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View Full Version : [LUPO SOLITARIO] Libro XIII: The Plague Lords of Ruel



Jesper
13th April 2013, 16:33
LIBRO 13, SERIE GRAND MASTER: THE PLAGUE LORDS OF RUEL
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Benvenuti nella Saga Grand Master!



You are the warrior Lone Wolf—Kai Grand Master of Sommerlund. You have defeated the Darklords of Helgedad and avenged your murdered ancestors, but now you are challenged by a sinister evil which threatens to destroy all life on your home world of Magnamund.

In The Plague Lords of Ruel, your mission is to prevent the malevolent Cener Druids of Ruel from releasing a deadly plague virus that will destroy all but their own kind. Of all the warriors of Magnamund only you can thwart their wicked plans—for only you possess the disciplines of a Kai Grand Master.


Abbiamo accoppato tutti i Darklords rimanenti al termine di The Masters of Darkness (http://www.wayne2k1.com/showthread.php?t=108687)...ovviamente ora ci aspetta una minaccia inattesa, ma non meno grave!

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THE STORY SO FAR...



You are Grand Master Lone Wolf, last of the Kai Lords of Sommerlund and sole survivor of a massacre that wiped out the First Order of your élite warrior caste.

It is the year MS 5075 and twenty-five years have passed since your brave kinsmen perished at the hands of the Darklords of Helgedad. These champions of evil, who were sent forth by Naar, the King of the Darkness, to destroy the fertile world of Magnamund, have themselves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domain—the Darklands—and caused the destruction of their leader, Archlord Gnaag, and the core of their cancerous power that was the infernal city of Helgedad.

In the wake of their destruction, chaos befell the Darkland armies who, until then, had been poised to conquer all of Northern Magnamund. Some factions which were part of this huge army, most notably the barbaric Drakkarim, began to fight with the others for control. This disorder quickly escalated into an all-out civil war, which allowed the Freeland armies of Magnamund time in which to recover and launch a counter-offensive. Skilfully their commanders exploited the chaos and secured a swift and total victory over an enemy far superior in numbers.

For five years now peace has reigned in Sommerlund. Under your direction, the once-ruined Monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and you have begun the task of training a Second Order of Kai warriors so that the skills and proud traditions of your ancestors will be carried forward in the centuries to come. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess latent Kai skills and show exceptional promise. These skills will be nurtured and honed to perfection during their time at the monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.

Your attainment of the rank of Kai Grand Master brought with it great rewards. Some, such as the restoration of the Kai and the undying gratitude of your fellow Sommlending, could have been anticipated. Yet there have also been rewards which you could not possibly have foreseen. The discovery that within you lay the potential to develop Kai Disciplines beyond those of the Magnakai, which, until now, were thought to be the ultimate that a Kai Master could aspire to, was truly a revelation. Your discovery has inspired you to set out upon a new and previously unknown path in search of the wisdom and power that no Kai Lord before you has ever possessed. In the name of your creator, the God Kai, and for the greater glory of Sommerlund and the Goddess Ishir, you have vowed to reach the very pinnacle of Kai perfection—to attain all of the Grand Master Disciplines and become the first Kai Supreme Master.

With diligence and determination you set about the restoration of the Kai Monastery and organized the training of the Second Order recruits. Your efforts were soon rewarded and, within the space of two short years, the first raw recruits had graduated to become a cadre of gifted Kai Masters who, in turn, were able to commence the teaching of their skills to subsequent intakes of Kai novices. Readily the Kai Masters rose to their newfound responsibilities, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines. During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Council of the Elder Magi.

In the deepest subterranean level of the monastery, one hundred feet below the Tower of the Sun, you ordered the excavation and construction of a special vault. In this magnificent chamber wrought of granite and gold, you placed the seven Lorestones of Nyxator, the gems of Kai power that you had recovered during your quest for the Magnakai. It was here, bathed in the golden light of those radiant gems, that you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two able advisors—Banedon and Rimoah—you worked hard to develop your innate Grand Master Disciplines and grasp the fundamental secrets of Left-handed and Old Kingdom magic. During this time you noticed many remarkable changes taking place within your body: you became physically and mentally stronger, your five primary senses sharpened beyond all that you had experienced before, and, perhaps most remarkably, your body began to age at a much slower rate. Now, for every five years that elapse you age but one year.

At this time many changes were also occurring beyond the borders of Sommerlund. In the regions to the northeast of Magador and the Maakengorge, the Elder Magi of Dessi and the Herbwardens of Bautar were working together in an effort to restore the dusty volcanic wasteland to its former fertile state. It was the first tentative step towards the reclamation of all the Darklands. However, although they had had notable successes in these regions, generally their progress was painfully slow and both parties were resigned to the fact that their efforts to undo the damage caused by the Darklords would take not years but centuries to complete.

In the far west, the Drakkarim had retreated to their homelands and were engaged in a bloody war against the Lencians. Much of Nyras had been reclaimed by the armies of King Sarnac, the Lencian commander, and his flag now flew over a land which, two thousand years ago, had once been part of Lencia.

Following the destruction of the Darklords of Helgedad, the Giaks, the most prolific in number of all of Gnaag’s troops, fled into the Darklands and sought refuge in the gigantic city-fortresses of Nadgazad, Aarnak, Gournen, and Kaag. Within each of these hellish strongholds there exists now a state of frenzied civil war as remnants of the Xaghash (lesser Darklords) and the Nadziranim (evil practitioners of Right-handed magic who once aided individual Darklord masters) fight for control. By virtue of their geographic locations, and the struggles taking place within them, each of these city-fortresses is isolated from the next and poses no immediate threat to the peoples of the Free Kingdoms. It is widely believed that by the time the Elder Magi and the Herbalish reach the walls of these strongholds the occupants will have long since brought about their own extinction.

Elsewhere, throughout Northern Magnamund, peace reigns victorious and the peoples of the Free Kingdoms rejoice in the knowledge that the age of the Darklords has finally come to an end. Readily men have exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still those who maintain their vigilance, for the agents of Naar come in many guises and there are those upon Magnamund who wait quietly in the shadows for the chance to do his evil bidding.



Often, over the past two years, Lord Rimoah has warned you to be wary of one such group. They are known as the Cener Druids and they occupy a small forested realm to the south of the Stornlands called Ruel, which they have made virtually impregnable to invasion through the use of evil herbcraft. Once, long ago, after the defeat of Naar’s greatest champion—Agarash the Damned—they were used by Naar as agents of revenge. Then they formulated and released a plague that decimated the Elder Magi and left the way open for their conquest of Magnamund. Now the Elder Magi fear that, as before, Naar will use them again to enact revenge for the defeat of his champions. They fear that they will seek to destroy the Second Order of the Kai before it becomes too strong, for your quest for mastery of the Grand Master Disciplines has opened a door to such goodly power that even Naar himself may be unable to counter it. Unless he closes that door, others of your kind could soon be following in your footsteps.

Already the Elder Magi have petitioned the courts of all the Freeland rulers, beseeching them to act immediately and destroy the Cenerese before it is too late. Many of the kingdoms they have visited unwittingly harboured secret sects of Cener Druids who practised their vile herbcraft, often in remote areas. Sommerlund was one such land. Only a year ago, a sect of Cenerese was found in the foothills of the Durncrags engaging in blood rituals at a site less than a day’s ride from the Kai Monastery. News of this prompted action which brought about a scourge of the Lastlands and forced many Cenerese sects to flee to the safety of Ruel. The regular armies of three nations—Palmyrion, Lourden, and Slovia—are now encamped around its border in an attempt to contain the Cener threat. They remain watchful, but that is all they can hope to do. The Cenerese are too powerful within their own domain for the Freeland armies to dare launch an invasion. One such attempt has already ended in disaster. Six months ago an allied force numbering seven thousand men entered the Forest of Ruel, intent on storming the Cenerese fortress of Mogaruith and razing it to the ground. Seven thousand men went into the forest; only seventy returned alive.

Despite the vigilance of the three Freeland armies, the containment of the Cenerese threat within Ruel has not been entirely successful. To the south, the Cenerese can enter and leave their realm by means of tunnels which honeycomb the Skardos Mountains. These secret passages emerge in the free state of Caron, at the northern edge of the Rootstrangle Swamp which, in due course, drains into the Tentarias (the great waterway which divides the northern and southern continents of Magnamund). Once access to the Tentarias has been achieved, the Cenerese are virtually free to sail to any port or country of their choosing. Caron is helpless to prevent the Cenerese from using this route through their land. They are a poor nation with few resources, and the Rootstrangle Swamp is one of the most difficult places to patrol. It comprises a constantly shifting morass of mud flats and rotting vegetation, inhabited only by Tzargs—a carnivorous race of frog-like animals originally bred by the Cenerese for the sole purpose of guiding them through the swamp’s ever-shifting channels.

On midsummer’s day, Lord Rimoah arrived at the monastery without, as was customary on such occasions, any forewarning of his visit. His unexpected appearance surprised the other Kai and caused them to speculate in whispers about the reasons for his journey. Yet his coming was of no surprise to you. For days you had experienced a feeling of unease, a presentiment that your orderly life at the monastery was about to undergo a dramatic change. Rimoah brought with him a glass phial of pale green liquid, a liquid that was proof-positive that the Cenerese were indeed preparing to enact Naar’s revenge upon the Free Kingdoms of Magnamund.

The phial had been found among the possessions of a Cener Druid who had been caught in the city of Ragadorn after having been followed there by a watchful Herbwarden from Bautar. Under interrogation, the Cener revealed that he had been sent to Ragadorn by Arch Druid Cadak, the ruler of Ruel, to distribute the phials of this liquid to agents sympathetic to the Cenerese cause. The Herbwarden had sent the phial to Dessi where the Elder Magi, upon analysing the liquid, discovered it to be a powerful vaccine against a new and complex plague virus. Judging by the composition of the vaccine, this plague virus would prove to be several times more lethal than the Great Plague which had so devastated their race thousands of years ago. The Cener succeeded in taking his own life before he revealed further details, but, judging from the evidence in their possession, the Elder Magi were convinced that the Cenerese are getting ready to unleash an airborne plague virus that could kill all the living creatures of Magnamund, save those that had ingested the vaccine.

Rimoah informs you that the Elder Magi are unable to replicate the vaccine in huge quantities, and even if they were so able, to distribute it to every living creature on Magnamund would be an impossible task.

‘The Herbwardens are sure that the Cener they found in Ragadorn was one of the first of those sent out of Mogaruith to distribute this vaccine,’ said Rimoah, his voice uncharacteristically sombre. ‘Therefore we must act quickly if we are to destroy the virus before Cadak is ready to release it into the atmosphere. Someone must enter Mogaruith. They must find and destroy the plague virus, and they must ensure that this evil work can never again be resumed.’

For a long moment you stood in silence staring into Rimoah’s unblinking eyes. Then, with a nod of your head, you acknowledged what had to be done. Only a Kai Grand Master possesses the skills and experience that would be essential to the success of this vital mission…and there is only one Kai Grand Master.


TL;DR: dopo la sconfitta dell'ultimo dei Darklords, tutti i loro sgherri si sono ritirati nelle Darklands e si stanno facendo la guerra civile. Nel mentre, però, è spuntata una nuova minaccia: Cadak ed i suoi Druidi di Cener, seguaci del malvagio Dio della Pestilenza Naar (ogni riferimento a Nurgle è puramente causale :look:) hanno preparato un virus letale (:look: alla faccia della tecnologia dei Darklords) e gli Elder Magi non hanno i mezzi per preparare abbastanza vaccino per curare tutti. La soluzione è la solita: prendere il proprio Kai Grand Master di fiducia, puntarlo nella direzione dei nemici e fare fuoco. AH, nel frattempo abbiamo ricostruito il monastero e addestrato tutto un Secondo Ordine di guerrieri Kai: non siamo più gli unici! :D

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Per quanto riguarda le discipline MagnaKai, alla fine dell'ultimo libro, le abbiamo tutte (compreso Nexus);abbiamo anche il bonus dei Circoli, ma abbiamo perso parte dell'equipaggiamento (vedi oltre).

Abbiamo il bonus di tutti i Circoli Magnakai, per un totale di +5 CS e +11 EP.

Gli effetti permanenti che ci portiamo dietro dalla scorsa Serie sono:
- Weaponmastery: bonus unarmed e +4 con tutte le armi
- Curing: +1 EP per paragrafo non di combat; Cura 20 EP quando abbiamo 8 EP o meno (1 volta ogni 100 giorni)
- Huntamstery: non abbiamo bisogno di mangiare pasti, a meno che non sia specificato che serve Grand Huntmastery
- Psi-Surge: +3 alla CS gratis (MindBlast) o +6 CS perdendo 1 EP a round


Ciò detto...Discipline Grand Master! Benvenuti nell'Era del Superuomo: con queste discipline, diventiamo a tutti gli effetti quanto di più simile ci sia a un Super Eroe tradizionale :nod: Come al solito, tra un libro e l'altro riceveremo anche degli Upgrade alle discipline scelte!

Ne possiamo scegliere 4. Ricordo che i bonus non si sommano, ma sostituiscono quelli delle discipline Magnakai equivalenti!



Grand Weaponmastery

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This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Lone Wolf Grand Master series, means you are supremely efficient in the use of two of the weapons listed below. For each book that you complete in the Lone Wolf Grand Master series (Books 13–20), you will gain mastery of an additional weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next Lone Wolf Grand Master book, you may choose an additional Weapon to gain mastery of.

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If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 to any number that you pick from the Random Number Table, when using the Bow.

Animal Mastery

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Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.

Deliverance (Advanced Curing)

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Grand Masters are able to use their healing power to repair serious battle-wounds. If, whilst in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This ability can only be used once every 20 days.

Assimilance (Advanced Invisibility)

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Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of a few days. They have also mastered advanced camouflage techniques that make them virtually undetectable in an open landscape.

Grand Huntmastery

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Grand Masters are able to see in total darkness and have greatly heightened senses of touch and taste. If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

Grand Pathsmanship

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Grand Masters are able to resist entrapment by hostile plants and have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.

Kai-surge

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When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, Grand Masters need only deduct 1 ENDURANCE point. When using the weaker psychic attack—Mindblast—they may add 4 points without loss of ENDURANCE points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)
Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

Kai-screen

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In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increase as a Grand Master advances in rank.

Grand Nexus

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Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a Grand Master advances in rank.

Telegnosis (Advanced Divination)

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This Discipline enables a Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration and the protection of his inanimate body increase as a Grand Master advances in rank.

Magi-magic

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Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakeros—the native warriors of Dessi. These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

Kai-alchemy

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Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.


Per ogni disciplina oltre alla 4a guadagnamo anche +1 CS e +2 EP. Ne avremo bisogno. :saddest:

Come dicevo sopra, possiamo portarci dietro tutte le armi e i Backpack items...ma siamo limitati a solamente questi Oggetti Speciali:

- Crystal Star Pendant
- Sommerswerd
- Silver Helm
- Dagger of Vashna
- Silver Bracers
- Jewelled Mace
- Silver Bow of Duadon
- Helshezag
- Kagonite Chainmail
- Korlinium Scabbard

Se la matematica non mi inganna, i nostri valori iniziali sono:

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +3 Mindblast)
--> 46 (con +6 Psi-Surge)

EP: 38/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Scegliete con saggezza! :D

Earenia
13th April 2013, 17:17
voglio Kai-alchemy ahahahahahah

la tecnica della mano estranea!!! prima di menarsela si ci si siede sopra la mano fino a farla addormentare, poi si procede, è come se fosse un'altra persona a menarvela (cit. da google) grande bademon ahahahahah

Defender
13th April 2013, 17:51
Se la matematica non mi inganna, i nostri valori iniziali sono:
CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +3 Mindblast)
--> 46 (con +6 Psi-Surge)
EP: 38/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)
Scegliete con saggezza! :D

Ti inganna :P

39+3 = 42 (con Mindblast)

39+6 = 45 (con Psi-Surge)

Detto questo, come Ubbah-Discipline io dico:

Kai-Alchemy

Grand Pathsmanship

Grand Huntmastery

Kai-surge (con questa i valori diventano CS 43 con Mindblast e CS 47 con Kai-Surge)

Kaluisurrr
13th April 2013, 17:54
kai alchemy, pathmanship, invisbility, huntmastery

Kat
13th April 2013, 18:30
Pathmanship, Huntmastery, Telegnosis, Kai Surge.

Jesper
13th April 2013, 18:49
Orco cane, 39 + 3 era facile eh :sneer:

Comunque sia si, Bademon ha tutto il repertorio di "federica", mentre per qualche strano ed inverso motivo, la mano destra su Magmamund è la mano del male :nod:

Lupoazzurro
13th April 2013, 18:56
Deliverance, pathmanship, invisbility, huntmastery

Rise-the-Sky
13th April 2013, 20:17
Io direi

Kai-alchemy e Magi-magic perché non abbiamo discipline inferiori equivalenti

E poi

pathmanship e Huntmastery perché nella saga precedente erano quelle che abbiamo usato di + quindi probabilmente anche nella prossima ci serviranno.

Bortas
13th April 2013, 21:46
Kai-Alchemy

Grand Pathsmanship

Grand Huntmastery

Kai-surge

Defender
13th April 2013, 22:35
E cmq il fatto che la magia Left-handed sia il bene e quella Right-handed sia malvagiah direi che é pienamente concorde col Dever-pensiero e col Lone Wolf Basics :sneer:

Jesper
13th April 2013, 22:47
Con il Lone-Wolf basic non c'è dubbio :D

Il che è ancora più sorprendente pensando a Joe "Gioventù Hitleriana" Dever :sneer:

Tibù
13th April 2013, 22:57
hunting,path,weapon ed alchemy

Jesper
15th April 2013, 09:52
Facciamo il conto dei voti!

