, 11:02
Guarda che i primi 3 round non fai danno a Kraagenskûl, solo armi magiche possono fargli danno e l'unica che hai è per terra per 3 round.
Se non hai nessuna arma l'unica maniera che hai per ucciderlo è usare la sua stessa arma.

Confermo ora l'errata :nod:



Unless you are carrying the Dagger of Vashna and choose to use it, you will be unable to inflict damage upon Darklord Kraagenskûl for the three rounds until you can retrieve the Sommerswerd. Should you choose to use the Dagger of Vashna here, remember that ‘you may add 7 points to your COMBAT SKILL for the duration of the fight, owing to the power of the Dagger of Vashna when used against a Darklord of Helgedad’


Quindi, al terzo round raccattiamo la Sommersux e spacchiamo il culo al Darklord!

RIASSUNTO DELLA PUNTATA PRECEDENTE:

COMBAT RATING +6

Roll...5
Lupo Solitario -2 (-1)(31)
Darklord Kraagenskûl -0 (29)

Roll...8
Lupo Solitario -0 (-1)(30)
Darklord Kraagenskûl -0 (29)

Roll...2
Lupo Solitario -3 (-1)(26)
Darklord Kraagenskûl -0 (29)

Raccattiamo la SS! COMBAT RATING +14 :lol:

Roll...1 (ma lol)
Lupo Solitario -3 (-1)(22)
Darklord Kraagenskûl -9 (20)

Roll...5
Lupo Solitario -1 (-1)(20)
Darklord Kraagenskûl -14 (6)

Roll...7
Lupo Solitario -0 (-1)(19)
Darklord Kraagenskûl -18 (MORTO!)

Aggiorno la scheda :D

************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 41 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest, +3 Kagonite Vest)
--> 44 (con Mindblast +3)
--> 47 (con Psi-Surge +6)

EP: 33/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Blanket, Khetu Spores, Conch Shell, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Firesphere, Silver Helm (+2 CS), Bronin Vest (+3 CS, +1 EP), Shield (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Psi-Ring, Fireseeds (3), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1)
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet, Green Mask

Money (50): 47 Corone, 30 Kika (10=1)

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

Kaluisurrr
10th April 2013, 11:03
prendiamo il vino e apriamo la porta

Rise-the-Sky
10th April 2013, 11:10
Apriamo che è finalmente arrivata la escort che avevamo ordinato 12 libri fa


Ah prendiamo la chiave di ferro al posto della conchiglia.

Jesper
10th April 2013, 12:22
Molliamo la conchiglia, prendiamo la chiave de fero e apriamo la porta!



Standing in the corridor outside is a slim, small, seemingly insignificant figure, clad in a loose-fitting garment of plain emerald cloth. His pinched and pallid face is of human proportion, and, were it not for his pig-like snout and watery, colourless eyes, he could easily pass for one of your species.

‘Humble greetings, Cagath,’ he says, in a syrupy sweet tone that makes your flesh crawl. ‘I bring the compliments of Bazdash-Vool, my worthy master. He invites you to join him in the gallery, where he is about to host an entertainment for his illustrious fellow passengers, to make their journey altogether less tiresome. Will you grace us with your presence, noble Cagath?’

If you wish to accept this creature’s invitation and accompany him to the gallery, turn to 184.

If you decide to decline the invitation, turn to 338.


Vogliamo accettare l'invito del servo di Bazdash-Vool? O rifiutiamo :D?


************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 41 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest, +3 Kagonite Vest)
--> 44 (con Mindblast +3)
--> 47 (con Psi-Surge +6)

EP: 33/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Blanket, Khetu Spores, Iron Key, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Firesphere, Silver Helm (+2 CS), Bronin Vest (+3 CS, +1 EP), Shield (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Psi-Ring, Fireseeds (3), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1)
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet, Green Mask

Money (50): 47 Corone, 30 Kika (10=1)

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

Lupoazzurro
10th April 2013, 12:28
è vestito di verde....uno dei colori da evitare.

In più ci ha appena dato del Cagath.

mandiamolo a cagare e rimaniamo nella cabina.

Rise-the-Sky
10th April 2013, 12:31
Hanno allestito uno spettacolo di lap-dance per intrattenere gli ospiti..sarebbe di cattivo gusto non andare a riempire di corone le mutandine delle ballerine. :pokerfacen:

Già. :fap:

Kaluisurrr
10th April 2013, 12:34
ma cagath sarà lui! rifiutiamo con nonchalance

Bortas
10th April 2013, 12:42
184 andiamo a vedere la lap dance, tanto è la solita trappola che risolveremo a craniate...

Rise-the-Sky
10th April 2013, 12:57
Cmq riflettendoci..

se il padrone di casa è nemico di Cagath

Se restiamo: ci vorrà morti
Se andiamo: ci vorrà morti

se è neutrale:

se restiamo: magari ci riterrà ostili e quindi ci vorrà morti
se andiamo: magari tenterà di ingraziarci

se è amichevole:

se restiamo: non capirà la nostra assenza ergo rischio che ci sgami
se andiamo: magari si accorge che siamo membri della razza eletta e non dei mostacci verdastri... o magari no, chissà.

Ergo restare non conviene cmq.

GOGO lapdance

PS: è un doppio voto ma visto che avevo 10 minuti buchi motivavo la saggezza dell'andare nel night

-=Rho=-
10th April 2013, 13:09
184

Jesper
10th April 2013, 13:28
Andiamo allo spettacolino nel privè!



As you follow the sycophantic creature along the corridor and up a flight of iron stairs to the deck level above, you ponder the name he called you—Cagath. No doubt it was the name of the Ligan whose identity you have taken on as a disguise. (Make a note of this name in the margin of your Action Chart. It could prove useful at a later stage of your adventure.)