7 Grand Huntmastery
7 Grand Pathmanship
6 Kai-Alchemy
3 Kai-Surge
2 Assimilance
1 Grand Weaponmastery
1 Magi-Magic
1 Deliverance
1 Telegnosis


Sapremo districarci da quasi qualunque situazione grazie ad Huntmastery e Pathmanship, Fisteremo (invisibilmente) la gente con Kai-Alchemy e manterremo alta la nostra CS grazie a Kai-Surge!

Qualche parola di saggezza da Joe...



Your mission to enter the Cenerese stronghold of Mogaruith and destroy the deadly plague virus will be fraught with deadly danger. Be wary and on your guard at all times, for the inhabitants of Ruel are sworn enemies of the Gods Kai and Ishir.

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

Choose your four Grand Master Disciplines with care, for a wise choice will enable any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this first Grand Master adventure.

The prevention of the spread of a deadly Cenerese plague virus, and the subsequent deaths of untold millions, depends on the success of your mission. May the light of Kai and Ishir be your guide as you venture into the darkness of Ruel.

For Sommerlund and the Kai!


E si parte!



‘Grand Master…the quest must begin without delay for time is not our ally,’ says Lord Rimoah, as he paces nervously back and forth across the flagstoned floor of your monastery chamber. You voice your agreement and call upon your wise friend to counsel you as best he can about the mission you have undertaken. Not entirely to your surprise, you learn that he has already made preparation, confident in the knowledge that you would agree to this dangerous quest. He has arranged for you to travel to the Freeland of Palmyrion where a guide is waiting to escort you to Ruel. The guide can guarantee safe passage to the borders of the dark realm, but no further.

Rimoah tells you that little is known of Ruel, save that the unnatural forest which surrounds and protects the Cenerese stronghold of Mogaruith harbours creatures that are the stuff of nightmares. Some almost defy description. The poor wretches who survived the last ill-conceived, ill-fated invasion of Ruel, spoke of their encounters with gigantic, acid-spitting worms that rose up out of the ground without warning and devoured whole regiments of their comrades at a single stroke. They told also of the battles that were waged against ferocious packs of disease-ridden rat-creatures they called ‘Vazhag’. The Cenerese breed these sentient vermin in warrens deep below Mogaruith, and then release them into the forest to patrol and gather food for even viler abominations that rarely venture beyond the walls of their stronghold.

‘Truly I wish that I were able to tell you more, Lone Wolf, but so little is known of Ruel. It is a dark and sinister place. Yet, there is something else, something that I can give you which will aid your quest,’ says Rimoah, and he holds out his hand. In his palm is the phial of green liquid, the vaccine that will, at least, protect you from the plague which threatens to destroy so much of your beloved world. You take it, uncork it, and then quickly swallow the bitter contents. Unexpectedly your stomach rebels and a wave of nausea rises up which makes you slap a hand over your mouth. A few moments later the nausea fades and you are able to remove your hand and speak.

‘How long will it protect me?’ you ask, queasily.

Rimoah smiles. ‘Oh, I’m sure you will be safe for some considerable time, Lone Wolf. I’m afraid I forgot to mention that the phial contained a concentrated vaccine, more than sufficient to protect a hundred men!’

Within the space of a few short hours you are ready to begin your long journey south to Palmyrion. Having entrusted the monastery to the care of your Kai Masters, you and Lord Rimoah leave by means of a secret tunnel, one of several that you have had constructed to enable you to enter and leave the monastery unobserved. You emerge in a clearing at the heart of the Fryelund Forest, at a place where Guildmaster Banedon is waiting patiently to welcome you aboard Skyrider, his flying ship. Here you take time to bid farewell to Lord Rimoah, who will await your return at the monastery, before climbing aboard and placing yourself in the charge of your old friend Banedon.

Turn to 260.


Evvai, di nuovo sulla nave volante di Bademon!



Banedon issues the order to his dwarven crew to set a course for Palmyrion. Then, as the hum of the craft’s powerful engine rises in pitch, he ushers you into his cabin where a welcoming meal awaits. Effortlessly the Skyrider ascends into the moonless sky and speeds southwards across Sommerlund’s forested heartland, while you endeavour to enjoy your friend’s good food and company and try not to dwell too much on the daunting task that lies ahead. Together you reminisce about past times spent aboard the Skyrider, and recall the adventures you shared in the far-away lands of Anari and Vassagonia.

A few hours later, as your airborne voyage is nearing completion, the conversation turns to the quest in hand. Banedon tells you that you are bound for the Palmyrion city of Holona where your guide, Captain Cearmaine, is patiently awaiting your arrival. At once you recognize the name; you recall having heard tell of the captain’s feats of bravery during the Darklands War where his actions won more than a single battle and earned him commendations from more than a dozen Freeland nations. Lord Rimoah has served you well, for in all of central Magnamund you could not have wished for a better guide than Cearmaine.

It is an hour after midnight when the Skyrider passes over the glimmering waters of the River Reloni and descends towards the flat-roofed Canatarium, the largest of Holona’s eight municipal halls. There you are greeted by the Captain, a man whose proud face bears the scars of his many battles. He offers his hand in friendship and you are mildly shocked when your fingers close around a palm crafted of cold steel.

‘A keepsake from the Battle of Vellino,’ he says, raising his metal hand so that you may inspect it in the light of the Skyrider’s bow lanterns. ‘Alas, the first was stole away by a Drakkar’s axe.’

Captain Cearmaine is eager to leave Holona before sunrise. His carriage awaits to take you south to his command at Stonewatch, a military fortification which stands within sight of the Forest of Ruel. Before you leave, Banedon wishes you success and godspeed. He and his crew will be awaiting you here in Holona in readiness to return you to Sommerlund once the quest has been accomplished. You bid your old friend a fond farewell then settle yourself down into the plush comfort of the captain’s carriage.

For four hours you are lost in dreamless slumber as the carriage wends its way across a hundred miles of open grassland trail. When next you open your eyes it is to the sight of a grey dawn breaking over the Palmyrion Plain, and the sound of a sentry’s war-horn announcing your arrival at Stonewatch. A company of horsemen, each clad like the captain in ring-mail armour and a flowing chequered tunic of crimson and blue, emerge from the outpost and ride forward to meet the carriage. The captain acknowledges their salute and watches with pride as faultlessly they change formation to escort the carriage through the outpost’s stout wooden gate. Beyond lies a drill square that, even at this early hour, resounds to the shouts of command and the measured stamp of soldiers’ feet. You disembark near a watchtower and swiftly the captain ushers you inside and leads you to his quarters on the uppermost level.

You spend the day in his company and together you discuss your approach to Mogaruith while you wait for night to fall. After careful study of his maps, the captain proposes two possible routes by which you can reach the Cenerese stronghold. The most direct way is to enter the Forest of Ruel and journey due east. This is by far the shortest way, but it could also prove to be the most perilous. You recall Rimoah’s account of what lurks in this dread forest and the memory alone is enough to send a shiver coursing down your spine. The alternative is to journey southwards into the Skardos Mountains and enter one of the many subterranean passages that pass through that range. If you can find your way to the Skardos trail, the secret route by which the Cenerese enter and leave their realm, you should be able to follow it all the way to Mogaruith. Consult the map before making your decision.

If you decide to approach Mogaruith via the Forest of Ruel, turn to 228.

If you choose to make your approach via the Skardos Mountains, turn to 309.


Ah, l'unica cosa vagamente utile nella Sezione Equipment è la solita Pozione di Laumpspur e 1 Meal, che prendiamo (ho buttato le chiavi dei vecchi libri); refilliamo anche la faretra!

Con somma tristezza mi sono accorto che abbiamo dovuto abbandonare la Firesphere (diciamo che sta a casa sul comodino) :saddest:

BTW, questa è la mappa! Decidete dove andiamo :D

http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/map.png

************************************************** ***********************
Lupo Solitario, Kai Grand Defender

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +4 Mindblast)
--> 47 (con +8 Kai-Surge)

EP: 38/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge

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

Backpack (8): Rope, Khetu Spores, Laumpspur (cura 4 EP), 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), Meal

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

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
15th April 2013, 10:19
andiamo per la strada più sicura, essendo il primo libro grandmaster siamo abbastanza delle pippe in quanto a discipline

Defender
15th April 2013, 10:21
Vabbè col fatto che adesso abbiamo i night-vision goggles incorporati negli uocchi la Firesphere non serviva più, va bene come abat-jour :sneer:

Per la strada da percorrere, io dico di andare dritti al sodo nel mezzo della foresta putrescente!

228

Rise-the-Sky
15th April 2013, 10:35
Noi siamo animali de furesta. Ergo 228

Bortas
15th April 2013, 10:46
foresta

Jesper
15th April 2013, 11:22
Ci infrattiamo!



Shortly before midnight, you and the captain ride out of Stonewatch on two fine Slovarian steeds. It is another moonless night and the plain is shrouded by darkness, yet you have no difficulty in seeing the terrain that lies ahead. Using your natural Magnakai skill of Huntmastery, every flowing contour of the grassy plain is revealed to you. The captain is not so gifted, but the special spectacles he wears fully compensate for his lack of night vision. They were a token of gratitude from the Arch-Chief of Chaman for his services in defence of the city of Gleesh during the war against the Darklords, and often they have been of use to the captain when scouting his country’s border with Ruel.

In less than an hour you arrive at a grassy knoll which overlooks the dense, forbidding wall of trees that is the Forest of Ruel. You are dismounting when something causes you to halt mid-way. You perceive a scent being carried on the night air: it is the heavy, cloying stench of decay.

‘There is great evil here,’ says the Captain, observing your reaction. ‘You would not be thought faint-hearted were you to return with me to Stonewatch.’

‘I will return to your fortress, Captain,’ you reply, your voice quietly resolute, ‘but not until my task at Mogaruith has been completed.’

The captain smiles and raises his steely hand in a salute to your brave determination. ‘Very well, my lord. So be it. Until that glad day dawns I shall pray for your safety and success.’

Then he brings his horse about, takes yours by the reins, and bids you a final farewell before heading back to Stonewatch. ‘May the gods watch over you and deliver us swiftly from the darkness of Mogaruith.’

You return his salute and watch as he gallops away with your steed in tow. Then, when finally he disappears, you turn to observe the gloomy forest perimeter. At first, the tangle of underbrush and trees appear to be so interwoven that they form an impregnable wall. Yet, at length, you see that there are two points where entry is possible. The first is where a sickly stream emerges from the forest to feed a stagnant, scum-encrusted pond; the second is where a tree has fallen and torn a hole in the thorny briars.

If you wish to enter the Forest of Ruel by way of the stream, turn to 155.

If you choose to enter through the gap created by the fallen tree, turn to 84.


Costeggiamo il ruscello, o ci facciamo strada dove è caduto il tronco? :D

Rise-the-Sky
15th April 2013, 11:43
Acqua = pericolo!!!

Passiamo dal tronco caduto.

Defender
15th April 2013, 11:52
L'acqua è malvagissima, evitiamola come la peste bubbonica...

Tronco caduto ftw!

Bortas
15th April 2013, 12:02
Cazzo è un ruscello, sta paura dell'acqua va vinta una volta per tutte... Namo su per il rigagnolo.

Rise-the-Sky
15th April 2013, 12:05
Cazzo è un ruscello, sta paura dell'acqua va vinta una volta per tutte... Namo su per il rigagnolo.

Capace che noi baldi supereroi ninja Ariani psionici e chi + ne ha + ne metta inciampiamo in una radice, cadiamo faccia in giù nel ruscello e moriamo affogati...

meglio non sfidare la sorte.

Kaluisurrr
15th April 2013, 12:06
go di ruscello cazzo

Jesper
15th April 2013, 12:16
Siamo a uno stallo! Il prossimo voto, anche se duplicato, decide! :D

Rise-the-Sky
15th April 2013, 12:22
Acque letali..non ci avrete!

(Tronco caduto FTW)

Jesper
15th April 2013, 12:45
LW continua a infilarsi in ogni pertugio che trova!



Using your innate Magnakai skill of Invisibility, you take care to mask your body heat and scent lest they should stir the curiosity of any keen-nosed denizens of Ruel. Then, with caution guiding your every step, you advance through the knee-high grasses towards the fallen tree. As you approach, you focus your powers of Divination and scan the surrounding darkness for invisible or hidden enemies. Sensing no immediate threat, you continue to the forest’s edge where you are greeted by an unwholesome warmth. It rises out of a mulch of insects and fungi that are feasting upon the corpse of the tree. Silently you offer up a prayer to Ishir before venturing a step further into this inhospitable domain.

Beyond the dead tree you find a muddy track which is bordered on both sides by the tall trunks and thorny briars of the forest. So dense is this tangle of trees and brush that it is impossible to leave the track. You feel as if you are walking along an endless passage, one so unnatural that its construction could only be the result of evil herbcraft.

At length the track widens and the trees begin to thin out. Ahead you see a clearing and at once your senses tingle: it is a warning that you are not alone. Instinctively you reach for your weapon and, as your hand closes upon it, you see that the floor of the clearing is alive with a carpet of loathsome scuttling creatures. At once you attempt to use your Magnakai powers of Animal Control to determine if these creatures are hostile, but your efforts go unrewarded.

If you possess Animal Mastery, turn to 7.

If you do not possess this Discipline, turn to 171.


Niente Animal Mastery!



You focus your power upon the scuttling horde and try to bring them under your control. They do not respond to your commands and, at once, you sense that they are under a spell that has robbed them of all free will. You draw on your inner strength and attempt to break this spell, and the creatures cease their frenzied movement with an abruptness you find unnerving; it is as if they have suddenly turned to stone. Now that you can see them clearly they remind you of beetles, save that they are far larger and have long, rat-like tails. You observe them for a few moments longer, and then take a tentative step forwards. Instantly they burst into life, only this time they do not confine themselves to the forest floor.

With a sound like a thousand squeaky door hinges, they sprout wings and soar into the air in a formation which resembles a small black cloud. Soon they have left the clearing, and as you watch the last of them disappear over the tops of the trees, you can only hope that they are not some form of lookout employed by the Cenerese.

On the far side of the clearing you discover that the trail continues deeper into the forest. You follow it for nearly an hour until your keen senses warn of danger ahead and immediately you halt in your tracks. You hear a movement: it is above and behind you. With incredible speed you spin on your heel and raise your weapon to parry a possible attack. Your reactions are fast, but they may not be quick enough to protect you from what lurks in the canopy of branches high above.

From out of the darkness there falls a wriggling mass of thorny creepers that come snaking towards your head as if driven by a single mind.

If you possess Grand Pathsmanship, turn to 257.

If you do not possess this Discipline, turn to 140.


Ma abbiamo Grand Pathmanship!



Forewarned by your powerful senses, you are able to avoid the wriggling creepers by diving and rolling across the spongy forest floor. As you begin to rise to your feet, you fix your eyes on those vines and suddenly you realize that they are not plants after all—they belong to a creature that is hiding in the canopy above. The creeper-like tendrils are part of its natural camouflage.

Suddenly another mass of the tendrils descend and spread out in an attempt to locate you. One brushes against your foot and immediately the others hone in on your position like a swarm of hungry eels. You raise your weapon and strike a mighty blow which tears away a great swath of the creature’s wriggling limbs. A fountain of ichor erupts from every severed end and, from somewhere above the canopy of branches, you hear an unearthly roar of pain. Once more the remaining tendrils seek you out; this time they are no longer soft and fibrous, but stiff and studded with barbed thorns.

The swirling mass strikes out for your throat. Desperately you hack at them with devastating effect yet more and more emerge from above to replace them.

If you wish to evade this creature, turn to 180.

If you choose to stand and fight it, turn to 202.


Oh God, tentacle rape incoming!

Che si fa :D?

Kaluisurrr
15th April 2013, 12:49
andiamocene e anche alla svelta prima di venire penetrati analmente

Defender
15th April 2013, 13:12
Siamo Kai Grand Master e ci facciamo spaventare da qualche tentacolo spunzonato?

Puah! Stand and fight e facciamogli assaggiare la Sommerswerd!

Bortas
15th April 2013, 14:03
Inizio di nuova saga pericolosissima, da distruttori di mondi era siamo al livello di un bimbo di 5 anni, sti tentacoli sono sicuramente più potenti di qualsiasi derklord finora incontrato evitiamo lo scontro la vedo meglio, 180...

Jesper
15th April 2013, 14:32
Fute!



You duck to avoid the sweeping tendrils, and then turn and begin to run towards the clearing. You have taken but a few steps when a barbed limb lashes out and rakes the back of your legs (lose 4 ENDURANCE points).

You cry out at the sudden pain and stumble to your knees, but quickly you regain your footing and manage to escape without sustaining further injury. Without looking back, you cross the clearing and press on towards the east.

Turn to 242.


Che bambinone :nod:

BTW, se guardate bene, sopra ho messo la pagina sbagliata (è quella di "se abbiamo Animal Mastery"), ma il risultato è esattamente lo stesso :lol:



For an hour you follow the muddy track as it twists a tortuous route through the trees of this accursed realm. Baleful eyes observe your passing yet you choose to ignore them for you sense that these watchers pose no real threat to your safety. They are lowly animals that possess little intelligence and even less courage (though you fancy the latter would not be so if you were weak or wounded). The path ascends a ridge, and then drops steeply towards the floor of a mist-enshrouded valley where you happen upon something that brings you to a halt.

A moss-grown skull lies on the path ahead, its jawbone agape as if uttering a silent scream. Beyond it lie two skeletons in rotting mail, half-buried in a nest of saw-toothed briar. Then, through the mist, you see weapons, rusted and mouldering, and the grisly remains of a warhorse, its armoured rider slumped astride its ruined back. You are advancing towards the horse when you hear a sound that draws your eyes away to the east. It is a busy, squeaking noise, muffled by the dense undergrowth.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/small4.png

You leave the path and melt into the tangled trees. With careful steps you edge towards the noise, your senses straining to extract information from your surroundings until you become almost a part of the forest itself. Then you detect movement ahead and, from the cover of a thorny bough, you draw your weapon and wait in readiness.