A strange scene awaits you in the large, cylindrical chamber that is the gallery. At the centre of this steel hall, used by the Lajakeka’s passengers as a meeting place and gambling den, there is a square pit some fifteen feet deep. On tiered seats that encircle the pit sit a motley group of creatures, some of whose features you recognize: Liganim, Nadziranim, Giak ore-masters, and a dozen or so whose origins are a mystery to you. They are all cheering or bawling obscenities at two bulky pit fighters, who are locked in hand-to-hand combat below. The fight ends abruptly with the beheading of one combatant, and the pit is cleared quickly whilst old bets are claimed and new ones are laid on the next bout. Into the gore-stained pit step two new fighters: an orange-skinned reptilian armed with a spiked club, and a blue-skinned humanoid wielding a ball and chain. Giak crew pass along the tiers collecting bets. One of them appears at your side and tugs your sleeve. ‘Stak nart gug?’ he growls, waving a wad of orange and blue slips of hide, as he tries to tempt you to place a bet.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/ill11.png
Illustration XI—An orange-skinned reptilian and a blue-skinned humanoid step into the gore-stained pit.

If you have any Kika (Gold Crowns or Lune may not be used in lieu of Kika in this instance) and wish to bet on one of the pit fighters, turn to 61.

If you do not possess any Kika or do not wish to bet on the outcome of the fight, turn to 254.


Ok, niente Lap Dance, ma anche l'arena mortale ha i suoi risvolti interessanti :D

Abbiamo 30 Kika (3 Corone)...vogliamo scommettere o no?

Lupoazzurro
10th April 2013, 13:51
puntiamo sul blu....

Rise-the-Sky
10th April 2013, 13:58
scommettiamo (palla chiodata , quindi blu)

Kaluisurrr
10th April 2013, 14:06
scommettiamo sul rettile! 20 kika!

Jesper
10th April 2013, 14:22
Puntiamo 20 Kika sul puffo gigante con palla chiodata!



You nod your willingness to bet on the fight, and the ugly Giak gives a lopsided grin, exposing a mouthful of rotting fangs.

Firstly, decide how many Kika you wish to bet (the minimum bet is 10; Gold Crowns or Lune may not be used in lieu of Kika in this instance) on the outcome and note this figure in the margin of your Action Chart. Then, decide whether you wish to stake your money on the orange-skinned reptilian or the blue-skinned humanoid. If the fighter you have chosen wins the combat, you will receive winnings equal to double the amount of Kika you staked. Should your fighter lose the combat, you will lose all of your stake.

If you wish to bet on the orange-skinned reptilian fighter, turn to 265.

If you wish to bet on the blue-skinned humanoid, turn to 225.




Once the bets have been collected, all eyes turn to the pit-master who will strike the gong that begins the combat. But the combat is over before it begins officially. The orange-skinned creature suddenly springs at his opponent and slams his spiked club down on his unprotected skull, killing him instantly. The crowd hoots with glee at the beast’s display of low cunning, and despite some loud protests by those who, like you, bet on the humanoid, the pit-master reluctantly declares the reptilian the winner.

Erase all the Kika you staked and turn to 134.


:pokerfacen:



Once more the pit is cleared and the spectators settle down to enjoy another round of vicious hand-to-hand fighting. The next two combatants are poised to enter the ring and, in the light of what happened previously, they have both decided to ignore the gong and tear into each other as soon as their holding cage door slides open.

Bets are about to be placed when the sound of a loud, intermittent whistle interrupts the proceedings: it is the signal that Helgedad has been sighted by the lookout. Some of the crowd leave their seats in order to view the Black City through the tiny portholes that line the walls of the gallery. With your heart pounding at the thought of seeing the Darklands’ most infamous stronghold for the first time, you leave the pit and join them.

Turn to 326.


Helgedaad, stazione di Helgedaad, Helgedaad.



With trepidation, you peer through the thick and grimy glass of a hull porthole and gaze upon the awesome spectacle that is Helgedad. Perched upon an isle of granite at the centre of a vast, fiery chasm stands the mighty city-fortress, the very core of a cancer that threatens to infect and destroy all that is good in Magnamund. Great walls of black steel encircle it, giving rise to a thousand spiky towers and turrets which harbour the masters and the minions of darkness. Above the city hovers a seething pall of black smoke that keeps it forever in shadow. Fed by the fumes from the volcanic craters of the Naogizaga, this cloud is made all the more noisome by the foul discharges of the Nadziranim laboratories, the weapon furnaces, and the hellish breeding pits at the base of the chasm.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small1.png

Irregularly the darkness is lit by fireballs that seem to form spontaneously among the black vapours. They spin and soar above the city like demonic meteors, before exploding or simply melting away in a rain of sparks. A bridge of twisted black steel joins Helgedad to the wastelands beyond, and as the Lajakeka slowly grinds its way across this span, you look down into the fiery depths of the Nengud-kor-Adez, the Lake of Blood, and your courage quails at the terrible sight that meets your gaze.

Turn to 150.


Bel posto :pokerfacen:



A thousand feet below, at the heart of the chasm, a seething carpet of nightmare shapes crawl and slither amid rivers of molten rock. They appear to your horrified eyes to be writhing in perpetual agony, and your psychic senses confirm that this is the case: it is their pain, not their bodies, that feeds this raging sea of supernatural flame.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small11.png

The gates of the Black City open and the Lajakeka passes into this terrible realm of evil, along a vast avenue of steel, flanked by buildings of hellish grandeur and purpose. You can see red flames glaring at peaked gothic windows, and innumerable barred gates that appear like the grinning jaws of dragons. At length, the vehicle grinds to a halt at a place where a huge chute burrows deep into the ground. The crew make preparations to unload their cargo directly into this funnel-shaped hole whilst you and the other passengers disembark. With fear running ice cold in your veins, you scan the fire-swept street and notice that all the other passengers are scurrying towards a tunnel.

If you wish to follow them and enter the tunnel, turn to 80.

If you choose to avoid them and the tunnel, and prefer to explore the street, turn to 197.


Che facciamo :D?

************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 41 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest, +3 Kagonite Vest)
--> 44 (con Mindblast +3)
--> 47 (con Psi-Surge +6)

EP: 33/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Blanket, Khetu Spores, Iron Key, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Firesphere, Silver Helm (+2 CS), Bronin Vest (+3 CS, +1 EP), Shield (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Psi-Ring, Fireseeds (3), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1)
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet, Green Mask

Money (50): 47 Corone, 10 Kika (10=1)

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

Bortas
10th April 2013, 14:30
Tunnel come sempre 80

Rise-the-Sky
10th April 2013, 14:34
Infiliamoci nello stretto pertugio.

-=Rho=-
10th April 2013, 14:50
80

Sturm
10th April 2013, 16:38
Non seguiamo la massa e andiamo a esplorare la strada: 197

Defender
10th April 2013, 16:48
Esplorazione liberah!

197

Jesper
10th April 2013, 16:52
Ci infiliamo nel pertugio!



The walls of the tunnel shimmer with reddish reflections, as though somewhere in its unknown depths a great fire is blazing. With the fear of being caught making your heart pound in your chest, you look around you, taking in every detail of your surroundings.

One thing you notice immediately is that the other Liganim all move with a pronounced limp. You take care to copy this strange, irregular gait in order not to attract suspicion. None appears to show you any undue interest until you reach a semicircular chamber at the tunnel’s end. There the passengers split up and enter numerous smaller passages that burrow beneath the city in all directions. One group, however, remains in the chamber. They huddle close together and whisper among themselves whilst casting glances at you.

If you possess the Magnakai Discipline of Huntmastery and have reached the Kai rank of Archmaster, turn to 33.

If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 249.


Super upgrade di Huntmastery! Vediamo che fa :D



Using your advanced Kai skill, you focus your hearing on what is being said by the suspicious-looking group. To your dismay you hear them plotting to ambush and kill you. They are followers of Darklord Taktaal, arch-rival of Darklord Ghanesh, whose colours you are wearing. They plan to murder you in retaliation for the death of one of their own, who was poisoned by Ghanesh’s minions.

You watch them out of the corner of your eye, and, as soon as they turn away their heads, you hurry into a tunnel that has been avoided by the other passengers. The speed of your action catches the group by surprise; none of them sees which tunnel you take and you escape with ease.

Turn to 170.


:lol:



The tunnel grows darker and dirtier the further down it you venture. You are beginning to suspect that you have entered an abandoned passage when the unmistakable stench of decaying meat wafts past you on a sulphurous breeze. Then two misshapen creatures loom out of the darkness, and your stomach churns at the sight of their hideously swollen faces. Their eyes are slits, the lids sewn down against the putrid flesh of their cheeks by lengths of coarse, black thread. They stagger towards you, their hooked claws scrabbling the air and their long, snake-like tongues flickering from their lipless mouths as hungrily they savour the scent of your flesh.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/ill10.png
Illustration X—Two misshapen Helgedad Ghouls loom out of the darkness.

Helgedad Ghouls: COMBAT SKILL 23 ENDURANCE 32

These creatures are immune to Mindblast and Psi-surge.

If you possess the Sommerswerd and wish to use it, turn to 208.

If you win the combat, turn to 280.


E magari ci sarà un motivo se nessuno usa sto tunnel...

Usiamo la Sommersux :D ?

Kaluisurrr
10th April 2013, 17:05
USIAMO LA SOMMERSWERD ORA CHE SIAMO PROPRIO DENTRO HELGEDAD GO!



ma anche no

Rise-the-Sky
10th April 2013, 17:10
Mostriamo la nostra Arianica superiorità raziale uccidendoli a mani nude.

Defender
10th April 2013, 17:34
Oserei dire che finchè non ci troviamo faccia a faccia con quel moscone di Gnaag non usiamo MAI la Sommerswerd, come da istruzioni di Rimoah e compagnia bella.

Jesper
10th April 2013, 18:02
Abbiamo i PUGNI NELLE MANI!

COMBAT RATING +10

Roll...0 :oldmetal:
Lupo Solitario -0 (37)
Helgedad Ghouls INSTAGIBBATI!

:lol:



Quickly you continue along the tunnel, anxious to put some distance between yourself and the bodies of your foes. You have covered less than a hundred yards when the tunnel splits: one passage slopes gently downwards; the other, steeply upwards.

If you wish to follow the passage downwards, turn to 116.

If you decide to climb the passage sloping upwards, turn to 316.


In che direzione procediamo?

Defender
10th April 2013, 18:14
In basso ci sarà qualche mostro mostruoso putrescente...

Meglio andare verso l'alto, dove ci sono i mostri mostruosi altolocati :nod:

Kat
10th April 2013, 18:34
Saliamo ai piani alti.

Tibù
10th April 2013, 18:40
andiamo di sopra :nod:

Kaluisurrr
10th April 2013, 19:09
andiamo di sopra e....cosa sarebbe successo se avessimo usato la sommersuerd? im too curious i must know

Sturm
10th April 2013, 21:09
andiamo di sopra e....cosa sarebbe successo se avessimo usato la sommersuerd? im too curious i must know

Non rovinare il gioco del se fosse,attendi che sia finita l'avventura emo-curioso :nod:

Per me invece andiamo giù,magari troviamo paido imprigionato e trasformato in qualcosa di putriscente,sarebbe cosa buona,ariana e giusta farlo fuori.