A line of rat-like creatures, each as tall as a youth, is wending its way along the forest path. They are armed with crude and rusty weapons and clothed in rags that once were worn by human soldiers. Your keen sense of smell detects the vile aroma of disease which hangs heavy about these loathsome rat-men, and at once you realize that these must be the Vazhag that Rimoah spoke about. Shielded by your Magnakai skills, you watch in silence as they file past your hiding place and slowly disappear. When you are sure they have gone, you sheathe your weapon and continue your trek towards Mogaruith.

Turn to 206.


44 Ratti in fila per 3 col resto di 2? Comunque sia, se ne sono andati. Sono certo che non li rivedremo mai più :nod:



Dawn breaks and the sun appears through a rent in the ominous mass of grey cloud that is swirling overhead. You stop and tilt back your head to enjoy the warmth of its life-giving rays upon your face. It is a brief respite, for within minutes the clouds close ranks and you find yourself immersed once more in the forest’s gloom.

During the night the track has led you out of the valley and up a steady rise towards a plateau where a jutting spur of slate-grey rock stands surmounted by a score of lightning-blasted trees. There, in the shadow of the rock, your eagle-eyes detect three dark pits which have been dug side by side. You cannot see what lies at the bottom of these excavations, but you can sense that they radiate a powerful aura of evil.

If you wish to use your Magnakai Discipline of Divination in order to detect any psychic residues which may be lingering at this site, turn to 111.

If you decide not to use this ability, turn to 32.


Ecco una cosa nuova: possiamo scegliere di usare Divination, anche se è una Disciplina Magnakai. Non succederà spessissimo, ma a volte capita.

Vogliamo sondare i residui psichici? :D

Bortas
15th April 2013, 14:39
Certo 111 sondiamo.

Kaluisurrr
15th April 2013, 14:41
e controlliamo

Sturm
15th April 2013, 17:37
Sondiamo analmente tutto il cazzo del tutto :metal:

Jesper
15th April 2013, 17:40
Esplorando il bosco malvagio, quante cose che impariamo...



You focus upon the three distant pits and allow your consciousness to pass into the trance-like state that must be achieved to allow your Discipline to work. A tingling sensation runs along your limbs and gradually an image takes form in your mind.

From out of a swirling mist there comes into focus a moving scene that is terrible to behold. A vast procession of partially-clad soldiers are being herded into the pits by packs of blood-hungry Vazhag. They are bound with ropes and many are grievously wounded. They plead for mercy but their pitiful cries go unheeded as the snarling, savage rat-men stab them to death with their cruelly-fashioned spears before casting them down into the three yawning abysses.

Gradually the image fades and, as you return to consciousness, you discover that you are lying face down upon the ground. Your limbs shake uncontrollably and your forehead and chest are bathed in a cold sweat. You have tapped into the powerful residue of psychic force that pervades this site and the experience has left you in a state of psychic shock: lose 6 ENDURANCE points.

To continue, turn to 93.


Sticazzi.

Sembrava troppo bello ç_ç



Slowly you recover from the trauma and pull yourself to your feet. Ahead, the track crosses the plateau and passes within a few yards of the pits before continuing into a tunnel-like gap in the trees beyond. You advance, but every step that brings you nearer to the site causes your psychic senses to rebel. The images you saw, and the aura of evil that lingers here, are so strong that you find it difficult to step closer. You resolve to reach the gap at a run but a sudden noise from behind arrests you in mid-step.

Shambling out of the forest come a horde of monstrous shapes, corpse-like beings that exist in a twilight between life and death. Perched atop their withered bodies are hairless heads bearing lidless, red eyes and gaping maws, rimmed with hundreds of needle-thin fangs. As one they utter a deathly groan and you feel an icy chill electrify your spine.

Fighting to suppress your mounting horror, you turn and run towards the gap. You are within a few yards of the rocky spur when a dozen or more of these fearful creatures appear from the shadows to block your escape. Once more they utter their cadaverous cry and advance upon you from both sides.

Desperately you survey the plateau for another means of escape, but there is none: you are trapped. The only choice you have is to face the creatures or retreat towards the pits.

If you wish to fight these creatures, turn to 163.

If you choose to retreat towards the pits, turn to 148.


Che si fa :D?

EP: 31

Kaluisurrr
15th April 2013, 17:44
e spacchiamogli il culo, sembrano dei non morti quindi con la nostra possente spada ariana non dovremmo aver problemi

Rise-the-Sky
15th April 2013, 17:45
Pozziamoci (la curetta) per maggior sicurezza e poi mostriamo a queste immonde creature la nostra Ariana possanza!

Sturm
15th April 2013, 17:47
Scappare una seconda volta no eh,go a sondargli il culo scheletrico!

Defender
15th April 2013, 18:09
Abbiamo solo una cura io direi di tenerla, non siamo messi poi così male... (oh al massimo poi c'è l'Ignore Pain)

Poi sfondiamo l'ano agli zombacci a colpi di Sommerswerd :metal:

Jesper
15th April 2013, 18:20
MORTEEEEE!



Marching shoulder to grisly shoulder the ghoulish horde advances, hungry for flesh untainted by disease and decay. Hurriedly you draw your weapon and breathe a prayer to the Sun-god Kai to protect you in this moment of truth. Then, with a rush, the first wave fall upon you with a mindless fury. With blurring speed you deal them blows that would consign any mortal to its doom, but the grievous wounds draw neither blood nor ichor.

Tirelessly you slash and sever their grasping arms to prevent them from clawing you to the ground. They howl, but not in pain; these ghastly cries are joyous and triumphant. For no matter how skilfully you fight, you cannot resist their weight of numbers and, inch by relentless inch, they are forcing you ever nearer to the pits. As soon as you recognize their strategy you change your method of attack, and direct your blows at those parts of the creatures which pass for legs. Yet even now those parted from their limbs still advance, hunching and clawing their way forwards on their bellies whilst those that were once behind trample them underfoot.

Suddenly the advance falters and the howling ceases. The grim wall of creatures draw back a few yards and close their ranks in readiness, perhaps, for a final attack. Then, as one, they open their mouths and give vent to laughter, the like of which you have never heard before. Knots of pain build at your temples and frantically you draw upon your mind defences to repel this tidal wave of evil psychic energy.

If you possess the Grand Master Discipline of Kai-screen, turn to 194.

If you do not possess this skill, turn to 65.


Zombie psionici!

Niente Kai-Screen, comunque :/



Your Magnakai defences are too weak to resist the wave of psychic energy directed against your mind. It tears through your shields and explodes like a fiery ball of white hot plasma deep within your brain. Every nerve in your body is scorched by the blast and, as you fight to remain conscious, your body is contorted by excruciating pain: lose 12 ENDURANCE points.

As the agony fades and your powers of cohesive thought return, you are dimly aware of another hostile entity drawing closer, attracted by your psychic screams. Then, from out of the black shadows of the pits, you hear a dreadful, rumbling roar. Something huge is stirring deep within each of those dark forbidding shafts. As the ghoulish laughter of the horde reaches its pitch, you turn to see three giant, misshapen cat-like heads rise up into the light, each perched atop a snaky body as thick as the trunk of a tree. They bare their fangs and shake off the tangle of human bones that cling to their stinking, corpse-green manes.

The sight of these unholy creatures makes you reel back in shock and utter a cry of disbelief. Your cry is lost among the barrage of screeching howls, yet the cat-things react as if they hear it and, together, they come oozing out from their dark, noisome lairs and glide slowly towards where you stand.

If you possess the Grand Master Discipline of Kai-surge, turn to 80.

If you do not possess this skill, turn to 38.


12 EP

O_____________o

Vediamo se i nostri poteri mentali servono a qualcosa :D



In desperation you draw upon your reserves of psychic strength to shape a ball of energy, and then you hurl it at the nearest abomination. It strikes its subconscious and the beast’s eyes shut tight in pain as the force of your mind-strike bites deep into its unshielded cortex.

The attack is successful; the creature is wounded and it slithers back into the safety of its pit. Yet, despite seeing what has befallen their brother, the remaining two creatures continue to advance undaunted.

2 Ruel Giganite: COMBAT SKILL 38 ENDURANCE 60

These creatures are susceptible to all forms of psychic attack.

When their ENDURANCE points score has been reduced to 36 or less, you can elect to evade combat by turning to 13.

If you win the combat, turn to 286.


Fico, sappiamo sparare la Kame-hame-ha :nod:

Misteriosamente Mindblast funziona, quindi abbiamo COMBAT RATING +5. Vogliamo usare Kai-Surge e andare a +9? Tenete conto che a quanto pare non sono non-morti, quindi niente danno doppio.

Ditemi anche se devo fuggire quando ne ho la chance (nel caso ditemi a quanti EP fuggire).

EP prima dello scontro: 21

:saddest:

Bortas
15th April 2013, 18:25
Fuggiamo sti cosi sono durizzimi

Tibù
15th April 2013, 18:35
usiamo kai surge e finiamola alla svelta va

Defender
15th April 2013, 18:36
Usiamo Kai-surge, a +9 ci sono chance di instakillarli.

Sul fuggire o meno, boh dipende... se ci manteniamo sopra i 10 EP combattiamo, altrimenti fuck this shit we're outta here!

Kat
15th April 2013, 18:37
Usiamo kai-surge e se scendiamo sotto i 15 EP scappiamo direi.

Kaluisurrr
15th April 2013, 18:48
e combattiamo, al massimo si usa ignore pain

Sturm
15th April 2013, 19:35
Sono con deffo,Kai-surge e poi se arriviamo a meno di 10 ep e ancora non sono morti si scappa :nod:

EDIT: ma perchè il thread è in sticky? Mi sono perso qualcosa? :D

Jesper
16th April 2013, 07:51
No l'ho stickato perche' e' quello del libro in corso (e ho stickato quello originale perche c'e' l'indice dei libri precedenti) :D

Riuscira' LW a sopravvivere allo scontro? Dopo questa pausa drammatica, li instakillera' con un roll alto? Lo scopriremo tra circa 1 ora!

Jesper
16th April 2013, 08:45
Alla pugna!

Roll...9 AHAHAHAH
Lupo Solitario -0 (-1)(20)
2 Ruel Giganite L'HO CHIAMATA LOL



The instant you slay the last creature an eerie silence envelops the site. The howling horde have ceased their dreadful caterwauling and now their mindless faces contort with sorrow as they stare at the sundered remains of the pit beasts, twitching and convulsing in the last throes of death.

You spin around to face the horde, your steely gaze taunting them to approach you if they dare. But none possesses the will to continue and slowly, one by one, they turn and melt away into the surrounding trees, like phantoms into a mist. Lying on the gore-stained ground close to the pit’s edge, you notice a coil of fine copper chain. You pick it up and, in doing so, discover that it is attached to a key embedded in the mud. You can sense no aura of evil surrounding this key, and its cut and crude markings tell you nothing about its origins.

If you wish to keep this Copper Key, remember to record it on your Action Chart as a Backpack Item.

You leave the pits and hurry on your way along the leafy tunnel. For several miles you progress in a near-darkness that is broken only by a few scattered rays of grey light creeping through the ceiling above. At length the tunnel ends and you emerge into a clearing where stand the derelict remains of an ancient stone dwelling. You approach it warily, sensing the presence of magic, yet inside its shattered walls you find nothing but mould and clumps of sickly black grass. Then your skills of divination tingle afresh as the presentiment of sorcery increases. Suddenly you realize that the source is not here in this ruined hut: it is approaching the hut.

Through a crack in the stones you see a gap appear in the wall of trees opposite and a group of Vazhag enter the clearing, their ratty faces sniffing at the heavy, humid air. Among their number is one who is not of their breed. He is human in size and stature, though his hooded scarlet robes make it difficult to be sure. For a moment you catch a glimpse of the glassy green mask covering his face and at once you know that this being is a Cener Druid. In his hand he carries a rod of gold that is radiating the aura of magic which you detected when first you entered the clearing.

The Cener calls his pack to a halt. They cease all movement and watch in quiet awe as he raises his golden rod and uses it to make a slow, deliberate sweep of the clearing. Hurriedly you draw on your Magnakai skills of Invisibility and Pathsmanship to shield you from detection as the Cener sweeps back the rod and levels it directly at the derelict hut.

Waves of psychic energy flow across your mind. Steadily they grow in intensity, probing and testing your defences to breaking point.

If you possess Kai-screen, turn to 44.

If you do not possess this Grand Mastery, turn to 298.


Visto che la chiave non è malvagia (:look:) la prendiamo (droppo il Meal normale)...ma non abbiamo Kai-Screen!



The psychic protection afforded you by your Magnakai Disciplines buckles under the Cener’s concentrated assault. You feel an unbearable pressure behind your eyes, and then a white-hot core of pain erupts inside your head and you are sent reeling to the ground in agony: lose 4 ENDURANCE points.

As gradually the pain fades, you hear the Cener’s harsh voice barking an order to his Vazhag escort. You have been detected!

Turn to 159.


FUCK!



A hellish noise echoes around the clearing, a terrifying whip-like crack that sets your ears ringing. From the tip of the Cener’s rod there has erupted a stream of crackling blue light. It arcs towards the dwelling and comes bursting through the blocks of ancient stone, ripping them asunder as if they were no more substantial than bales of mildewed corn. Sharp slivers of stone pepper your legs, and the blast’s concussion leaves you wide-eyed and gasping for breath: lose 2 ENDURANCE points.

Through the smoking hole in the wall you can see that the Vazhag pack have halted in their tracks. They hold their grimy paws to their ears and grimace as the Cener prepares to launch a second blast of power from his golden rod.

If you possess the Sommerswerd and you wish to use it, turn to 322.

If you do not possess this Special Item or do not wish to use it, turn to 123.


EP: 17.

Che si fa:D? E ditemi se devo calarmi delle dosi di cura! (Laumpspur/Meal curativo)

************************************************** ***********************
Lupo Solitario, Kai Grand Defender

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +4 Mindblast)
--> 47 (con +8 Kai-Surge)

EP: 17/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge

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

Backpack (8): Rope, Khetu Spores, Laumpspur (cura 4 EP), 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), Copper Key

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

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)
************************************************** ******

Lupoazzurro
16th April 2013, 08:54
sto libro è decisamente più duretto dei precedenti....

comunque giù una laumspur e via di sommerswerd!!!

Sturm
16th April 2013, 09:17
Caliamoci una lampada e Summerswerd come se non ci fosse un domani! Non si fanno prigionieri!

(per un attimo ho temuto che dietro la maschera ci fosse Paido :look: , che tra le altre cose non si sa che fine abbia fatto ma spero sia morto di una morte lenta e dolorosa :metal: )

Defender
16th April 2013, 09:22
Peeeeer il potereeeee di Sooommeeeeersweeeerd!! è_____é
http://static.giantbomb.com/uploads/scale_small/0/5768/520124-he_man.jpg


(beviamo anche la pozza che non si sa mai :look: )

Jesper
16th April 2013, 10:10
(per un attimo ho temuto che dietro la maschera ci fosse Paido :look: , che tra le altre cose non si sa che fine abbia fatto ma spero sia morto di una morte lenta e dolorosa :metal: )

:sneer:

Possiamo solo sperare :nod:

Ci beviamo la Laumpspur! EP: 22



You unsheathe the sun-sword and point the tip of its golden blade at the red-robed druid. From his rod leaps a second charge, a lance of crackling fire that spirals through the hole in the wall and fixes itself to the Sommerswerd like a ravenous vampire let loose upon a maiden’s throat. Instantly there is a sizzling splash of blue-white sparks and flashing webs of electrical power run back and forth along your arm. Yet you experience no pain; the dark power of the druid’s rod is no match for the goodly might of the Sommerswerd.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/small11.png

Slowly and deliberately you draw back your sword then cast away its unwelcome sheath of fire. The ball of crackling fire arcs across the clearing and scythes through a pair of trees with a splintering roar. The severed trunks teeter for a moment, and then come crashing to the ground, narrowly missing the Cener. The druid screams in fury and frustration. He curses you, and then he shouts at his Vazhag minions, commanding them to attack and rip you to shreds.

With hatred blazing in their blood-red eyes, the Vazhag advance towards the ruins, each with a rusty weapon poised for the kill.

If you wish to stand and fight these disease-ridden Vazhag, turn to 25.

If you decide to attempt to evade them, turn to 279.


Combattiamo o cerchiamo di fuggire? :D


************************************************** ***********************
Lupo Solitario, Kai Grand Defender

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +4 Mindblast)
--> 47 (con +8 Kai-Surge)

EP: 22/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge

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

Backpack (8): Rope, Khetu Spores, 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), Copper Key

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

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)
************************************************** ******

Rise-the-Sky
16th April 2013, 10:30
Adesso è tempo di fare vedere a sti bifolchi chi è LO RE.
Botte come se non ci fosse un domani.

Lupoazzurro
16th April 2013, 10:35
ma tirare le palle di fuoco direttamente su sti rifiuti della società invece che sugli alberi no eh?

Comunque hanno osato sfidare la nostra ariana putenza. Ammazziamoli tutti.

Defender
16th April 2013, 10:35
Stand and fight FOREVAH!

Jesper
16th April 2013, 10:50
MORTE AGLI SKAVEN!



With a foul, snickering cry the Vazhag swarm into the derelict hut. You sidestep into a corner to prevent them from getting behind you, and then raise your weapon in readiness to meet their attack. The leading rat-men throw themselves upon you in a blood-crazed frenzy, hacking and stabbing with their rusty blades, yet you dispatch them in seconds with such precision and economy of movement that it would appear to an onlooker that you had hardly moved at all.

But for every Vazhag that falls, three more take its place, and within minutes you are in danger of being suffocated to death by the press of their loathsome bodies.

Vazhag pack: COMBAT SKILL 34 ENDURANCE 44

If you win this combat, turn to 72.