Magari fosse pd fottuto,inutile Paido :drool:

-=Rho=-
10th April 2013, 22:53
due possibilita o prendevamo dei malus causa mostro puzzone repelletne alla spada del sole oppure gli facevamo ancora piu' male :D

vorrei andare sotto , ma voi stronzi volete salire

Bortas
11th April 2013, 01:50
Io voto per infognarsi nel fognone di sotto, magari si loota 116

Rise-the-Sky
11th April 2013, 09:21
Andiamo a cercare "donne nane tutte tane" nelle profondità di sta bidonville.

Lupoazzurro
11th April 2013, 09:50
basta fare tour guidati nelle fogne....è ora di andare verso i piani alti a fare strage nelle strade

Jesper
11th April 2013, 13:14
Comunicazione di servizio: ho l'influenza :saddest:

Le trasmissioni potrebbero subire ritardi inattesi :nod:

Sturm
11th April 2013, 13:32
Comunicazione di servizio: ho l'influenza :saddest:
Le trasmissioni potrebbero subire ritardi inattesi :nod:

:saddest::rando:

Rise-the-Sky
11th April 2013, 13:53
Comunicazione di servizio: ho l'influenza :saddest:

Usiamo Curing. :fuckyeah:

Kaluisurrr
11th April 2013, 14:18
un motivo in più per postare update con più frequenza semmai!

-=Rho=-
11th April 2013, 17:53
Comunicazione di servizio: ho l'influenza :saddest:

Le trasmissioni potrebbero subire ritardi inattesi :nod:

Bene bene , ormai gli ultrapoteri di LW trascendono la carta stamapata , speriamo sai un epidemia e speriamo tu sia il paziente zero .

Ma riprenditi presto eh :love:

Jesper
12th April 2013, 11:49
Ho usato Curing, ma non ho un Rank abbastanza alto :saddest:

L'ex-coinquilina ha consigliato, per guarire, il Miele Manuka...e siccome sembra una roba uscita da Lupo Solitario, l'ho preso :nod:

Comunque sia, "su" vince di stretta misura! Possiamo solo sperare che il Paidosauro sia tenuto ai piani alti :nod:



The passage services a staircase that ascends to the surface. You climb the stairs and emerge in a gloomy square flanked by four tall towers.

If you possess the Magnakai Discipline of Divination and have reached the rank of Archmaster, turn to 124.

If you do not possess this skill or have yet to attain this level of Magnakai training, turn to 283.


Vediamo cosa ci dice Divination...



At once you sense that you have stumbled into an area of the city that is the domain of Darklord Taktaal and his followers. You scan the shadows and windows and notice several pairs of watchful eyes regarding you with naked hatred. Slowly you back away from the square, but you have taken less than a dozen steps when a line of creatures begins to emerge from a doorway to your right. They growl menacingly, their feral eyes aglow with bloodlust.

Pick a number from the Random Number Table. If you have completed the Lore-circle of Solaris, add 4 to the number you have picked.

If your total is now 0–4, turn to 342.

If it is 5 or more, turn to 48.


Abbiamo il Lorecircle di Solaris completo, quindi possiamo failare solo rollando 0!

Roll...8!



You escape from the enemy and hide in a narrow alley, where you wait in silence. When you are sure that you are not being followed, you continue through the streets of this evil metropolis.

The way ahead is lit momentarily by an exploding fireball that showers this sector of the city with a rain of sparking cinders. In the brief light of the explosion you now see that the street along which you are walking is a cul-de-sac that ends abruptly at a square tower.

A creature, its face and body enveloped in a shroud-like robe, stands guard at the entrance to this ponderous building, clutching in its vulture-like claws a stave of iron that crackles with magical blue flames.

The sound of howling screams echoes in the darkness behind you, warning that you are being pursued. Rather than turn and face your pursuers, you decide to take refuge in the tower, but to do so you must first deal with the guard.

If you have a Bow and wish to use it, turn to 324.

If you do not, turn to 156.


Archmaster? :D

Bortas
12th April 2013, 11:53
Arocididdio! Per forza.

Kaluisurrr
12th April 2013, 11:54
arcodiddddiooohhhhh

Sturm
12th April 2013, 11:54
Arcoddidio col culo del sacco!

Defender
12th April 2013, 12:27
Arcodiddio... e sai cosa bevi.

-=Rho=-
12th April 2013, 12:40
arco arco

Jesper
12th April 2013, 12:53
Quickly you draw an Arrow from your Quiver and set its notch to your bowstring. The light of the fireball explosion has long since faded and in the gloom you find it difficult to pinpoint your target with great accuracy.

Pick a number from the Random Number Table and add any missile bonuses to which you are entitled. If you possess the Magnakai Discipline of Huntmastery and have reached the Kai rank of Archmaster, add an additional 3 points to your total.

If your total is now 0–4, turn to 25.

If it is 5–9, turn to 193.

If it is 10 or more, turn to 287.


Con i bonus extra di questo paragrafo abbiamo +11 al roll :lol:



Your Arrow flies straight and true, hitting the creature squarely in the head and killing him instantly. The cries of your pursuers are growing louder, so you shoulder your Bow quickly beneath your robe and run towards the entrance to the tower.

Turn to 308.




You stoop over the body of the dead guard and search quickly through the pockets of his robe. They contain two items: a Black Key and a Black Cube.

If you possess the Magnakai Discipline of Divination, turn to 179.

If you do not possess this skill, you may take either or both of the Backpack Items, or leave them undisturbed, turn to 263.


Divination, anche conosciuta con il nome di "normale memoria kai" :nod:



You recognize the Black Cube to be a Nadziranim power crystal, an explosive device that can only be activated by creatures of the Darklands. If you decide to take this item, it is possible that it could detonate and kill you at any time.

To continue, turn to 263.


Le chiavi non le abbiamo mai lasciate li, quindi direi che molliamo la coperta per la Black Key (ma votate se volete che lasci un altro oggetto invece della coperta!)



You pause just long enough to drag the dead guard’s body into the shadows, and then slip quickly into the tower. A semicircular passageway opens on to a hall, where a wide steel staircase descends to a torchlit passage. Cautiously you proceed, poised to react to the slightest sound. You hear nothing: the stair and the passage beyond it appear deserted.

Turn to 130.




You follow the passage for nearly an hour before you happen upon something that raises your flagging spirits. At a junction with two other tunnels your eye is drawn to a large emblem that has been chiselled skilfully out of the granite wall. It is a depiction of a snake’s skull with two fly-like eyes, surrounded by a circle of fire. At once you recognize this carving: it is the personal emblem of Darklord Gnaag. You study the sign: it must mark the start of a tunnel that leads to the Imperial Sector of the city.

With your pulse racing, you set off along the torchlit tunnel. You have not gone very far when you see that it ends at a large steel door, guarded by two monstrous creatures clad in heavy plate mail. A smaller door appears to your left, and, as you draw level with it, you reach out and turn its handle. The door is locked.

If you possess a Black Key, turn to 278.

If you do not possess this Backpack Item, turn to 29.


Come dicevo sopra, la chiave l'avremmo presa al 100% per cui non ho fermato l'update...però ditemi cosa scartare! :D



You insert the key and twist it. The lock clicks and the door swings open silently to reveal a stunning sight. A large, low-ceiling room lies beyond, filled with colossal tanks of glass that bubble and seethe with all manner of sorcerous fluids. Glass tubes loop and contort in curious shapes, connecting the tanks and enabling their contents to flow from one to another. The air is heavy with the stench of acids and harsh chemicals, and the walls are lined from ceiling to floor with stoppered jars, each one filled with a brightly coloured powder, liquid, or gas.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/ill16.png
Illustration XVI—The room is filled with colossal glass tanks and tubes all bubbling with sorcerous fluids.

On one workbench a curious, arrow-shaped rod is suspended in a field of electrical energy. The crackling fire arcs between two vertical plates of metal, making the arrow glow with a strange phosphorescent light. You take a closer look and see that a lever protruding from the bench itself controls the flow of power. Then you notice that behind the bench there is another door.

If you wish to take a closer look at the rod, turn to 187.

If you wish to examine the door behind the bench, turn to 54.


Cosa vogliamo esaminare :D? (e votate per cosa scartiamo al posto della chiave nera! Ricordo che per ora ho mollato la coperta, ma se non siete d'accordo ditemi cosa altro scartare)

************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 41 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest, +3 Kagonite Vest)
--> 44 (con Mindblast +3)
--> 47 (con Psi-Surge +6)

EP: 33/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Khetu Spores, Iron Key, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP), Black Key

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Firesphere, Silver Helm (+2 CS), Bronin Vest (+3 CS, +1 EP), Shield (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (5), Psi-Ring, Fireseeds (3), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1)
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet, Green Mask

Money (50): 47 Corone, 10 Kika (10=1)

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

Defender
12th April 2013, 13:08
Ma le Khetu Spores cos'è che facevano che non ricordo? :O

Cmq va bene la coperta tanto non serve a un casso o quasi.

Poi esaminiamo la verga, noi che ce ne intendiamo :nod:

Sturm
12th April 2013, 13:11
La coperta è ok per me!

Comunque Lone Wolf non si fa mancare mai un possibile loot! Andiamo ad esaminare la wandiddio!

Kaluisurrr
12th April 2013, 13:12
verga

Rise-the-Sky
12th April 2013, 14:09
Prima che LW si cali le braghe per esaminare meglio la verga e fare confronti direi di controllare la porta..sia mai che ci sia una mandria di Mandinghi sodomiti in attesa dell'incauto gesto.

Jesper
12th April 2013, 14:24
Esaminiamo la Verga. Sarà Horadrim?



The rod is a Zejar-dulaga, a poisonous arrow imbued with magical accuracy. If you wish to turn off the power and take this Zejar-dulaga, mark it on your Action Chart as a Special Item, which you carry in your Quiver. The Zejar-dulaga occupies the same space in your Quiver as a normal Arrow. If you have 6 Arrows, you may discard one in favour of the Zejar-dulaga.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small6.png

Having satisfied yourself that there is nothing else of practical use in this laboratory, you decide to leave.

If you wish to leave the laboratory by the door located behind the bench, turn to 54.

If you decide to re-enter the corridor and approach the guards, turn to 29.


Oltre all'Arcodiddio, ora abbiamo anche la Frecciadiddio! Da che parte vogliamo andarcene? :D

PS: le Khetu Spores mi pare fossero soporifere :nod:

************************************************** ***********************
Lupo Solitario, Kai Archmaster

CS: 41 (Sommerswerd +8, Silver Helm +2, Shield +2, +4 Weaponmastery, +1 Solaris, +1 Fire, +2 Silver Bracers, +3 Bronin Vest, +3 Kagonite Vest)
--> 44 (con Mindblast +3)
--> 47 (con Psi-Surge +6)

EP: 33/37 (+2 Padded Leather Waistcoat, +1 Bronin Vest, +3 Solaris, +3 Light, +2 Fire, +1 Silver Bracers)

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

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

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

Backpack (8): Rope, Khetu Spores, Iron Key, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP), Black Key

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Firesphere, Silver Helm (+2 CS), Bronin Vest (+3 CS, +1 EP), Shield (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (5, Zejar-dulaga), Psi-Ring, Fireseeds (3), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1)
[Non occupano spazio]: Korlinium Scabbard, Gold Amulet, Green Mask

Money (50): 47 Corone, 10 Kika (10=1)

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

Kaluisurrr
12th April 2013, 14:54
porta dietro la panca


sotto la panca la capra campa

Defender
12th April 2013, 16:22
Porta

Bortas
12th April 2013, 16:37
Si porta dietro la panca non è il momento delle risse...