COMBAT RATING: +9 (con Mindblast)

Roll...9 SBARALOL
Lupo Solitario -0 (22)
Vazhag pack MACHEVELODICOAFARE

(non so perchè ma ho l'impressione che la sorte si vendicherà prima o poi :look:)



You struggle to extricate yourself from the bodies of the Vazhag you have slain. As you rise to the summit of the grisly heap, you glimpse the Cener Druid scurrying towards the gap in the trees by which he, and his late minions, entered the clearing.

You know that he must not be allowed to escape. If he were to reach Mogaruith and raise the alarm, your mission, and probably your life, would soon be over.

If you possess a Bow and Arrows and wish to use them, turn to 176.

If you possess mastery of Magi-magic and wish to use it, turn to 334.

If you possess Kai-alchemy and wish to use it, turn to 264.

If you possess none of the above or choose not to make use of them, turn to 237.


Usiamo l'Arcodiddio o Kai-Alchemy :D?

Defender
16th April 2013, 11:03
Kai Alchemy che son curioso di vedere cheffà!

Sturm
16th April 2013, 11:04
Sborniamo fino alla fine,vediamo cosa fa Kai-Alchemy!

Kaluisurrr
16th April 2013, 11:04
magia della mano sinistra...a noi!

Rise-the-Sky
16th April 2013, 11:14
Certo che tradire così il nostro fido ARCODIDDIO lascia un po' tristezza...

Pero' GOGOGO di Alchimia, lapidiamolo con le pietre filosofali!

Jesper
16th April 2013, 11:27
EAT SCIENCE, BITCH!



Raising your right hand, you call to mind the thoughts of the Brotherhood Spell of Lightning Hand, as taught to you by Guildmaster Banedon, and focus the power of this spell upon the tips of your first three fingers. You feel a burning sensation. It becomes more intense until your whole hand aches with a gnawing pain (lose 2 ENDURANCE points).

You are tempted to abandon the spell but quickly you stifle this urge and project the spell at the middle of the fleeing druid’s back. There is a crackling sound, like the crumpling of dried parchment; then a bright blue light shoots from the tips of your fingers and hits the Cener like a hammer between the shoulder blades, sending him sprawling head-first into a tangle of thorny briars.

Stunned and groaning, the druid fumbles for his slender golden rod and quickly his spindly fingers locate it. However, before he can use it to retaliate, you sprint across the clearing, weapon in hand, and slay him with a single blow to the head. Curiosity prompts you to prise away the druid’s green mask and look upon the face of this servant of evil. It is an ugly, disease-riddled face, human in shape yet lacking any trace of humanity.

Reluctantly you search him and discover the following items:

Dagger
Cener Robe (If kept, this item will occupy 2 spaces in your Backpack)
Cener Mask
20 Lune (equivalent to 5 Gold Crowns)

If you decide to keep any of the above, remember to adjust your Action Chart accordingly.

Your Magnakai skills tell you that the golden rod no longer possesses any magical aura; its destructive powers vanished the moment its wielder breathed his last. You stoop to prise it from the dead druid’s hand, but as soon as your fingers touch its metallic surface it disintegrates into a foul-smelling dust.

With twilight but an hour away, you leave the clearing via the gap and hurry along the muddy track beyond.

Turn to 10.


Ditemi cosa prenderre e cosa scartare nel caso (o se mangiare dei pasti curativi)! Update veloce che ho un corso di aggiornamento ;) a dopo!

Kaluisurrr
16th April 2013, 11:30
prendiamo la maschera e la toga, sia mai riusciamo a camuffarci più tardi ah ed ovviamente le lune

Bortas
16th April 2013, 11:34
Maschera e toga se abbiamo posto in zaino, scambiamo i soldi tanto siamo fuori corso.

Defender
16th April 2013, 11:42
Per tenere maschera e veste (cosa che intendo fare) ci servono 3 spazi, abbiamo 7 oggetti nel Backpack quindi butterei le khetu spores (che manco so perchè ce le stiamo portando dietro), e la corda (:saddest:)

Rise-the-Sky
16th April 2013, 12:25
Mangiamo 2 pasti curativi, buttiamo le spore (che ormai dubito ci verrà mai proposto di usare) e prendiamo maschera e vestito per travestirci e nascondere la nostra Arianità ai nostri vili nemici.

Jesper
16th April 2013, 15:06
Ma guarda te se devo fare formazione ai nuovi arrivati e non postare LW :hidenod:

Allora, prendiamo le monete, buttiamo le spore e
pari -> mangiamo 1 pasto curativo
dispari -> buttiamo corda

Roll...1! Ciao ciao corda :D



Warily you follow the track into the deepening gloom, your senses alive to the evil that permeates every root and branch of this forbidding forest. As darkness closes in there arises from out of the mire a mist, grey-green and sickly, which smothers the ground. Its corpse-like chill leaves you shivering, despite all your efforts to shield yourself from its clammy touch.

Night no longer restricts your vision and, as the track ascends towards a wooded peak, you see the outline of a ruined stone watchtower perched atop a rocky knoll. You sense that the tower is deserted and, keen to escape from the mist, you climb towards a crack in its granite base. You crouch to enter the jagged breach and, in doing so, you disturb a host of crab-creatures nesting within. In a frenzy they scuttle away from the tower, disappearing among the surrounding rocks in the blink of an eye.

Aching with fatigue, and mindful of the perils which still lie ahead, you settle yourself into a corner of the rubble-strewn tower and try to snatch a few hours of sleep. This night your slumber is disturbed by strange and unwholesome dreams, formed from the fears suppressed by your conscious mind. You are haunted by phantom shapes which take the form of friends and fellow countrymen. Kai initiates under your tutorage and simple Sommlending folk, their heads bowed and their faces pitted and disfigured by plague, drift past you in a seemingly endless procession.

You awake with a start, your pulse racing and your forehead glistening with beads of sweat. At first a sense of hopelessness washes over you, brought on by the vivid memory of your nightmare but, as your consciousness returns, so too does your inner strength. You perceive the dreams as a warning of what will happen should your quest fail, and this realization strengthens your resolve to reach Mogaruith and thwart the Ceners’ evil plan.

You have slept for several hours and, physically at least, you feel refreshed (restore 3 ENDURANCE points). In the half-light of early morning you gather together your equipment and weapons in readiness to resume your perilous journey to Mogaruith.

Turn to 160.


Beh, non sputiamo mai in faccia alle cure gratis :nod:



You decide that to travel openly along the track would be too risky. Rather than chance falling foul of a Vazhag patrol, you set off through the forest, using the trees for cover, but all the while keeping the trail in sight as you trek northeastwards toward the Cenerese stronghold.

Your decision is soon justified. Within a few minutes you are forced to hide when a rickety wagon, laden with casks and escorted by a dozen Vazhag, appears on the trail ahead. Unaware of your presence, the detachment passes within yards of your position before continuing on its way southwards.

It is an hour past noon when the trees thin out and you catch your first glimpse of Mogaruith. Crouching at the forest’s edge, you stare awestricken by the sight of its slime-green walls and towers. This vast Cenerese fortress, rising out of the land like the thrusting fist of some vile volcanic demon, bristles with formidable defences. Turrets and bastions punctuate its sheer stone walls, and its base is ringed by a moat of bubbling water. A single drawbridge spans this moat, providing sole access to an archway lined with iron spikes, which gives the entrance a monstrous appearance, like that of a gigantic fanged maw.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/ill10.png
Illustration X—You catch your first glimpse of Mogaruith, the vast Cenerese fortress rising out of the land like the thrusting fist of some volcanic demon.

Two muddy tracks lead away from the drawbridge. One is the Skardos Trail, the track that brought you here, and the other heads due east. You consult your map and discover that it leads to the River Storn, less than five miles distant. There a bridge spans this mighty waterway, connecting Ruel to the realm of Slovia. A small army of Vazhag, accompanied by a host of other creatures of doubtful origin, are marching away from Mogaruith in a column. Judging by their numbers, and the wagonloads of equipment they trundle in their wake, you suspect that they are marching to battle with the Freeland army of Slovia.

In order to destroy the plague virus and fulfil your vital quest, you know you must gain entry to this stronghold. Anxiously you let the minutes pass as you scan the interminable lines of marching Vazhag, and the fortress walls, in the hope of spotting a means by which you could enter Mogaruith undetected.

If you possess a Cener Mask and a Cener Robe, turn to 292.

If you do not possess both of these items, turn to 193.


Why yes, abbiamo entrambe :D



Quickly you unshoulder your pack and remove the Cener Robe and Mask. The garment and the mask still bear the vile smell of the creature that once owned them, making you hesitate before putting them on, but you are determined to enter Mogaruith undetected and, by wearing this Cenerese outfit, you hope to achieve that aim. (Erase the Cener Robe and Cener Mask from your list of Backpack Items, but note in the margin of your Action Chart that you are now wearing them.)

Once you have donned your disguise, you crawl to a clump of dense foliage at the edge of the forest and wait patiently for your opportunity to act. Eventually your patience is rewarded when you spy two Vazhag approaching Mogaruith from the Skardos Trail. They are leading on a chain what appears at first glance to be a man, although this impression is soon dispelled when they draw closer to your hiding place.

Trailing behind the Vazhag is a creature with no free will of its own, a being that was once human but is now consigned to the twilight world of the undead. The sight of this stiff-limbed zombie, propelling itself forward on withered grey limbs, fills you with revulsion and pity. With difficulty you suppress your anger at the creatures who have caused this transformation and, as the Vazhag draw level, you emerge from the foliage and order them to stop. At once the rat-men obey, deceived by your disguise and your command of the Cenerese dialect. Nervously their red eyes regard you and they shuffle uneasily as they wait for your next command.

If you wish to ask them what they are doing, turn to 122.

If you wish to order them to accompany you into Mogaruith, turn to 210.


Come procediamo questa sharada :D?


************************************************** ***********************
Lupo Solitario, Kai Grand Defender

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +4 Mindblast)
--> 47 (con +8 Kai-Surge)

EP: 28/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge

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

Backpack (8): Rope, Khetu Spores, 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), Copper Key

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

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)
************************************************** ******

Rise-the-Sky
16th April 2013, 15:10
Ordiniamo a questi pezzenti di accompagnarci. I cattivoni non fanno domande ma esigono obbedienza.

Bortas
16th April 2013, 15:11
122 chi siete, cosa portate, cosa volete, si ma quanti siete...

Lupoazzurro
16th April 2013, 15:33
122

Jesper
16th April 2013, 15:53
The Vazhag inform you that they are returning from a place called the Temple of Dzenya. Brother Hoylez, the druid in charge of the temple, recently resurrected this human from the temple’s grave-pits. They have been ordered to deliver it to Brother Croumah at the Hall of Sacrifice in Mogaruith.

‘Excellent!’ you reply, convincingly. ‘I myself am on my way to seek counsel with Brother Croumah this very instant. You will escort me there. Now, lead on!’

The Vazhag appear to relax upon hearing your order, as if they had half-expected you to punish them, and they set off readily towards the drawbridge with you following close behind.

Turn to 233.


Abbiamo un futuro come occulto super sovrano dell'universo!



Walking across the age-blackened drawbridge towards the spiky arched tower of Mogaruith is an unnerving experience. It is as if you are walking along a blackened tongue towards the gaping throat of some gigantic dragon. On either side the bubbling moat releases foul fumes which fill your nostrils with a terrible sugary stench that clogs your lungs and blurs your vision. You draw upon your Magnakai skills and your vision clears, but the sight which lies ahead looks no more inviting than it did before.

At the tower you are challenged by a troop of Vazhag guards. Using your Magnakai Disciplines of Animal Control and Pathsmanship to aid your deception, you inform them that you have come to deliver the zombie to Brother Croumah at the Hall of Sacrifice. Immediately, the guards scurry aside, bowing subserviently as they part to allow you entry to the great keep of Mogaruith.

Turn to 224.




The great flagstoned square echoes with the rhythmic thump of marching troops and the squealed commands of their Vazhag sergeants. Your first concern is to part company with your undead companion as soon as you can, for his presence is already attracting attention from the passing Vazhag. An empty storehouse becomes his new home and, after you have paused to bolt the door, you make your way stealthily towards a staircase which descends to a grand portal set into the base of the stronghold’s citadel.

You have reached the north side of the keep when you are unexpectedly confronted by three Cener Druids, who turn a corner and come walking towards you in a line abreast. To avoid them you are forced to sidestep quickly into a shadowy doorway.

Turn to 98.




From the darkened doorway you watch the activity taking place in the keep, hoping to see something that will help you locate where in Mogaruith the Cenerese are producing their deadly plague viruses.

From out of the milling crowds of Vazhag there suddenly appears a small group of red-robed Cener Druids. They are talking to each other as they walk towards your hiding place.

Quickly you pull away from the open doorway and retreat deeper into the building. A narrow corridor takes you to a flight of steps which descends to where a passage crosses your path. An ornately painted sign, written in Cenerese, indicates what may be found at the end of each passage.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/small13.png

Your Magnakai skills enable you to read this sign. The arrow pointing to the left reads ‘Library’; the arrow pointing to the right reads ‘Laboratory’.

If you wish to go left towards the Library, turn to 57.

If you choose to go right and head towards the Laboratory, turn to 285.

Ok truppa: ci interessa di più il Laboratorio o la Libreria? :D

Rise-the-Sky
16th April 2013, 15:54
Oltre che uomini d'azione siamo anche Alchimisti, quindi gogo laboratorio.

Lupoazzurro
16th April 2013, 15:57
Libreria, andiamo in cerca delle Ricette delle minestre alle quattro erbe dei Druidi

Sturm
16th April 2013, 16:37
Non si tradisce la nostra sapienza kai: GO left!

Jesper
16th April 2013, 16:46
TO THE LIBRARY!



The corridor makes a gradual descent towards a single wooden door shod with heavy iron fittings. You press the handle carefully and, to your surprise, the door opens inwards without a sound. You enter and push the door closed before beginning your exploration of this archive.

The library contains thousands of books and time-yellowed parchments, stacked in uneven rows upon shelves that line every wall. The air is heavy with their odour and your senses prickle with the sensation that you are in the presence of works of great evil. Silently you pass from one chamber to the next until you spy two druids seated at a table in an adjoining room. They are studying a large tome which is bound in a pale-coloured leather. A wave of nausea makes you swallow hard the instant you realize that the book is covered with human skin. The two druids, who appear to be little older than a dozen years apiece, are chattering to each other excitedly. You move closer to the room and eavesdrop on their conversation.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/ill4.png
Illustration IV—In the library you spy two druids seated at a table studying a large tome covered with human skin.

After a few minutes you learn that their names are Noraa and Monad. They are novices who were brought into the sect by Cenerese agents after having been orphaned in their native land of Lourden. They seem devoted to studying the lore of their evil brotherhood, and as they read they ruminate at length about a great ‘day of retribution’ that the Cenerese will enjoy before the year ends.

At length they finish their studies and rise from the table. As Monad restores the book to its shelf, Noraa says:

‘Hurry up. We’ll be late for Kadrian’s sermon.’

Monad nods apologetically, and hurries to join his brother as he leaves the library by another door. As the latch clicks shut, you emerge from your listening place and enter the room.

If you wish to follow the two young druids, turn to 138.

If you choose to search this room, turn to 48.


Monad :rotfl:

Seguiamo Brufolomeo e Mona, o rimaniamo in biblioteca :D?

Sturm
16th April 2013, 16:53
Il loot innanzitutto! Sperando di non beccarci l'acne druidica che ci rovina il nostro splendido viso ariano!

Bortas
16th April 2013, 17:38
Search e loot

Kaluisurrr
16th April 2013, 17:49
ma non hai sbagliato pagina? dice turn to 98 e sei andato ad 80

Rise-the-Sky
16th April 2013, 17:55
LOL è vero. I numeri non tornano anche se i paragrafi si collegano bene tra loro.

Jesper
16th April 2013, 18:10
Ho scritto 80 (perche i numeri mi sono nemici) ma e' il paragrafo 98 :D

Lupoazzurro
16th April 2013, 18:32
Search e loot

*

Kaluisurrr
16th April 2013, 18:49
loot dunque

Jesper
16th April 2013, 20:42
You scan the walls of this reading room and as your eye passes over the books and scrolls stored upon its shelves, you feel an almost uncontrollable urge to tear every one of them to pieces. The wickedness they contain, gleaned after thousands of years of perpetrating the vilest herbcraft known to Magnamund, is so potent that you feel your Kai strength waning in their presence (lose 2 ENDURANCE points).



Mindful of the insidious effect of these books you search as quickly as you can. On one of the lower shelves you notice an ornately carved wooden box, banded with gold and inlaid with precious gemstones. You carry it to the main table where the light is brightest and, as you place it there, you hear a riddle emanating from a design engraved on its lid. It speaks in the Cenerese tongue but you instantly recognize the words:

‘My treasure is hidden from view
But I’ll open myself for you,
If you ponder this puzzle then state
The right answer to determine my fate.
Divide 80 by one half,
Then examine what you see.
From this number take 14,
What remains will open me.’

Your Kai senses tell you that by solving the riddle, and then speaking the answer aloud, you will cause the lid of the box to open.

When you think you have solved this riddle, turn to the entry number which is the same as your answer.

If you cannot answer the riddle, or if your answer does not lead to the page number which opens the box, turn instead to 311.


In sto libro prendiamo danni anche a respirare :saddest:

Sappiamo risolvere l'enigma di Joe :D?

Kaluisurrr
16th April 2013, 21:14
boh? 12?

Kat
16th April 2013, 21:45
146 oppure 26 dipende dall'interpretazione di "Divide 80 by one half", anche se propendo piu per la prima


80/0.5=160-14=146

oppure

80/2=40-14=26

Defender
16th April 2013, 22:29
146 obv

Sturm
16th April 2013, 23:42
Io credo che intenda :

80 : 1/2 - 14 = 146

Indi per cui 146 e speriamo di non beccare danni per qualche scureggia psionica che vola per l'aria :gha: questo libro mi ricorda molto il primo della serie,dove come ci muovevamo prendevamo saraccate da ogni angolo :sneer:

Jesper
17th April 2013, 08:36
Vediamo se 146 è il paragrafo giusto!