Jesper
12th April 2013, 16:57
The door is not locked, and beyond it you discover another hall equally as impressive as the laboratory. It is the Imperial Armoury, and it is filled with row upon row of fearsome weapons.

If you possess a Black Cube, turn to 40.

If you do not possess this item, turn to 320.


Niente Black Cube!



You walk through the armoury, and past an arsenal of fiendish devices that have yet to be unleashed on the allied armies of the Freelands, but are destined soon to be shipped to the battle front to speed Gnaag’s conquest of Magnamund. A passage at the far end of the hall takes you past a barracks-like room where Nadziranim sorcerers are busily engaged in the testing of new psychic weapons upon a group of grey-skinned slaves, mindless Grolth from the swamps of the Tadatizaga. Their pitiful screams of agony make your blood run cold, yet you dare not intervene to prevent their torture for fear of jeopardizing your mission. Hurriedly you climb a staircase that emerges at the foot of a monstrous tower, as black as death itself. Two fireballs split open the rolling black clouds and in the brilliance of their explosions you see a huge metallic flag flying from the tower’s crystal spire. It is emblazoned with the emblem of Darklord Gnaag, and at once you know that you have found what you are looking for: the Tower of the Damned.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/ill18.png
Illustration XVIII—You have found what you have been looking for: The Tower of the Damned.

As your eyes move down the tower, you notice a large oval platform jutting out from the black steel wall. Perched on this platform is an Imperial Zlanbeast, similar to the one that bore you to Aarnak. It, too, bears Gnaag’s sign, branded deep in its leathery hide. Its presence suggests that its master is in residence, and as you cross the courtyard and walk towards the tower door, your senses tingle in anticipation of the confrontation that awaits you within.

As you climb the steps that lead to the door, it slides open to reveal the outline of a guard silhouetted against a background of scarlet fire. In a claw-tipped hand he holds several slivers of crystal, each a different colour, and, as you reach the top of the steps, he draws a silvery-grey one and points it at your face. ‘State your name, minion of Ghanesh!’ he commands, ‘or begone from the Tower of the Damned.’

You sense that the guard does not suspect you of being an impostor, he is merely performing a routine check on all who visit the tower. To have come this far into the Imperial Sector means that you have passed through several checkpoints already, and so the guard does not regard you as a threat to his master’s safety. In order to be allowed to pass, you must state the name of the Ligan whose identity and robe you are using as a disguise.

If you wish to say your name is Cagath, turn to 138.

If you wish to say your name is Morgath, turn to 19.


Ok, questa è facile, vero :D?

Rise-the-Sky
12th April 2013, 17:01
Consegnamo a queste guardie la carta igenica che comprova la nostra identità.

Kaluisurrr
12th April 2013, 17:20
morgath :dumb:

Tibù
12th April 2013, 18:11
19

:troll:

potevi andare pure avanti jesper :sneer:

Sturm
12th April 2013, 18:14
Lone wolf, colui il quale faceva cagà di secondo nome :nod:

Jesper
12th April 2013, 18:42
Ero svenuto sul divano davanti a family guy :nod:



The crystal shard emits a tinkling, bell-like sound, and the guard moves aside to allow you to enter the Tower of the Damned. He points to a column of bright blue light, descending from the darkness above, and tells you to step into its shimmering rays. You hesitate, and he laughs mockingly at your indecision.

‘Go on, step in. It’s quicker than climbing the stairs.’ Your Kai senses tell you that the column is a beam of partial gravity, a transportation device that will draw you slowly towards the top of the tower.

You step into the light and feel yourself rising. Minutes later, the sensation stops and you step from the beam into a huge, domed chamber. The polished walls and floor glisten like the mirrored surfaces of a black lake. The aura of evil hangs everywhere like a thick mist. It closes your throat and threatens to suffocate you. Your heart pounds loudly as you move towards a dais at the centre of the chamber, where a machine rests that matches the description of the Transfusor that Lord Rimoah gave you before leaving Toran. You reach for your Backpack, but before you can lift your robe and unshoulder it, the chamber is filled with a roaring growl.

‘What brings you here, vermin of Ghanesh?’

It is the voice of Darklord Taktaal. From the shadows of an archway, he slithers towards the dais, his smooth, ice-white head swaying upon a fur-covered snake body, riddled with disease. Your stomach turns as you watch a muzzle distend from his face, and then split open to reveal a row of razor-sharp fangs. Seemingly you are a lowly follower of his hated rival, Darklord Ghanesh, and you know that if you are to survive you must answer his command convincingly.

If you wish to tell him that you want to defect from Ghanesh’s service and serve him instead, turn to 261.

If you wish to tell him that you have secret information that could destroy Ghanesh, turn to 168.


Ok, per qualche motivo il dio più amato del pantheon induista è uno dei Darklords :nod:

Solo dei biondi e ariani, per noi, sissignore :sir:

Cosa rispondiamo all'altro Darklord? :D

Tibù
12th April 2013, 18:48
261!

Defender
12th April 2013, 18:58
261, fingiamo di betrayare...

Kat
12th April 2013, 19:56
261

Kaluisurrr
12th April 2013, 20:14
abbiamo info che scottano

Jesper
12th April 2013, 20:42
Ganesh ha troppe braccia per noi!



The Darklord laughs and the chamber vibrates to the sound of his ghastly glee.

‘So, the worm-master’s minion wishes to serve a lord with true power, does he? Very well, you treacherous slime, but first you will have to prove yourself worthy of my lordship.’

He moves towards the Transfusor, in doing so turning his back on you.

If you wish to take this opportunity to launch a surprise attack at the Darklord, turn to 176.

If you do not wish to attack him, turn to 168.


Che si fa:D?

Rise-the-Sky
12th April 2013, 21:40
Piantiamogli la verga nel culo...presto!!

Kaluisurrr
12th April 2013, 22:03
violentiamolo ora che ci porge le chiappe!

Defender
12th April 2013, 22:32
Surprise attack, NAU!

Jesper
12th April 2013, 22:48
You know that if you are to destroy this powerful enemy, you must strike quickly and effectively, before he has a chance to retaliate.

If you have the Sommerswerd and wish to unsheathe it, turn to 208.

If you possess either the Dagger of Vashna or the sword Helshezag and wish to use either of them, turn to 230.

If you have a Bow and a Zejar-dulaga Arrow, and wish to use them, turn to 238.

If you have none of the above Special Items (or choose not to use them), you can draw a hand weapon: turn to 340


Soprendendoci di come abbia fatto a sopravvivere così a lungo, con cosa lo attacchiamo :D?

Rise-the-Sky
12th April 2013, 23:24
Come detto...Verga Inculatrice (la freccia) + Arco DIDDIO

GG no re per il culattone

Kat
12th April 2013, 23:30
Frecciadiddio+arcodiddio!

Defender
13th April 2013, 09:31
Vai di Frecciadiddioh

Sturm
13th April 2013, 10:22
Frecciatadiddioconarcodiddioooh!

Jesper
13th April 2013, 10:45
Combodiddio!



Swiftly you unshoulder your Bow and draw the magical arrow to your lips. Its glowing shaft betrays the power that is locked within it, a power that can kill those who created and harnessed it to murder others. Taktaal senses that his doom is near and tries to give vent to a cry of alarm, but the cry dies in his throat as you send the Zejar-dulaga burrowing deep into his evil heart. With a surge of incredible strength, Taktaal drags the arrow from his body and collapses at the edge of the dais. A foul black gas hisses from the gaping wound and his body dissolves rapidly and fades until all that is left is a dull grey stain on the shiny black steel floor.

‘Ghanesh will be proud of you!’ comes a voice from the shadows, full of malevolence. It is a sound that strikes terror in your heart, for immediately you recognize the rasping tone of your most hated foe—Darklord Gnaag.

Turn to 50.


Jeff Goldblum!



You spin around to see the ghastly form of Darklord Gnaag emerge from a shadowy archway, his composite eyes glittering evilly. You stiffen at his approach, your muscles locked like coiled springs. Your whole life’s struggle is concentrated into this moment; at last the time has come to avenge the Kai and rid your world of these evil masters of darkness forever. You feel a transformation taking place deep within you, a growing strength and sharpness of mind. It breathes new life into your battle-weary body and fills you with the certain knowledge that your destiny is about to be fulfilled (restore your ENDURANCE score to its original level).


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/ill3.png
Illustration III—The ghastly form of Darklord Gnaag emerges from a shadowy archway.


The chamber echoes to a loud, rasping snarl, full of anger and fear, as Gnaag becomes aware of your true identity. You move forward, confident in your strength. But before you can attack, Gnaag fades from sight and a shimmering haze rises from the floor. The mist draws into focus and an eerie cadence, like a distant scream, fills your ears.

The phantom mist crystallizes into the shape of a winged beast with glowing ghost-eyes. It opens its fang-filled mouth and your mind screams an alarm.

If you possess the Magnakai Discipline of Divination turn to 203.

If you do not possess this skill, turn to 102.


Ok, Gnaag è l'unico Darklord ancora su questo piano che ci ha incontrato in precedenza...ma accorgersi che la Bestia Ariana non è uno gnomo gobbo e deforme dotato di un'aura magica non dovrebbe essere troppo difficile :sneer:

In ogni caso, abbiamo Divination!



Your senses warn you that this creature has been summoned in Gnaag’s defence. Its ghostly body is growing stronger every second, and you realize quickly that it is feeding on your fear. Drawing on your psychic reserves, you try to erect a mental barrier to prevent this psychic parasite from gorging on your fears.

Pick a number from the Random Number Table. If you have completed the Lore-circle of the Spirit, add 5 to the number you have picked.

If your total is now 0–6, turn to 102.

If it is 7 or more, turn to 114.


Grazie Divination, credevo che la bestia del male comparsa dal nulla nell'esatto momento in cui Gnaag ci ha visti fosse stata evocata per difendere NOI :nod:

Non abbiamo completato Spirit, per cui rolliamo secco!

Roll...5



You are in combat with a powerful spirit-creature, summoned by Darklord Gnaag from the Plane of Darkness. You fight to suppress your fear, for, by feeding upon it, the creature is growing stronger and stronger.

Mind Reaper: COMBAT SKILL 30 ENDURANCE 36

This supernatural being is especially susceptible to psychic attack. Double all bonuses you would normally receive if you choose to use either Mindblast or Psi-surge during the combat.

If you win the combat, turn to 306.


Tutto qui? Anche senza Sommerswerd (che credo potremmo usare senza problemi, oramai), abbiamo +9 con Mindblast!
EDIT: la matematica è dura <.<

Roll...4
Lupo Solitario -2 (35)
Mind Raper -11 (25)

Roll...1 :(
Lupo Solitario -3 (32)
Mind Raper -8 (17)

Roll...4 -.-
Lupo Solitario -2 (30)
Mind Raper -11 (6)

Roll...6
Lupo Solitario -1 (29)
Mind Raper -14 (morto!)



As you strike the blow that seals the creature’s doom, it disappears, leaving no trace whatsoever. Gnaag roars his anger and lopes awkwardly towards the Transfusor, desperate to recall his fellow Darklords to the Black City. You block his path and feel an eerie force—a tingling electric coldness—pass between you. With an unholy scream, Darklord Gnaag unsheathes his sword, Nadazgada, and prepares to engage you in a battle that will determine the destiny of Magnamund.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small10.png

If you possess the Sommerswerd and you wish to use it, turn to 214.