You speak your answer and instantly the lid of the box clicks open. Congratulations, Grand Master Lone Wolf, your reckoning was correct. Dividing any number by one half actually doubles that number. Therefore, 80 divided by one half becomes 160. Subtract 14 from 160 and you have the solution to the puzzle.

Inside the box you discover a Map of Mogaruith, which details its dungeon levels. This is a Special Item which you carry tucked into your tunic. You need not discard any other Special Item in its favour if you already carry the maximum allowed.

An unexpected shuffling noise, somewhere in another part of the library, causes you to freeze. Someone else has entered. You look over your shoulder at the door and decide that now would be a very wise time to leave.

Turn to 335.


Vè com'è fiero Joe delle sue furberie :nod: Si vede che all'Università ha fatto Kai Mate-Magic :nod:

Comunque sia, ci intaschiamo la mappa! Bravi!



You hurry out of the library and follow a series of corridors which end at a large antechamber. This domed hall is decorated with tapestries which depict Cenerese legends, ignoble and infamous deeds that were perpetrated during the Age of the Old Kingdoms, when, for nearly a thousand years, the Cenerese tyrannized Northern Magnamund.

A single heavy oaken door in the opposite wall offers the only exit from the antechamber. As you approach it you notice that it is slightly ajar. Suddenly you hear the doleful sound of chanting emanating from beyond this door. Curiosity coaxes you nearer. You approach and peer through its narrow opening, and a chill runs the length of your spine when you see what lies beyond.

Turn to 200.


Ovviamente mentre è nella fortezza dei suoi nuovi arcinemici, LW va in giro a cazzo matto a curiosare senza manco chiedere a noi :nod:



Beyond the door lies a secret Cenerese prayer hall, a chapel of evil where the druids worship and make sacrifice to their foul gods. Kneeling in pews before a blood-red altar are dozens of figures. They chant a soulless dirge as they read from books bound in black cloth. Around the walls hang grim decorations: skulls, flayed skins, tattered battle-banners, and other ugly tributes to the power that is worshipped and coveted here—the power of death, disease, and decay.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/ill12.png
Illustration XII—You look beyond the door into the secret Cenerese prayer hall where the druids worship and make sacrifice to their foul gods.

You look with loathing at the congregation. In the main they are Cenerese, but there are others among them, old adversaries whose origins you recognize immediately. Acolytes of Vashna, Drakkarim, Vassagonian outlaws, Hammerlanders, and even a few Giaks. No doubt the remnants of the Darkland armies found sanctuary here after their masters’ demise.

A noise in the corridor behind warns that someone is approaching the antechamber. To avoid them, you slip inside the prayer hall and hide in the shadows cast by a column which supports the roof. Moments later, three druids enter the hall and close the door before taking their places among the congregation.

Turn to 265.


Ma..ma...ci sono proprio tutti! Festa! :D



In case there are any among the congregation who have the power to sense your presence, you draw upon your Disciplines of camouflage and mental defence to minimize the risks of being detected.

A few uneventful minutes pass until another druid enters the hall, ascending from a circular stairwell to your left. He is a tall, imposing figure, dressed in glittering blue robes edged with black velvet. The congregation rises as he walks to the altar, where he turns to face them.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/small1.png

‘Be seated my brothers,’ he commands, in a voice that is deep and resonant. At once you suspect that he is Arch Druid Cadak himself, but his opening address soon dispels this idea.

‘The battle against the Slovians goes in our favour. We have repulsed their puny attacks and our defences along the Storn remain intact. The Slovians are beaten. They are too weak to threaten us again. I, Kadrian, have seen the great river running red with the blood of their slain.’

Upon hearing this the congregation screech their approval until Kadrian calls for silence. Then, from a tome lying on the altar, he begins to read the opening passages of a service dedicated to Xuzargha, the Cenerese God of pestilence. The gathering fall to their knees, raise the hoods of their robes, and close their eyes in reverence as they listen devoutly to Brother Kadrian’s sonorous voice.

Anxious to leave this hall, you look around for a means of escape. Two opportunities present themselves: the circular stairwell by which Brother Kadrian entered the hall, and a door to your right marked ‘Vestibule’.

If you wish to descend the circular staircase, turn to 119.

If you decide to enter the door marked ‘Vestibule’, turn to 280.


Dove ci infrattiamo :D?

************************************************** ***********************
Lupo Solitario, Kai Grand Defender

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +4 Mindblast)
--> 47 (con +8 Kai-Surge)

EP: 28/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge

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

Backpack (8): Rope, Khetu Spores, 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), Copper Key

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

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

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)
************************************************** ******

Sturm
17th April 2013, 09:04
Boh rimaniamo fedeli alla sinistra,scendiamo le scale! 119!

Rise-the-Sky
17th April 2013, 09:26
MA nel vestibolo ci potrebbe essere da Lootare!
Magari qualcuno ha lasciato una mega-arma di distruzione di mondo nell'armadietto, chi lo sà...andiamo a vedere.

Defender
17th April 2013, 10:05
Vestiboliamo!

Jesper
17th April 2013, 10:11
LW segue la pista del possibile Loot...



Once inside, you close the door gently and breathe a sigh of relief. You find yourself alone in a small room which reeks of a heady mixture of incense and sulphur. Scarlet robes line the walls, hanging from wooden pegs driven into the crumbling plaster, and upon a solitary table are heaped a pile of green masks, fashioned from a glass-like mineral.

If you possess a Cener Robe and a Cener Mask, turn to 126.

If you possess neither (or only one) of these items, turn to 304.


Accento svedese mode: ON



A sudden noise startles you and you spin around to face it. A section of the wall is moving inwards, carrying with it the robes that are hanging there. A figure, dressed in a hooded purple cloak and clasping a large leather-bound book, appears in the opening. As he steps into the room the section of wall closes behind him.

‘What are you doing here, brother?’ he asks, his voice heavy with suspicion. You sense that he is a druid of high rank and you know your answer must be convincing if you are to avoid his wrath.

If you wish to answer by saying that you have come here to help him, turn to 170.

If you wish to say that you are looking for a lost possession, turn to 156.

If you decide that actions speak louder than words, you can attack him by turning to 212.


Come agirà Lupozzi :D?

Bortas
17th April 2013, 10:14
Vestibolo, mi piace la parola.

Tardi, ma a questo punto...
Scusi signore ho lasciato le chiavi del cavallo qui in giro mica le ha viste?

156

Rise-the-Sky
17th April 2013, 10:20
Ci han beccati con le mani nel vasetto della nutella...

Spacchiamogli la testa!

Defender
17th April 2013, 10:26
"sò venuto per aiutarla, dottò... mi hanno detto che abbisognate di una mano!"

170

Sturm
17th April 2013, 10:27
"Sono venuto per darle una mano fratello!" e poi appena si gira, gli mettiamo il summercappellotto nel buco di culo avariato!

Kaluisurrr
17th April 2013, 10:36
siamo venuti ad aiutarlo

Jesper
17th April 2013, 10:45
ACCENTO SVEDESE NON CI TRADIRE ORA!



‘Mmmm…I did not request an attendant to assist me during devotions,’ he says, narrowing his cruel grey eyes. ‘Who ordered you here? Was it Brother Jhordax?’

You hesitate, but he does not seem to be expecting a reply.

‘That fool Jhordax. This is not the first time that he has failed to observe the protocol of this hall. You can tell your master that I am not impressed by his incompetence. He will have to answer to Him if this ever occurs again.’

The cloaked druid sweeps past you, opens the door to the prayer hall, and then slams it shut behind him to further reinforce his displeasure.

Turn to 227.


Grande Lupozzi!



Mindful of how near you have just come to being detected, you hurry to the section of wall from where the druid appeared and search for a way to make it open once more. You discover a lever and, within seconds of pulling it, the concealed panel glides inwards allowing you access to a secret passage.

The narrow passageway descends by steps and slopes to a chamber which is lit by two large black candles, fixed into holes in the surface of a marble slab. On a nearby table lie the following items:

2 Arrows
Enough food for 2 Meals
2 Daggers
1 Sword
Mirror
Rope

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

Opposite the slab there is a door which opens into a narrow corridor. You step through and follow this corridor to a room where stands an imposing door made of sheeted copper, inlaid with a filigree of gold and silver. It is the only exit from an otherwise drab and gloomy chamber.

A closer inspection of the door reveals that it is surrounded by an airtight seal. Furthermore, there is no keyhole, bolt, or handle. However, your keen eyesight is drawn to a pattern in the door’s centre panel which, thanks to past experience, you recognize to be a sophisticated combination lock.

The gold inlays form three rows of three numbers within a grid of silver lines.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/small14.png

Below these numbers, in ancient Cenerese script, is carved the message:

‘Declare ye the true number to pass this way’

Study the grid of numbers. When you think you know the answer to the riddle, turn to the entry which bears the same number as your answer.

If you cannot solve this puzzle, turn to 132.


Ok, evidentemente Joe ha comprato la settimana enigmistica :nod:

Sappiamo risolvere l'arcano :D? Ditemi anche se vogliamo qualcosa, e cosa scartiamo nel caso!

************************************************** ***********************
Lupo Solitario, Kai Grand Defender

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +4 Mindblast)
--> 47 (con +8 Kai-Surge)

EP: 38/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge

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

Backpack (8): Rope, Khetu Spores, 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), Copper Key

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

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

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
17th April 2013, 10:48
lolwut, non c'è manco un indizio

Rise-the-Sky
17th April 2013, 10:52
MA le spore non le avevamo droppate ?E pure la corda mi pare.
Quell'inventario mi sembra sbagliato, dovevamo avere 3 spot per i vestiti che ora stiamo indossando o mi son perso una sessione di loot oppure ci son 3 oggetti di troppo.

Cmq prendiamo il mirror (mirror.. on the wall) e la corda se come detto l'avevamo persa.

La risposta è 15. ovvero la somma dei numeri di ciascuna riga o colonna

Jesper
17th April 2013, 11:14
:look:

Stupido inventory management :nod:

Riprendiamo la corda e sostituiamo le spore col mirror :nod:

(Le vesti e la maschera ce le ha fatte cancellare dal backpack 2 paragrafi dopo, quando ce le siamo messe).

Defender
17th April 2013, 11:21
La risposta è 15.


(Le vesti e la maschera ce le ha fatte cancellare dal backpack 2 paragrafi dopo, quando ce le siamo messe).

eh però così facendo abbiamo "cittato" perchè lì per lì avremmo dovuto smollare almeno un paio di oggetti visto che mi pareva che ne avessimo 7 nello zaino...

Poi vabbè anche sticazzi :D

Jesper
17th April 2013, 11:57
No ma infatti mi sono solo scordato di cancellarli lol :D



‘Szalista,’ you say, the ancient Cenerese word meaning ‘fifteen’, and immediately you hear the door’s locking mechanism disengage itself. There is a hiss of escaping air and the heavy portal swings slowly inwards on massive hinges.

Without hesitation, you step through the doorway and enter the circular tunnel beyond.

Turn to 205.


La porta è così soddisfatta di voi che ci ha scoreggiato addosso :nod:



You follow a circular tunnel for several minutes until you come to a flight of steps leading down. Here, a few paces before the steps begin, you see a plain wooden door which is set into the tunnel wall. An inquisitive prod with the toe of your boot reveals it to be unlocked.

If you wish to investigate what lies behind the door, turn to 239.

If you choose to ignore the door and descend the steps instead, turn to 347.


:dumb: ?

************************************************** ***********************
Lupo Solitario, Kai Grand Defender

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +4 Mindblast)
--> 47 (con +8 Kai-Surge)

EP: 38/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge

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

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

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

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

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)
************************************************** ******

Sturm
17th April 2013, 12:00
Apriamo la porta! Stavolta sono sicuro di cosa troviamo: Paido nudo ingroppato da uno dei bimbibrufolosi!

Rise-the-Sky
17th April 2013, 12:04
Ovviamente investighiamo guardando dal buco della serratura come nei film zozzi anni '70

Kaluisurrr
17th April 2013, 12:09
portah

Jesper
17th April 2013, 13:01
:dumb:



You enter a small foul-smelling chamber lit by a single candle perched atop a three-legged stool. A bed with a straw mattress fills one corner, and a bench with drawers stands by its side. A shelf on the wall displays three cracked plates, a lump of stale cheese, some dried meat, some bread, and a bottle of brownish water (in all, enough provisions for 1 Meal).

You pull open the drawers and find some assorted clothing, infested with fleas, and a Copper Key. If you decide to keep the Key, remember to record it on your Action Chart as a Backpack Item. Satisfied that nothing has been overlooked, you leave the room and descend the stairs at the end of the tunnel.

Turn to 347.


Tesorone :D La chiave, tra parentesi, l'abbiamo gia :D Prendiamo su il Meal pulcioso, però.



At the bottom of the stairs the tunnel continues in a straight line towards a stout wooden door that is studded and braced with iron. You sense that it is locked even before you have reached it. When you do reach the door you notice a keyhole located beneath its rust-pitted handle.

If you possess a Copper Key, turn to 102.

If you do not, turn to 261.


Cerrrrto che l'abbiamo :D



You insert the key and twist it. The lock opens with a satisfying clunk, allowing you to open the door and enter a strange and eerie hall.

Turn to 78.


Scrivere 350 paragrafi è dura, eh Joe?



Before you stretches a cavernous hall, lit by the glow from fire-filled orbs hanging by chains from the ceiling. Facing each other are two rows of stone statues which form a grotesque corridor leading to an archway on the far side. A flicker of fear chills your heart when you notice that the expressions frozen upon their misshapen faces are those of pain and despair.

Cautiously you advance. You are wary of the statues and your body is tensed to react should they show the slightest hint of animation. Then you detect something which makes you freeze in mid-step. Your Kai senses warn you that something is sleeping in a shadowy alcove close to the distant archway. Anxious not to disturb whatever is resting there, you call upon your camouflage skills to mask your presence before moving any nearer.

Pick a number from the Random Number Table. If you possess the Grand Mastery of Assimilance, add 3 to the number you have chosen.

If your total score is 5 or lower, turn to 186.

If your score is 6 or higher, turn to 196.


Niente Assimilance :( Roll secco!

Roll...1 :(



You are within twenty feet of the archway when suddenly a tremendous roar echoes around the hall. You start to run, hoping to make it through the arch and escape a confrontation, but almost immediately you are brought skidding to a halt by a terrifying sight.

Advancing from the alcove is a creature whose ghastly visage is the very stuff of nightmares. From its bear-like torso there protrude four tentacles and two powerful legs, all sheathed in shaggy scales. The limbs are surmounted with horny talons which glint menacingly, and its head, set with huge fishy eyes, is bulbous and disfigured by disease. It rests awkwardly upon a crooked neck which wobbles with every movement the lumbering beast makes. A livid crimson gash just below the eyes serves as its mouth, and a long tail with sharp spines swishes behind it, gouging furrows in the surface of the marble floor.

With surprising speed the beast is suddenly upon you, stabbing and slashing at your body with its sword-sharp talons.

Degradon: COMBAT SKILL 49 ENDURANCE 36

This creature is immune to Mindblast and Psi-surge (but not Kai-surge).

If you win this combat, turn to 40.


OK

Usando Kai-Surge (meno male che l'abbiamo presa :love:), la nostra COMBAT RATING è -2 (per darvi un'idea, senza sarebbe stata -10 :nod:)

Roll...3
Lupo Solitario -4 (-1) (33)
Degradon -4 (32)

Roll...9 :metal:
Lupo Solitario -0 (-1) (32)
Degradon -10 (22)

Roll...7
Lupo Solitario -2 (-1) (29)
Degradon -8 (14)

Roll...6
Lupo Solitario -2 (-1) (26)
Degradon -7 (7)

Roll...6
Lupo Solitario -2 (-1) (23)
Degradon -7 (morto!)

LW combatte con successo il Degradon sociale :nod:



With a roar of agony, the Degradon crashes forward, forcing you to leap aside to avoid being pinned beneath its loathsome carcass. Breathless and shaking with the fatigue of this deadly combat, you lean against the wall and survey your surroundings.

Before you stretches a cavernous hall, lit by the glow from fire-filled orbs hanging by chains from the ceiling. Facing each other are two rows of stone statues which form a grotesque corridor leading to an archway on the far side. Although they are human in shape, extreme expressions of pain and despair twist and contort their faces.

You advance cautiously. You are wary of the statues and your body is tensed to react should they show the slightest hint of animation. Fortunately your caution is unnecessary and you are able to reach the archway and leave the hall without further incident. A short passage leads to a junction where a wider corridor crosses from left to right. Your skin prickles in reaction to the concentration of evil you detect in this subterranean part of Mogaruith, and silently you call upon your creator, the noble God Kai, for protection and guidance before continuing.

Instinct prompts you to turn left, and within a few minutes you arrive at a chamber where a vast staircase of black marble ascends to many levels, lost in the gloom above. Opposite this grand staircase stands a large door, carved from a solid sheet of strange green metal, the like of which you have never seen before. It gives off a pulsating radiance which washes over the empty chamber, illuminating symbols carved into the walls and floor. You focus on these symbols and, in a chilling moment of realization, you decipher their meaning.

Turn to 300.


Il Codice da Vinci?



The symbols form concentric circles which spell out a grim message:

‘Humble thyself for thou art worthless like the dust before He who dwells herein. Pay homage to the emissary of the Lords of Decay for He is the instrument of their intention. Abase thyself afore His power. Hail, mighty Cadak of Mogaruith!’

Fear and uncertainty knot your stomach as you stand and stare at the door to Arch Druid Cadak’s throne hall. Your senses scream at you to turn and run from this place for the air is so heavy with evil that you feel as if you are being slowly suffocated to death. But on this occasion you resist your instincts, for you have yet to discover where the Cenerese are cultivating their deadly plague virus and you know that the answer to that question can most likely be found here.

With fear running cold in your veins, you steel yourself and step towards the glowing door. As you come within a few feet of its pulsating surface, a band of intense light washes over you from head to toe.

If you possess the Grand Mastery of Kai-screen, turn to 236.

If you do not possess mastery of this skill, turn to 6.


Niente Kai-Screen.



A sudden rush of pain and nausea makes you drop to your knees (lose 3 ENDURANCE points), leaving you shivering fitfully. Your psychic Magnakai Disciplines were insufficient to protect you against the physical effects of the powerful mind probe which you have just experienced, but they were at least able to shield your true identity.

The light, reflected from the Cener Mask you are wearing, activates a sensor and as you rise to your feet you see the great metal door begin to slide open.

Turn to 150.


Non farò altre battute sui danni a cazzo matto che abbiamo gia preso in sto libro :D



Beyond the door awaits an echoing hall which reeks of decay. Its walls are adorned with gruesome paintings which depict terrible scenes of human slaughter. One in particular catches your eye and, although you try hard to ignore it, you find you cannot turn your head away. It shows a pit of helpless humans, writhing and screaming in anguish as they are slowly consumed by packs of wild-eyed plague dogs. The scene shocks you deeply for the doomed humans all have distinct Sommlending features.

With difficulty you tear your eyes away and force yourself to look elsewhere in this unfriendly hall. You see columns rising to the roof, each wound round with creepers and fungi which give off an unwholesome, pallid light. Ahead you see another door, identical to that by which you have entered, and before it there stands a desk on top of a plinth of green stone. A creature sits at the desk, huddled over the open pages of a ledger upon which it is writing with a feathered quill pen. As you draw closer it stops scrawling and places its quill into a nearby pot of ink, fashioned from the crown of a human skull. The creature raises its hairless head and stares at you unblinkingly with its solitary eye.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/ill9.png
Illustration IX—As you draw closer the creature stops scrawling and places its quill into an ink pot fashioned from a human skull.

‘Who seeks an audience with He?’ it croaks, hoarsely. ‘State your name, brother, and your purpose here.’

You are standing in the antechamber of Arch Druid Cadak’s throne hall. To enter the hall itself and, hopefully, discover where the deadly virus is being cultivated, you know that you must first persuade this creature to allow you to pass.

If you decide to say that you have come from the battlefront with important news for the Arch Druid, turn to 314.

If you wish to say that you are an agent who has just arrived from the Lastlands with vital information for Cadak’s eyes only, turn to 208.

If you possess Animal Mastery and wish to use it to exert control over this creature’s mind, turn to 91.


NOOOO non possiamo controllare lo sgorbio con Animal Mastery ahahahah :D

Cosa gli diciamo?

************************************************** ***********************
Lupo Solitario, Kai Grand Defender

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +4 Mindblast)
--> 47 (con +8 Kai-Surge)

EP: 24/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge

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

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

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

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

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
17th April 2013, 13:01
:dumb:

edit: too late...

Ora devo leggermi tutto :P

Bortas
17th April 2013, 13:10
208

Kaluisurrr
17th April 2013, 13:19
informazioni sugose per l'arci druido

Defender
17th April 2013, 14:14
Levati di mezzo Polifemo dobbiamo conferire con Cadak e con lui soltanto!

208

Sturm
17th April 2013, 14:18
208 ma così : :troll:

Jesper
17th April 2013, 14:21
:troll:



You notice a flicker of suspicion register in the creature’s eye.

‘The Arch Druid is not present in his chamber at this hour,’ he says, reaching once more for his quill. ‘Dictate your report to me and I shall see that he receives it this day.’


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/small10.png

You approach the desk and, as you draw closer, you see that the creature has no legs. Its body rests in a crevice hollowed out from the seat of its stool. Its bulbous body is wedged there like an egg in a cup.

Carefully it charges its pen with ink and prepares to commence writing.

‘Report your news, brother,’ it says, impatiently, ‘I am waiting for you to begin.’

If you choose to attack the creature, turn to 310.

If you decide to try to bluff your way past, turn to 108.


Attacchiamo Sgorbiotron, o cerchiamo di bluffare? :D

Sturm
17th April 2013, 14:23
Continuiamo il trolling :nod: magari ci dice bene : 108

Lupoazzurro
17th April 2013, 14:24
basta con le storielle! ci siamo rammolliti?
una volta lo avremmo segato subito senza neanche fargli alzare il suo unico occhio.

Ammazziamolo e via, abbiamo già perso troppo tempo.

Sturm
17th April 2013, 14:30
Una volta non pijavamo schiaffi al minimo movimento,sto coso senza gambe è capace che ci infila il pennino su pel culo con tutto il teschio :nod:

Rise-the-Sky
17th April 2013, 14:40
Prendiamo a cazzotti sta merdaccia.

Kaluisurrr
17th April 2013, 14:52
bluffegggiamo

Defender
17th April 2013, 15:35
108, son curioso di sentire la stronzata che si inventa LW sto giro :D

Jesper
17th April 2013, 15:35
Visto che nessuno rompe il pareggio, il prossimo voto - anche se duplicato - vince!

Defender
17th April 2013, 15:36
ioioio ho votato primaaahhh :metal:

Jesper
17th April 2013, 15:55
Ahahha telepatia :nod:



You begin your bogus report and the creature dutifully copies down your words, but what you are saying soon heightens its suspicions that you are an impostor. Then you notice its free hand gliding slowly towards a button which protrudes from the side of its desk. It is an alarm button.

Before you can prevent it, the creature depresses the button.

Turn to 11.


La storiella del Kibbuz non ha funzionato :hidenod:



The sound of scraping metal and rattling chains echoes in your ears as you fell the creature with a deadly blow to the base of its skull. As it falls from its stool, you spin around, weapon in hand, and the first thing you see is the knife-like glint of fangs. From a semicircular hole in the wall a pack of war-dogs come charging into the hall, their jaws agape and their claws scrabbling on the shiny flagstones as they race towards the desk. You raise your weapon confidently and brace yourself in readiness to meet their attack.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/ill1.png
Illustration I—A pack of war-dogs with jaws agape charges into the hall.

Ruel War-dogs: COMBAT SKILL 36 ENDURANCE 22

If you win this combat, turn to 323.


Ahahah ci ha sguinzagliato dietro i cani :D COMBAT RATING +7 (con Mindblast)

Roll...2
Lupo Solitario -3 (23)
Cani di Modica -8 (14)

Roll...
Lupo Solitario -0 (23)
Cani di Modica -16 (MORTI!)



Blood-spattered and drenched with sweat, you stagger away from the bodies of the slain hounds. It takes you a few moments to recover fully but, once you have, you set about a systematic search of the drawers of the desk. You find many scrolls and ledgers which you scrutinize for clues as to where in Mogaruith the virus is being cultivated. Unfortunately the papers yield no useful information, but your search is not entirely fruitless. Beneath the ink pot you find two small levers recessed into the desk’s surface.

As you examine them your Kai senses reveal that they operate the two metal doors to this antechamber. You flip the right-hand lever and the door by which you entered glides shut. Then you pause for a moment to prepare yourself before flipping the left lever, for you know that this will open the door which leads to Cadak’s throne room.

Turn to 240.


Vogliamo spararci delle cure prima di entrare? O abbiamo paura che arrivi la Sbardella a fare il servizio per Studio Aperto? :D

************************************************** ***********************
Lupo Solitario, Kai Grand Defender

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +4 Mindblast)
--> 47 (con +8 Kai-Surge)

EP: 24/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge

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

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

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

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

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
17th April 2013, 16:00
mangiamo un gnagna meal e go

Defender
17th April 2013, 16:01
MAngiamoci tutto il cazzo del tutto, questa è la classica stanza prima del boss finale :nod:

Sturm
17th April 2013, 16:04
Non siamo proprio bravi a sparare cazzate :gha:
Ce ne possiamo sparare più di uno? Nel caso io dico di buttar giu due healing meal

Rise-the-Sky
17th April 2013, 16:06
Mangiamo 1 cibetto ma mq andiamo avanti gajardi e fiduciosi nel nostro possente ignore pain.

Lupoazzurro
17th April 2013, 16:15
no ma bravi eh...andiamo avanti a raccontare storielle invece di ammazzrli tutti subito!

caliamoci tutte le cure, che visto come va qui appena apriamo la porta ci sparano altri danni aggratis

Jesper
17th April 2013, 16:33
Un conto rapido dei voti:

2 :1xMeal
1 :2xMeal
2 :3xMeal

Visto che odio la democrazia, ma amo le medie (birre e non), ci caliamo 2 cibi dell'ammore e andiamo avanti!

EP: 28



You flick the lever and turn to approach the throne room door. There is a faint rumble and the great metallic portal slowly glides open to reveal Arch Druid Cadak’s private domain.

The room is little larger than the antechamber; however its furnishings and appointments are lavish in the extreme. Ornately carved furniture, inlaid with gold and precious gems, lines walls hung with priceless tapestries and paintings. At the centre of the chamber stands a great black chair, sculpted to display demonic creatures paying homage to the Cenerese. Glowing orbs hang suspended from the ceiling, bathing the chamber in a multi-hued light which is continually changing in colour and intensity.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/small5.png

Although your eyes and your Kai senses tell you that the chamber is empty, you are reluctant to pass through the door. A stench of pure evil is flooding out from this room, wafting over you like an invisible sea that seeks to soil and corrupt all it touches. Fighting back your nausea, you force yourself to cross the threshold and search the chamber before its owner returns.

Of all the precious items which crowd this room, your eye is attracted to three that seem to stand out from the rest. The first is a large crystal sphere which rests on a table beside the great chair. The second is a tapestry, the largest of them all, which hangs directly opposite the door. And the third is a gold statuette which rests on a shelf to your left.

If you possess Grand Mastery of Telegnosis, turn to 173.

If you do not, turn to 338.


Niente Telegnosis, quindi per la nostra gnosi dobbiamo andare vicini :nod:



You are sorely aware that time is running out. It cannot be long before either Cadak returns to his chamber or the Cenerese discover that they have an intruder in their midst. With this thought in mind you set about searching the throne room for clues that could reveal the whereabouts of the lethal plague virus you have come to destroy.

If you wish to examine the glass sphere, turn to 116.

If you choose to investigate the large tapestry, turn to 33.

If you wish to take a closer look at the golden statuette, turn to 287.


Su cosa andiamo :dumb:?

************************************************** ***********************
Lupo Solitario, Kai Grand Defender

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +4 Mindblast)
--> 47 (con +8 Kai-Surge)

EP: 30/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge

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

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

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

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

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
17th April 2013, 16:55
Statuetta d'oroooohhh :sweetjesus:

Lupoazzurro
17th April 2013, 17:04
Statuetta d'oroooohhh :sweetjesus:
http://4.bp.blogspot.com/_AJo7pl-_KHA/SytfBa3ZYwI/AAAAAAAABb8/cNdUdhHaot0/s400/throw+me+the+idol+indiana+jones.jpg

Rise-the-Sky
17th April 2013, 17:09
33 ...non vorrei mai che il druidaccio si nascondesse lì dietro per colpirci di spalle se andiamo a vedere l'idolo.

Kaluisurrr
17th April 2013, 17:13
statuetta, la tiriamo, passaggio secccreto come un vero romanzoh

Jesper
17th April 2013, 17:21
Indiana Wolf!



The statuette is carved from solid gold. It depicts a delicate female figure with flowing hair and slender limbs. Were it not for the goat-like horns protruding from her forehead, and her long barbed tail, you would have thought this statuette to have been modelled on a beautiful human girl.

Propped against the statuette you notice a Gold Key. If you wish to take this key, record it on your Action Chart as a Special Item.

You are staring thoughtfully at the statuette when suddenly your daydreaming is disturbed by a faint sound; someone or something is moving in the antechamber.

Turn to 222.


Siamo il mastro di chiavi ormai.



You spin around to see a figure standing in the doorway. He is tall and his sharp features are framed by a mane of flowing platinum hair. In his left hand he carries a wizard’s staff and in his right he holds a feathered quill, the pen of the creature who was once his scribe.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/ill14.png
Illustration XIV—A tall figure with a mane of flowing platinum hair stands in the doorway.

‘Was it you who murdered Cordask?’ he asks, his powerful voice devoid of the slightest emotion. But when you do not answer him immediately his voice and his expression undergo a dramatic change. His eyes radiate an unearthly glow and your skin tingles as you feel his psychic energies probing at your mind.

‘You are not a brother,’ he growls, like a rabid dog, and casts the quill aside.

‘Take off your mask and show your true self…assassin!’

And with that he advances towards you with his staff pointing straight at your heart. You raise your weapon defensively and, in the blink of an eye, a crackling flame lights at the tip of his staff and comes roaring towards your chest.

If you possess the Sommerswerd and you wish to use it, turn to 61.

If you do not possess this Special Item or do not wish to use it, turn to 188.


Che si fa :D?

************************************************** ***********************
Lupo Solitario, Kai Grand Defender

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +4 Mindblast)
--> 47 (con +8 Kai-Surge)

EP: 32/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge

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

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

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

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

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
17th April 2013, 17:24
Spadadiddiooooohhhhhhhhhhhh!!!!!!!!

Defender
17th April 2013, 17:29
É il momento di mostrargli the power of our sword!

Sommerswerd GO!!

Kaluisurrr
17th April 2013, 17:31
spatah

Sturm
17th April 2013, 19:40
Facciamogli vedere la spada ariana della giustizia a questo tanghero!
http://th08.deviantart.net/fs71/PRE/i/2012/079/7/7/gohan_ssj2__with_z_sword_by_hsvhrt-d4tcsvq.jpg

Tibù
17th April 2013, 19:53
spada del solehh

Jesper
18th April 2013, 08:58
AMME IL POTEREEHHHHHH!



You raise the Sommerswerd and catch the magical fire upon the flat of its blade. There is a deafening crack and you feel an electrifying jolt run the length of your sword arm as the flame is deflected and sent roaring back towards its caster. He regards the rebounding fireball with a look of cool indifference and proceeds to sheathe himself in a glowing cocoon of pale blue light. The flames split apart as they collide with this protective shell, flowing harmlessly around his body to disappear into the antechamber beyond.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/small11.png

‘There is only one who wields such a blade,’ he spits, pointing at the Sommerswerd with his flame-tipped staff.

‘And I’ll see that you perish upon it, Cadak!’ you shout in defiant reply.

‘Ha!’ he sneers. ‘I rejoice that fate has brought you here to me, Lone Wolf, for it is you who will perish. Turn around and meet your nemesis!’

Turn to 125.


Se i Darklords erano villain alla Cartoon anni 80, Cadak sembra molto di più un cattivo alla Bond..."No, I expect you to die, Mr. Wolf" :sir:

Inoltre: il vecchio trucco della Scimmi a Tre Teste!



You sense that Cadak’s command is no simple trick for you can feel another presence in the room, moving towards your back. You sidestep to your left and turn, keeping the Arch Druid still in sight as you glance across your shoulder at the rest of the chamber.

You had been half-expecting to see one of Cadak’s henchmen sneaking forward with a dagger in his hand, and so the terrible sight which greets your gaze now is doubly shocking.

Stepping from out of the tapestry which covers the wall is a gigantic, bull-like creature, with the head and face of a man. Two needle-sharp fangs protrude from its bloodstained upper lip, and its eyes gleam with a murderous lust that chills your soul. What had once, only minutes before, been woven into the fabric of the tapestry, now strides towards you with slow purposeful steps, its taloned hands outstretched in eager readiness to tear you apart.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/ill7.png
Illustration VII—A gigantic, bull-like creature steps towards you out of the tapestry.

Exterminus: COMBAT SKILL 50 ENDURANCE 50

You may evade this combat after 4 rounds by turning to 2.

If you win the fight, turn to 320.


Fucking fuck :nod: E' il vecchio trucco del Minotauro a Una Testa!

COMBAT RATING -3 (con Kai-Surge. Vi ho gia detto che sono contento che l'abbiate scelta :D?)

Roll...4
Lupo Solitario -4 (-1)(28)
Exterminatus -4 (46)

Roll...0 :oldmetal:
Lupo Solitario -0 (-1)(27)
Exterminatus -10 (36)

Roll...7
Lupo Solitario -2 (-1)(24)
Exterminatus -7 (29)

Roll...8
Lupo Solitario -1 (-1)(22)
Exterminatus -8 (21)

Ok, sono trascorsi 4 round e siamo stati piuttosto culosi :D Continuiamo a combattere il Minotarro, o cerchiamo di fuggire?

Lupoazzurro
18th April 2013, 09:06
hanno pompato "un pò" i nemici? ammazza 50 - 50 aveva sto pezzo di chianina gigante.

Proviamo ad andarcene che se rolliamo un pò meno bene rischiamo la pelle.

Però se questo è il boss finale mi sa che non ci lascia scappare così facilmente....

Defender
18th April 2013, 09:19
Stand and fight cazzo, dai che gli facciamo il culo!

(e cmq abbiamo ancora ignore pain se proprio dovesse andare di merda)

Edit : cmq é Exterminus non Exterminatus :P

Sturm
18th April 2013, 09:21
Non si fugge davanti al boss! Dobbiamo lootarlo tuttoooh! Avanti tutta fino alla fineeeeeeh!! Cheirgeeeeee!

Expellimus? Exterinus? Exterminauros?

Rise-the-Sky
18th April 2013, 09:24
KIll'em All.

Jesper
18th April 2013, 09:57
Ho messo Exterminatus perchè è segretamente uno Space Marine (:look:)

Comunque sia, ManOwaR fino alla fine!