If you possess the Dagger of Vashna or Helshezag (the sword of Darklord Kraagenskûl) and wish to use either of them, turn to 88.

If you possess none of these Special Items, turn to 3.


Ok gente...siamo mano a mano con Gnaag! Che si fa :D?

Kat
13th April 2013, 11:12
Sommerswerd (of Vashna), tanto ormai siamo in combat col tipo.

Kaluisurrr
13th April 2013, 11:19
helshezag

Tibù
13th April 2013, 12:02
sommer,se non la usiamo adesso non ha senso :o

Bortas
13th April 2013, 12:17
Dia una possibilità alla nostra spada del sole. 214

Jesper
13th April 2013, 12:40
E ora, con l'aiuto del sole vincerò!

ATTACCO SOLARE!

ENERGIA!



You unsheathe the Sommerswerd and the shadowy chamber is flooded with blinding golden light, as if a sun had flared into being beneath its black dome. The steel walls vibrate, and then buckle beneath an onslaught of pure energy that is radiating from the sword’s blade. Until now the power of the sun-sword has been held in check, locked and subdued within its divinely crafted blade. Even the surge of power that destroyed Darklord Zagarna at the walls of Holmgard was but a candle flicker compared to the searing radiance that is now pouring from its tip.


http://www.projectaon.org/en/xhtml-less-simple/lw/12tmod/small4.png

For an instant you see panic blaze madly in Gnaag’s fly-like eyes, before he is consumed by the power of the Sommerswerd and vapourised to sightless atoms. With a cry of victory, you sheathe the sun-sword and stare at the place where, only seconds before, your arch-enemy confronted you.

Turn to 350.


:pokerfacen:



Only a circle of fire-scorched steel marks the spot where Darklord Gnaag finally met his doom. You look upon this patch of twisted metal and your spirits soar with the realization that you have defeated your arch-enemy in mortal combat. But your mission is yet to be completed. Quickly you remove the Crystal Explosive from your Backpack and approach the Transfusor. You place it in position, next to a shaft connected to the Lake of Blood from which the device draws its power. Once the crystal is primed, you hurry out of the chamber through the archway by which Gnaag entered. Guided by your instincts, you find your way around the tower to the oval landing platform, and to the means of escape from the Black City which awaits you there—Gnaag’s Imperial Zlanbeast.

You are high above the city, steering the reluctant Zlanbeast eastwards to Aarnak, when the crystal detonates. Within moments it starts a chain reaction, which destroys the Transfusor, reduces Helgedad to a fiery holocaust of shattered granite and twisted steel, and brings about the rapid demise of the Darklords and their armies scattered throughout Magnamund.

Your victory is total. At last you have fulfilled your destiny to avenge the Kai and rid your land of the evil that has threatened her for thousands of years. You return to Sommerlund a conquering hero, and, as Kai Grand Master, you begin the task of restoring the Kai to their former glory. The chronicle of your struggle against the Darklords will pass into legend, inspiring future generations of Kai warriors to keep alive your ideals of bravery, skill, and selfless courage. Yet the saga that is the story of your life does not end here. In future times the chronicle will tell of the adventures you undertook during your Kai Grand Mastership. Until the time comes for their telling, may the Gods Ishir and Kai watch over you, Grand Master Lone Wolf, hero and saviour of Sommerlund.

The next book in the Lone Wolf series is entitled The Plague Lords of Ruel.


Congratulazione a tutti! I Darklords e le loro meraviglie tecnologiche non esistono più! E mentre celebriamo la nostra vittoria, consapevoli di aver riportato indietro il livello di progresso scientifico su Magnamund di 150 anni, possiamo goderci un po' di GIOCO DEL SE FOSSE!

E poi preparatevi perchè inizia la saga Grand Master!

e sono cazzi :sneer:

Kat
13th April 2013, 13:20
Se utilizzavamo prima la Sommer invece della frecciadiddio che succedeva?

Kaluisurrr
13th April 2013, 13:44
se usavamo la sommer contro quel darklord? se usavamo il pugnale? se usavamo la sommer sui ghoul? se rispondevamo morgath? e cosa c'era nella grande armeria?

Kaluisurrr
13th April 2013, 13:45
ah e comunque, il super darklord sburo di sto cazzo...e neanche un misero combat che viene oneshottato dalla spada, tristezza, lol

Jesper
13th April 2013, 14:03
ah e comunque, il super darklord sburo di sto cazzo...e neanche un misero combat che viene oneshottato dalla spada, tristezza, lol

Se lo combattevamo con Helshezag o il Dagger of Vashna

aveva CS50 EP70 :nod:

Anche se contro di lui usando quelle due armi avevamo un boost di +5 alla CS oltre al normale (quindi +12)...in ogni caso, pur con tutte le armature barate andavamo a -2 di COMBAT RATING usando Psi-Surge :D


se usavamo la sommer contro quel darklord?

tutta Helghedad se ne accorgeva e ci stupravano :D stessa cosa se la usavamo contro i ghoul!


se usavamo il pugnale contro il Darklord?

sia il Dagger che Helshezag davano un bonus di +7 alla CS contro i Darklord


se rispondevamo morgath?

ci incaprettavano instant :D


e cosa c'era nella grande armeria?

nulla, però se avevamo il Cubo Nero addosso faceva reazione con la rumenta che c'era li...scoppiava e ci uccideva :D

Jesper
13th April 2013, 16:41
iL NUOVO THREAD VIVE!

http://www.wayne2k1.com/showthread.php?t=108760&p=1945091#post1945091