Roll...0 :lol:
Lupo Solitario -0 (-1)(21)
Expelliarmus -10 (11)

Roll...0 :lol: :lol: :lol:
Lupo Solitario -0 (-1)(20)
Expelliarmus -10 (1)

Roll...2
Lupo Solitario -5 (-1)(14)
Expelliarmus -2 (LOL)

Ok, Kai si sta facendo perdonare per le cazzate passate :nod:



The demonic Exterminus screams in agony as your killing blow pierces its heart. It sways for a moment, defying gravity, and then reels backwards and crashes down upon the table which stands beside Cadak’s black chair. The awesome bulk of the creature’s body crushes the table to matchwood and breaks open the crystal sphere that rested upon it. Immediately there is a loud boom and a tremendous rush of putrid air knocks you down. A funnel of darkness engulfs the body of Exterminus and, with stunning suddenness, there is silence. Both the creature and the shattered remnants of the sphere have vanished completely.

You stagger to your feet and turn to face the Arch Druid. The shock of what he has witnessed has left him open-mouthed and drained of colour. He is mumbling incoherently and trembling with fear. You take up your weapon and advance towards him, determined to rid Magnamund of this vile druid once and for all, but the sight of you drawing closer snaps him out of his trauma and galvanizes him into action. He weaves his hands before his face and, in an instant, he is shrouded in a cocoon of light. You strike out at the light but your weapon passes clean through it, meeting with no resistance. Then the light fades and you are left standing alone in the druid’s empty throne room.

Turn to 259.


E' bello che Cadak sa esattamente chi siamo e conosce quindi le nostre imprese, ma è sconvolto dal fatto che gli abbiamo ammazzato l'uomomucca vampiro :nod:



The overpowering aura of evil that filled this room has now vanished. You close your eyes and, for a few seconds, you allow your Magnakai sense of Divination to analyse the psychic residues lingering at the place where Exterminus disappeared. Shapes take form in your mind and, in a moment of chilling discovery, you fathom the secret of the crystal sphere.

The sphere was not of this world. It was fashioned in the Plane of Darkness, the domain of Naar, King of all that is Evil. Through the sphere the Dark God maintained contact with Arch Druid Cadak, directing him to fulfil his schemes of vengeance. The destruction of the sphere has rid your world of a terrible device, a channel through which the concentrated Evil of Naar had been allowed to pour unchecked.

You open your eyes once more and a feeling of well-being envelops your senses, as if you have just awoken after a deep and refreshing sleep (restore 8 ENDURANCE points). A rustling sound draws your keen eyes towards the tapestry from where Exterminus appeared; it is crumbling to pieces. As the rotting scraps of material fall away, a portal is revealed through which you glimpse a scene that revives your hopes for your quest’s success.

Turn to 50.


Scoprire che abbiamo spaccato il Palantir del male ci cura di 8 EP. Alla faccia delle endorfine :sneer:



Through the wide opening in the chamber wall there is a gallery which overlooks a vast windowless hall. You approach the gallery’s railed parapet and stare down at a score of druids who are working at tiled tables positioned in rows across the floor. Upon some tables rest porcelain troughs filled with oily fluids which seethe beneath a constant shower of electrical sparks. Other tables support dozens of glass boxes of differing sizes. The smallest contain rats; the largest contain horses. Hundreds of pipes and tubes run around the walls, feeding a supply of fluids and gases to the experiment tables. The fumes rising from this diabolical laboratory sting your eyes, but you ignore the discomfort and continue your observations, eager to take in every detail of the evil work which is taking place below. It is not long before you recognize that this hall is where the deadly plague virus and its vaccine are being produced.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/ill3.png
Illustration III—You approach the gallery’s veiled parapet and stare down at a score of druids working at tiled tables.

You know that you must act with all haste for Arch Druid Cadak is still alive and, wherever he is at present, you can be sure he is plotting to capture or kill you, probably both. Below lies that which you have come here to destroy. But how will you accomplish your task? Relentlessly the seconds tick by as you try to formulate a plan. Then you see something which sparks an idea. The pipes that feed fluids to the laboratory’s disposal tanks are connected to a massive cauldron suspended from the ceiling by a winch and chains. You focus upon a plaque fixed to the side of this great vat and magnify your vision until you can read what has been engraved upon it. With grim satisfaction you read the words: ‘Danger—Concentrated Acid’.

Here is the key to the destruction of the virus. If you can cause the cauldron to tilt over far enough it will discharge its contents into the hall below, flooding the virus-laden tables with thousands of gallons of concentrated acid.

Elated by your daring plan, you look for a way to reach the winch which controls the angle at which the cauldron hangs from the ceiling. It is positioned high upon a platform atop an iron gantry, which is accessible only by ladder. Fortunately this ladder begins on the far side of the gallery.

Confident in your purpose you hurry around the gallery towards the ladder. You are within twenty paces when suddenly the harsh clang of an alarm bell fills the hall. You have been seen.

Turn to 177.


Bill Cener:"Ehy Joe, dove la metto questa vasca di acido concentrato?"
Joe Cener:"Mmm dobbiamo metterla in un punto in cui nessuno ci caschi dentro."
Bill Cener:"Sul soffitto?"
Joe Cener: :genius:



Screams of ‘Intruder!’ echo from below as you run headlong towards the ladder. You reach it and begin your climb towards a secondary platform, located directly below the one which supports the winch.

You are only six rungs away from the platform when suddenly the faces of two Acolytes of Vashna appear over the edge. They curse and spit on you as they try to stab you with their spears.

If you possess Kai-alchemy and wish to use it, turn to 137.

If you possess Magi-magic and wish to use it, turn to 345.

If you possess neither of these Grand Master Disciplines or if you choose not to use them, turn to 86.


Abbiamo il potere della Mano Amica!



You descend a few rungs, just far enough to put you beyond reach of the spear blades, and then you utter the words of the Brotherhood Spell Levitation. Moments later you feel gravity losing its grip and gently you push yourself away from the ladder to hover in mid-air.

The Acolytes gasp in shocked surprise as you rise up to confront them eye to eye. The nearest allows his spear to waver and instantly you lash out at his vulnerable chest. The impact of your blow knocks him from the platform to fall, screaming, into the midst of the glass boxes on an experiment table far below.

Gracefully you step onto the platform and crouch in readiness to fight the remaining Acolyte. He meets your stare with a sneer that readily conveys his hatred of your race. Then, spurred on by the yells of his confederates in the hall below, he jumps forward and thrusts his weapon at your throat.

Acolyte of Vashna (With Medallion of Protection): COMBAT SKILL 25 ENDURANCE 40

If you win this combat, turn to 29.


I Nerd non sembrano molto combattivi. Certo, questo scienziato accolito avrebbe comunque +7 COMBAT RATING rispetto all'Helghast che abbiamo combattuto nel primo libro, e ha quasi il doppio degli EP...dovremmo cercare di trovare anche noi un Medallion of Protection come questo :nod:

D'altro canto: respect per il laboratorio di guerra batteriologica mentre a Magnamund la comune Vacca è l'apice della tecnologia :nod:

COMBAT RATING: +troppo (con Mindblast)

Roll...6
Lupo Solitario -1 (25)
Egon Spengler -16 (24)

Roll...9 :metal:
Lupo Solitario -0 (25)
Egon Spengler QUESTO E' MALE



As the Acolyte’s body falls limply to the platform, you sheathe your weapon and take hold of the ladder which ascends to the winch. All eyes in the hall below are watching your ascent and, when they suddenly realize what it is you are trying to do, pandemonium breaks out. Hysterical screams of anger and fear merge into a dreadful cacophony which fills the hall with clamouring echoes. You glance down at their faces, contorted by rage, and as you do so you glimpse a new threat to your safety.

A handful of Vazhag archers are scurrying out of the portal which connects Cadak’s chamber to the gallery. They spread out along the parapet and begin firing at you with their lacquered bows. Black-fletched arrows whistle past on either side, their barbed heads passing dangerously close to your legs and feet.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 4 to the number you have chosen.

If your total score is now 0–2, turn to 231.

If it is 3–6, turn to 293.

If it is 7 or higher, turn to 278.


Abbiamo +4 per Grand Huntmastery!

Roll...3!



Arrows ricochet from the iron rungs and pass perilously close to your legs, but your agility and the speed of your ascent save you from being hit. Undaunted by the barrage, you continue climbing towards the winch with increased determination.

Turn to 103.




You reach the top of the ladder and haul yourself onto the winch platform. Now the whistling shafts strike and splinter uselessly against the underside of this metal floor which hides you from the archers’ view.

You run to the winch and examine the gears and chains, trying at once to understand their workings and find a way to cause the cauldron to discharge its corrosive contents into the hall below. But the device is designed to prevent the chance of this occurring. The only way you can make the cauldron spill its deadly load is by severing a thick metal pin which secures the heavy chain to its rim.

Anxiously you glance over the edge of the platform at the confusion raging in the hall below. Three druids, having recognized your intentions, are trying desperately to gather together virus samples from their cultivation vats. The vats are fixed to the tables, triple-sealed with protective glass to prevent accidental leaks, and it is precisely this elaborate protection which now confounds the druids’ frantic efforts to save their plague cultures.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/small7.png

Out of the corner of your eye you notice that the first of the Vazhag archers is now climbing the ladder to the winch platform, and you know you must act swiftly and effectively if you are to fulfil your quest.

If you possess Mastery of Grand Nexus and wish to use it, turn to 226.

If you possess Kai-alchemy and wish to use it, turn to 307.

If you possess neither of these Grand Master Disciplines or choose not to use them, turn to 81.


Kai-Alchemy is the best Alchemy :nod:



You breathe the words of the Brotherhood Spell Lightning Hand and point towards the iron pin. A core of heat wells up in your chest and then surges along your outstretched arm to manifest itself at the tip of your index finger as a crackling ball of magical fire. This fire arcs towards the pin and explodes on impact amid a shower of hissing sparks. As these sparks fade you see faint cracks appearing in the surface of the flame-scorched pin.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/small9.png

Pick a number from the Random Number Table. If your current ENDURANCE score is 25 or higher, add 2 to the number you have picked. If your ENDURANCE score is 15 or lower, deduct 2.

If your total score is now 3 or less, turn to 328.

If it is 4 or higher, turn to 141.


Abbiamo +2 al Roll!

Roll...4!



Suddenly there is a loud crack: the support pin has popped out and, as the massive weight of the cauldron is suddenly removed, the chain whips away like an angry snake. You step back to avoid being hit by it and, from the edge of the platform, you watch with grim satisfaction as the cauldron plummets into the hall below.

Turn to 220.


Questi si che sono poteri seri :D



The cauldron smashes down into the centre of the hall and explodes with devastating effect, spewing its deadly contents in all directions. A tidal wave of acid engulfs the tables, submerging and burning everything not made of stone, porcelain, or glass. The pitiful screams of the druids rise above the thunderous din as they and their deadly work are consumed by a merciless sea of corrosive.

Suddenly an arrow passes within a few inches of your face. The Vazhag archers have reached the top of the ladder and are poised to rush onto the platform itself. Anxiously you look around for some means of escape, but when none readily appears you fear you are trapped. Then you notice an observation platform jutting out of the wall. It is over on the far side of the hall, more than thirty yards away, and lies some ten feet below your present position.

A daring escape plan forms in your mind’s eye and hurriedly you cast off your Cener Robe and Mask, a disguise which is now redundant, and prepare to enact your vision. You reach out and grab hold of the chain which once supported the cauldron. Then, using all your strength, you draw it back and leap into the air as the momentum carries you off the platform.

Your stomach churns as you swing across the hall and glance down at the dreadful carnage taking place a hundred feet below. Angry squeals and a clutch of arrows follow in your wake as the Vazhag archers try desperately to prevent you from getting away. Grimly you cling to the chain as it nears the end of its arc, and try to ignore the arrows that are whistling by on either side.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have chosen. If your current ENDURANCE score is 28 or higher, add 1.

If your total score is now 0–2, turn to 42.

If it is 3–6, turn to 267.

If it is 7 or higher, turn to 71.


Abbiamo entrambi i bonus! +3 al Roll.

Roll...0 :( meno male che avevamo i bonus!



You fix your eyes on the observation platform as you wait for the chain to reach the end of its arc. Upon the instant that momentum stops, you release your grip and hurtle through the air towards the platform’s rail. You have timed your jump to perfection, but your landing leaves much to be desired. You collide heavily with the rail, bloodying your nose and bruising your hands and shins, yet you still manage to hold tight and prevent yourself from falling backwards to your doom (lose 2 ENDURANCE points).

Winded and bleeding you drag yourself over the rail and stagger toward the inviting darkness of the doorway which services this platform.

Turn to 128.


Poco male.



Beyond the doorway is a flight of stone steps which ascend into the gloom. You pound up the steps, your heart beating in time with your feet, and emerge at a chamber which is lit by foul-smelling torches fixed around the walls. Two passages lead out of this room: one heads towards the west, the other towards the east. You pause for a moment to use your Magnakai senses of Divination and Pathsmanship, but you detect nothing unusual about either passage.

If you wish to enter the west passage, turn to 271.

If you choose to enter the east passage, turn to 95.


Ah, care vecchie scelte alla cieca :D Dove andiamo?


************************************************** ***********************
Lupo Solitario, Kai Grand Defender

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +4 Mindblast)
--> 47 (con +8 Kai-Surge)

EP: 31/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge

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

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

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

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

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
18th April 2013, 10:11
Ovest

Defender
18th April 2013, 10:21
West, a cazzo matto!

Kaluisurrr
18th April 2013, 10:27
ovest ovviamente

Lupoazzurro
18th April 2013, 10:36
turn left = ovest!

Sturm
18th April 2013, 10:39
Ovest sempre,non si lascia mai la fidata sinistra!
Btw alchemy è veramente una roba sburissima,ne voglio ancora :drool:

Jesper
18th April 2013, 11:15
E ogni upgrade ci da delle magie nuove :nod:



The west passage continues for several hundred yards before ending at a heavy oak door. As you approach it you can sense an evil at work somewhere beyond, and the stench of its corruption stirs your anger.

With weapon in hand you run at the door and give it a mighty kick, sending it crashing open. With ease you have gained access to the chamber beyond, but you are stunned by the awful sight which greets your eyes.

Turn to 290.


*Mighty Foot Engaged*



You have entered a chamber constructed entirely of black marble and illuminated by artificial light. A dozen spheres of white flame hang motionless in mid-air near the ceiling, each positioned directly above an operating table bearing the corpse of a Slovian soldier. You are shocked to see that their skulls are open and empty. The brains float in glass tanks standing at the head of each table, yet still connected to their respective bodies by coils of thin copper wire.

Two Cenerese initiates are attending to the corpses. Their hands are sheathed in transparent gloves and they are clad in close-fitting papery suits. Startled by your dramatic entrance, they abandon their grisly work and seek the protection of their mentor, a druid who wears the hooded purple cloak of a Cenerese High Priest. He faces you across this hellish chamber, his lips drawn back in a silent, gasping snarl as he fumbles for a golden rod which is tucked into his belt.

‘Kill him!’ he commands, and he pushes his terrified students towards you. Hesitantly they draw their daggers and, being far more frightened of their tutor than of you, they advance. With swift and deadly precision you dispatch the two initiates and stride towards the priest, your weapon poised to deal a third fatal blow. The Cener spits a curse and instantly a sparking web of energy appears, writhing around the golden rod which he is now holding in his hand. Another curse, and the web becomes a lance of crackling power that comes surging towards your face.

If you possess the Sommerswerd and you wish to use it, turn to 199.

If you do not possess this Special Item or do not wish to use it, turn to 316.


Che si fa :D?

Kaluisurrr
18th April 2013, 11:18
Spatah

Defender
18th April 2013, 11:19
Sommerswerd e sbarazziamoci di questo scarafaggio

Sturm
18th April 2013, 11:31
Bruciamogli il cullo con la Summersweeeerd!

Jesper
18th April 2013, 12:02
The crackling stream of energy hits the Sommerswerd with a tremendous jolt that knocks you back a few paces, yet you manage both to maintain your grip and to stay on your feet. The sun-sword absorbs the power directed against you and transfers part of that power through your hand and along your outstretched arm. The transmuted energy revitalizes and emboldens you, (restore 3 ENDURANCE points).


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/small11.png

‘For Sommerlund!’ you cry, and cast this scabbard of sparkling energy back at the priest. Suddenly there is a tremendous flash, followed by a crackling roar as his golden rod is consumed in a blazing ball of flame. He screams as he is hurled backwards against the chamber wall by the force of the blast; then he falls to the floor where he lies completely motionless. You sheathe your sword and stare at his smouldering body, certain in the knowledge that he is no longer a threat.

Turn to 101.


:nod:



Still trembling from the shock of your encounter, you stare at the dead Cener’s body as you struggle to catch your breath.

If you wish to search his body, turn to 66.

If you decide to hurry away from this evil chamber, turn to 214.


Che si fa ora :D?

Defender
18th April 2013, 12:03
:dumb:

Kaluisurrr
18th April 2013, 12:10
:dumb:

Sturm
18th April 2013, 13:01
Loot sempre e comunque :dumb:

Jesper
18th April 2013, 13:14
:dumb:



Your search of the dead Cener’s robes uncovers the following items:

Potion of Alether (increase COMBAT SKILL by 2 points for duration of one fight only)
Enough food for 1 Meal
Dagger

If you wish to keep any of the above, remember to adjust your Action Chart accordingly.

To leave this chamber and continue, turn to 214.


Serious Loot! :metal::metal::metal:

Questo Alether sono sicuro che tornerà utile :D Prendo tutto, scambio il Dagger per l'Axe, che magari torna utile (e non abbiamo più quello di Vashna :sneer:)



You follow the narrow passageway which gradually ascends towards the north. The clanging of a distant alarm bell reminds you that all of Mogaruith has been alerted to your presence and, in light of the devastation you have caused, you know better than to expect mercy from the Cenerese if they should catch you now.

After a few minutes the passage arrives at a hall where a railed balcony overlooks a deep circular shaft. A broad stone staircase at the north wall ascends to the next level and you stride swiftly towards it. As you pass the balcony you pause for a moment to stare down at a fascinating sight. Hundreds of feet below, at the base of the shaft, huge vats filled with a sickly brown fluid bubble and seethe as if they are boiling on a hob. You notice scores of robed druids standing on a great iron gantry suspended above these vats, each one equipped with what appears to be a gigantic butterfly net. They are busily scooping up large brown objects which keep bobbing to the surface of the morass. You use your Magnakai skills to magnify your vision and, as the scene looms larger, you see that the objects are alive. Your stomach churns with revulsion when you suddenly realize what it is that you are looking at. These are the spawning vats in which the Ceners create their loathsome, disease-ridden Vazhag.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/ill13.png
Illustration XIII—You stare down at the base of the shaft where huge vats filled with a sickly brown fluid bubble and seethe.

A noise from the staircase attracts your attention; it is the sound of shuffling footfalls descending the stairs. Moments later your keen sense of smell identifies the threat: a Vazhag patrol is hurrying towards the hall.

If you wish to attempt to hide from this patrol, turn to 8.

If you decide to stand and fight them, turn to 262.


Guerra batteriologica E mostri in vitro. La cosa più sorprendente è che LW riesca a capire anche solo vagamente la natura di questi pericoli :D

Comunque...votate!


************************************************** ***********************
Lupo Solitario, Kai Grand Defender

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +4 Mindblast)
--> 47 (con +8 Kai-Surge)

EP: 31/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge

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

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

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

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

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)
************************************************** ******

Sturm
18th April 2013, 13:43
Ormai non ci ferma più nessuno! Stand and fight! Ormai la meta è vicina!
http://a2.ec-images.myspacecdn.com/images01/102/88ec06d33adb3d9ebc1a289fa14efba1/l.jpg

Defender
18th April 2013, 14:15
Stand and fight forever!
(beneath the metal sky :metal:)

Kaluisurrr
18th April 2013, 14:18
e ammazziamo sti abomini

Jesper
18th April 2013, 14:56
:metal:



You move to the centre of the hall and unsheathe your weapon in readiness to receive the approaching patrol. A frog-like Tzarg is the first thing you see. It is tethered on a chain, and its ugly face is pressed close to the stone steps. It shuffles down the stairs, snuffling and snorting like a bloodhound as it locates your scent.

Close behind it come eight Vazhag warriors, armed with swords and maces. The instant they see you they squeal with delight and fan out in an attempt to surround you. Freed from its cruel handlers, the Tzarg waddles away into the passage as quickly as it can to avoid the fight which is about to commence.

Vazhag patrol: COMBAT SKILL 40 ENDURANCE 40

You cannot evade this combat. The Vazhag attack simultaneously and you must fight them as one enemy.

If you win the combat, turn to 83.


Sono in 8 quindi vuol dire che 1 Vazhag ha 5 CS e 5 EP :nod:

COMBAT RATING: +7 (con Psi-Surge)

Roll...3
Lupo Solitario -2 (-1)(28)
Vazhag patrol -9 (31)

Roll...9 :metal:
Lupo Solitario -0 (-1)(27)
Vazhag patrol -18 (10)

Roll...5
Lupo Solitario -2 (-1)(24)
Vazhag patrol -11 (morti!)



Breathless and bespattered with the blood of your slain foes, you step back from the bodies which lie heaped around your feet and sheathe your gore-stained weapon. The alarm bell continues to toll, warning you that every living creature in Mogaruith is being summoned for the hunt.

Anxious to reach the surface as quickly as you can, you leap over the bodies and stride up the stairs. You are hungry and while you run you must eat a meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 75.


Grand Huntmastery ci permette di procurarci cibo su una piattaforma sopraelevata dentro il laboratorio della morte dei Druidi di Cener MENTRE CORRIAMO VIA. Non voglio pensare a cosa ci siamo mangiati :sneer:



The stairs lead to another hall on a level fifty feet higher. Here, two staircases ascend to the left and right, and a gloomy tunnel disappears directly ahead of you. Your senses pick up something moving at the end of the tunnel and, when you focus your infravision along this dark passageway, you see another Vazhag patrol heading straight towards you. This one is being led by two Acolytes of Vashna and a pack of Ruel war-dogs.

Eager to evade these enemies, you glance at both staircases and try to decide which one to climb.

If you wish to ascend the left staircase, turn to 21.

If you decide to ascend the right staircase, turn to 27.


Domanda stupida ma...dove andiamo :D?


************************************************** ***********************
Lupo Solitario, Kai Grand Defender

CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
--> 43 (con +4 Mindblast)
--> 47 (con +8 Kai-Surge)

EP: 26/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge

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

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

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

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

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
18th April 2013, 15:05
Lone Wolf Basics.

'nuff said.

Sturm
18th April 2013, 15:21
Left abbestia sempre :metal:

Kaluisurrr
18th April 2013, 15:36
faccio il bastiancontrario e dico destra

Jesper
18th April 2013, 15:38
Comunque andiamo a sx :P



At the top of the stairs you find a dining chamber in disarray. Piles of rubbish are strewn across its tiled floor, gnawed bones cover its tables, and the remains of a small fire are still smouldering at its centre.

An arched portal in the far wall offers hope of escape into a corridor beyond and you hurry towards it. As you are running across the room, you notice a pile of discarded weapons lying beside a bench. Among the weapons are:

Dagger
Sword
Broadsword
Bow
4 Arrows
Quiver

If you wish to take any of the above, adjust your Action Chart accordingly.

To continue, turn to 255.


Non credo ci interessi niente...nel caso ditelo!



You run through a maze of corridors and narrow passageways, up flights of stairs and across dingy halls and chambers. On several occasions you are forced to hide when a Vazhag patrol passes within a few feet, but your wits and your camouflage skills keep you safe and undetected.

At length you reach a pillared hall on the surface level where you hide from the patrols until the coast is clear. Daylight is streaming in through the hall door, and from where you are hiding you can see the keep and tower beyond. Your hopes rise when you notice that the keep is deserted and the drawbridge is still lowered, tempting you with a direct escape route out of Mogaruith.

Suddenly another bell tolls, adding to the persistent din of the alarm. It is coming from the tower and it signifies that the portcullis is being lowered.

If you wish to make a dash for the tower and escape across the drawbridge before the portcullis seals off this route, turn to 241.

If you decide to try to find some other way of escaping from Mogaruith, turn to 168.


Che fuga scegliamo? :D

Defender
18th April 2013, 15:58
Troppo rischioso, troviamo un altro sistema che una instadeath a missione compiuta non la digerirei

Kaluisurrr
18th April 2013, 16:13
scegliamo un altra via, non penso sia sicuro buttarsi a cazzo dritto in mezzo al piazzzale della fortezza per uscire

Rise-the-Sky
18th April 2013, 16:21
Raga se il ponte levatoio si alza rimaniamo bloccati in una fortezza nemica circondati dall'ACQUAAAAAA!!!

Corriamo come se non ci fosse un domani! (241)

Sturm
18th April 2013, 16:29
C'abbiamo la supervelocità del piffero,possiamo passare senza problemi! Corsa folle a velocità warp!

Jesper
18th April 2013, 16:33
Vediamo che vie alternative abbiamo...



Quietly you contemplate your next move as the portcullis slams down, sealing off the main exit from Mogaruith. Within a few moments your thoughts are disturbed by the sound of a large troop of Vazhag ascending the stairs by which you entered this hall. Their approach prompts you to leave by the main door and look for another hiding place outside in the keep.

From the shadows of a disused store room doorway, you scour the surrounding battlements and walkways, hoping to see an opportunity for escape. However, it does not take too long to discover that the tower offered the only easy route out of this stronghold, one that is now blocked by the portcullis.

Suddenly you hear an angry squeal and turn to see a rat-man’s snout protruding from the window of a turret high up to your left. It has seen you and it is informing its confederates of your hiding place. You are forced to abandon the doorway and run into a nearby alley as a score of Vazhag guards come charging across the keep in hot pursuit. The alley is a dead end, but you find a stone stairway which ascends to the battlements and you take it in order to keep ahead of the bloodthirsty pack.

At the top of the stairs you find yourself sandwiched between two converging Vazhag patrols which are racing along the battlements from both directions. To stand and fight would be futile; you would kill many but you would eventually be overcome by the sheer weight of their numbers.

Now there is only one option left and the very thought of it sends a chill racing down your spine. Steeling yourself for what must be done, you sheathe your weapon, take a deep breath, and then launch yourself over the battlements towards the bubbling moat.

Turn to 283.


AAAAAAAAH Rise aveva ragione!



You hit the surface with a mighty splash and sink like a stone. Foul fluids fill your nose and mouth, causing you to cough and retch as you struggle to rise to the surface. You are submerged in a deadly cocktail of acids and toxic wastes from the dungeons of Mogaruith and, were it not for your Magnakai Disciplines of Nexus and Curing, you would have perished within seconds of entering the moat.

The Vazhag on the battlements are squealing in triumph for they are certain that you have jumped to your doom. They leave the wall and return to their duties for, in their experience, no living thing has ever survived a dip in the moat. When you do break the surface and strike out for the bank, you do so unseen. It is not until you are pulling yourself out of the moat that your luck suddenly fails you.

You are spotted by a group of three Vazhag returning from battle. Two are armed with spears and they face you on foot, but the third sits astride a captured Slovian steed. It is wielding a cavalry lance and you can tell by the way the rat-man balances it that it is skilled in its use. The two spear-wielders squeal their battle-cry and attack you simultaneously. However, this cry is quickly transformed into a duet of pain when you strike out and kill them instantly. They drop to the ground and almost immediately the rider is upon you, jabbing at your chest with the tip of its lance. You duck the first thrust, and steady yourself to meet the second as the Vazhag lancer turns and bears down on you once more.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/ill17.png

Illustration XVII—You are spotted by a Vazhag returning from battle, sitting astride a captured Slovian steed.

Vazhag lancer: COMBAT SKILL 32 ENDURANCE 20

If you win this combat, turn to 113.


Fortunatamente, siamo degli ubermensch :nod:

E questo semplicione ci sta anche venendo a regalare un cavallo! COMBAT RATING: +11 (con Mindblast)

Roll...5
Lupo Solitario -1 (29)
Vazhag lancer -14 (6)

Roll...7
Lupo Solitario -0 (29)
Vazhag lancer -18 (morto!)

Grazie mille :nod:



The Vazhag lancer tumbles lifelessly to the ground startling its horse which turns and bolts towards the forest. Instantly you act to prevent its escape by using your Magnakai ability of Animal Control. Your powers soothe the creature and coax it to return.

Quickly you mount the steed and head off along the trail which leads to the River Storn. You are less than five miles from the bridge where you hope to finally make good your escape to the Freeland of Slovia. By keeping to the forest’s edge you avoid the traffic of Vazhag troops moving back and forth along the trail and, by the time you reach the banks of the mighty Storn, your spirits are high. Unfortunately, when you do catch your first sight of the bridge, your hopes of making a crossing here are soon dashed.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/small2.png

Turn to 182.




A fierce and bloody battle is raging upon the Ghardoz, the formidable stone bridge that joins together the lands of Ruel and Slovia across the River Storn. Its central span is wreathed with smoke and flame, and the approaches are heaped with the dead of both armies.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/ill11.png
Illustration XI—On the Ghardoz, the formidable stone bridge joining the lands of Ruel and Slovia, a fierce and bloody battle rages.

On the far side of the river, over three hundred yards away, you can see the scarlet battle-banners of Slovia fluttering in the soot-laden air. Regiments of foot soldiers are positioned on the bank, waiting nervously for their orders to assault the bridge. You stare at the fast-flowing waters of the Storn and, after careful thought, you decide to brave the currents and attempt to swim across.

You send your horse away into the forest and then wade into the icy waters. You are only waist-deep in the Storn when the currents catch you and swiftly bear you away downstream, towards the bridge and the battle. You are passing beneath the central span when suddenly a section of the parapet collapses, showering you with rocks and flame.

Pick a number from the Random Number Table. If you have Grand Huntmastery and Assimilance, add 3 to the number you have chosen.

If your total score is 3 or lower, turn to 134.

If it is 4 or higher, turn to 350.


Non abbiamo Assimilance, quindi rolliamo secco!

Roll...4

E così, come vaffanculo finale

un'instadeath al 40% O-o




Drawing upon your very last reserves of strength, you fight against the powerful current and succeed in avoiding being hit by the deluge of rocks and flames. As your strength subsides, you are swept under the bridge and, minutes later, you find yourself washed up on the west bank of the Storn. A company of Slovian archers drag you from the icy water and, fearing you to be a Cenerese spy, they take you to their captain. Fortunately he recognizes your Kai cloak and tunic, and at once you are afforded the treatment and respect which befits one who holds the title of Kai Grand Master.


http://www.projectaon.org/en/xhtml-less-simple/lw/13tplor/small2.png

The captain sends word of your survival to the Palmyrions at Holona where, the following day, you are reunited with Captain Cearmaine and Guildmaster Banedon. Later that same day, the president of Palmyrion—Elector Manatine—arrives with his entourage and, upon learning of the success of your daring mission, he orders that an official celebration take place throughout the republic. You receive the thanks of a grateful nation and, in recognition of your bravery, the Elector presents you with the ‘Golden Star of Palmyrion’, the highest award his country can bestow upon a warrior.

Congratulations Lone Wolf!—you have won a major victory over the Cenerese and removed a threat which could have devastated all of Magnamund. Yet the struggle against Evil goes on. Within a few months of your triumphant return to Sommerlund a grave situation develops, a situation which threatens the life of your closest friend—Guildmaster Banedon.

The nature of this threat and your quest to overcome it awaits you in Book 14 of the Lone Wolf series, entitled:

The Captives of Kaag


Vittoria!

Bravi tutti :D Abbiamo distrutto le armi batteriologiche dei Druidi di Cener e sono sicuro che non li sentiremo mai più nominare :nod:

E poi: no Bademon! :saddest:

Prima di iniziare il prossimo libro, come sempre, è il momento del GIOCO DEL SE FOSSE!

Rise-the-Sky
18th April 2013, 16:40
Vabbè l'ovvio "e se correvamo sul ponte levatoio?"

E poi "e se scappavamo dopo gli N turni dal mob del dipinto?"

Sturm
18th April 2013, 16:48
Toccatemi tutto ma non Bademon :saddest:

Per il gioco:

Come sarebbe andata se fossimo sbarcati sull'altra scelta vicino l'acqua?

Che malus avevamo con l'arco se lo usavamo per colpire il druido? ( per pura curiosità eh mi ricordo avevi detto che sarebbestato stra nerfato in questa serie )

Negli ultimi scontri col boss finale,cosa sarebbe successo senza summerswerd?

Cosa c'era nelle stanze a destra negli ultimi bivi che ci ha posto davanti il sempre bastardo Dever?

Kaluisurrr
18th April 2013, 16:54
che fine ha fatto l'arci druido? poteva venire ucciso o scappava sempre e comunque?

Jesper
19th April 2013, 08:56
"e se correvamo sul ponte levatoio?"

dovevamo fare il roll di Indiana Jones per passare sotto al portone che si abbassava. Se lo cannavamo era un'instadeath; se lo superavamo, perdevamo il backpack con tutti gli oggetti e poi combattevamo il ratto a cavallo :nod:


"e se scappavamo dopo gli N turni dal mob del dipinto?"

ci inseguiva e saltavano fuori dei tentacle rape monster vegetali. Ma visto che abbiamo Grand Pathmanship, li controllavamo e facevamo violentare il minotarro :D Era abbastanza :metal:


Come sarebbe andata se fossimo sbarcati sull'altra scelta vicino l'acqua?

Intendi se facevamo l'altra scelta all'inizio del libro? Combattevamo dei granchi sotterranei che davano fuoco alla gente e perdevamo le sopracciglia e parte degli item che trasportavamo (perchè non avevamo grand nexus); poi era diverso, ma trovavamo anche la un druido con i topacci (anche se non c'erano i gigantoni che abbiamo combattuto noi) e se lo accoppavamo potevamo prendere maschera e tunica. In realtà poi c'erano altre scelte, questa è la più "plausibile" seguendo lo schema tipico di voto del thread :sneer:


Che malus avevamo con l'arco se lo usavamo per colpire il druido?

Ancora il nerf non ha colpito :D Sarebbe stato un tiro come al solito. Kai-Alchemy era automatico, ma ci è costato 2 EP


Negli ultimi scontri col boss finale,cosa sarebbe successo senza summerswerd?

Ci sparava una fireball e senza Grand Nexus prendevamo dei danni. Poi combattevamo il minotarro che, non posso sottolinearlo abbastanza, aveva comunque 50 CS O-o. Se per qualche miracolo (probabilmente usando l'Agdana) sopravvivevamo 4 round, fuggire era l'unica. Se avevamo Grand Pathmanship l'ho detto su; se non ce l'avevamo dovevamo rollare: un fail ed Exterminus ci stritolava e poi ci succhiava il sangue :nod: Se lo facevamo, in qualche modo ci liberavamo dai tentacoli e lo soprendevamo con uno sneak attack fatale :nod:


Cosa c'era nelle stanze a destra negli ultimi bivi che ci ha posto davanti il sempre bastardo Dever?

Dovevamo combattere contro un Drakkar CS 32 EP 30, ma eravamo disarmati per i primi 3 round.


che fine ha fatto l'arci druido? poteva venire ucciso o scappava sempre e comunque?

Diciamo che non credo sarà l'ultima volta che lo incontriamo :D

Sturm
19th April 2013, 09:05
Ah quasi dimenticavo,c'era modo di fare fesso lo sgorbio scrivano prima del boss finale?

Jesper
19th April 2013, 09:20
Tristemente no :( Anche se avevamo Animal Mastery (ma perchè poi lol) e facevamo un roll positivo, riusciva a resistere. L'unica cosa che riuscivamo ad ottenere era intontirlo e sfrecciarlo prima che chiamasse i cani :nod:

Il nuovo thread vive! QUI (http://www.wayne2k1.com/showthread.php?t=108802&p=1946634#post1946634)