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View Full Version : [LUPO SOLITARIO] Libro XIV: The Captives of Kaag



Jesper
19th April 2013, 09:12
LIBRO 14, SERIE GRAND MASTER: THE CAPTIVES OF KAAG
http://www.arielarchives.com/brett/LW14b.jpg

Come potete vedere, la copertina ritrae Lupo Solitario dopo che si è tinto i capelli e che brandisce l'arma che l'ha reso famoso: la balestra :nod:



You are the Lone Wolf—Kai Grand Master of Sommerlund. After the demise of the Darklords of Helgedad, the fearsome city-fortress of Kaag became a refuge for the remains of their broken armies. Defeated and powerless, these minions seemed doomed to live in bitter isolation from the rest of Magnamund. But now a new evil is stirring deep within the dungeons of Kaag…

In The Captives of Kaag, you must venture alone into the black heart of Kaag, to free your friend from the forces which imprison him against his will. Will you succeed? Or will you and Banedon fall victim to the evil power which commands this fortress of nightmares?


Abbiamo distrutto la fabbrica di virus e mostri in vitro dei Druidi di Cener, adoratori del malvagio dio Naar, in The Plague Lords of Ruel (http://www.wayne2k1.com/showthread.php?t=108760)...ed ora qualcosa minaccia il nostro caro Banedon!

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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 seat of his 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 the task of teaching a Second Order of Kai warriors the skills and proud traditions of your ancestors is also well underway. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possesses latent Kai skills and all 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 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, 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 the homelands and were engaged in a bloody war again the Lencians. Much of Nyras had been reclaimed by the armies of King Sarnac, the Lencian commander, and his flag now flew over territory 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 fierce fighting broke out as remnants of the Xaghash (lesser Darklords) and the Nadziranim (evil practitioners of Right-handed magic who once aided individual Darklord masters) fought for control. It is widely believed that by the time the Elder Magi and the Herbwardens 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 who wait quietly in the shadows for the chance to do his evil bidding.

Only six months ago the evil Cener Druids of Ruel attempted to enact Naar’s revenge. Secretly, in the laboratories of their foul stronghold of Mogaruith, they had laboured to create a virulent plague virus capable of killing every living creature upon Magnamund, save their own kind. Word of their terrible plan reached Lord Rimoah who immediately urged the rulers of the Freelands to raise armies and invade Ruel. Hurriedly they complied, but the invasion ended in disaster. Seven thousand fighting men entered Ruel intent on storming the fortress of Mogaruith and razing it to the ground. Seven thousand marched into the dark realm; only seventy emerged alive. The Ceners were within days of perfecting their ultimate weapon when you took up the challenge and ventured alone into Mogaruith. Despite overwhelming odds you thwarted their evil plan by destroying the virus and the means by which it was created.

After emerging from Ruel triumphant, your quest fulfilled, you returned home to Sommerlund and the Kai Monastery where you resumed your duties as Grand Master. Three months later, on the day that saw the first fall of winter snow, you were visited by Lord Rimoah. Once again he found himself the reluctant bearer of ill news. Your friend Guildmaster Banedon, whilst helping with the reclamation of wastelands close to the Maakengorge, had been abducted by a war-band of Giaks under the command of Nadziranim sorcerers. A rescue was attempted, but ruthlessly the Nadziranim obliterated those who tried to follow their escape into the Darklands.

‘The Nadziranim have grown bold of late,’ said Lord Rimoah, his words tinged with fear and bitterness. ‘They have a newfound power and are keen to exercise it. It would have taken considerable skill and energy to ensnare one as gifted as Banedon.’

‘But why Banedon?’ you asked, trying at once to comprehend and come to terms with the loss of your trusted friend.

‘I fear that the Nadziranim seek to extract from him the secrets of Left-handed magic, so that they may be able to marry it to their own foul sorcery. Such an outcome would give them extraordinary power. It could herald the rebirth of the Darklands.’

At once you recalled how such an attempt to unite the two paths of magic had resulted in catastrophe for Sommerlund. Vonotar the Traitor, a magician from the same guild as Banedon, had betrayed his homeland in exchange for the promise of Nadziranim power. It was his act of treachery that brought about the invasion of Sommerlund and the destruction of the First Order of the Kai.

‘What can be done?’ you asked of Rimoah, fearful that it may already be too late to save your friend.

‘Banedon is still alive, of that I’m sure. The Nadziranim have taken him to the old Darklord city-fortress of Kaag. His life is in deadly danger but they will not kill him until they have succeeded in extracting the knowledge they crave. We can only pray that he is strong enough to resist them until…’ Lord Rimoah held you with his eyes, words no longer necessary. It was clear that all hope for Banedon’s survival depended upon his swift rescue from Kaag, and there was only one who could effect such a perilous quest with any hope of success.

‘So be it,’ you said, resolutely, ‘I accept the mission. I alone will go to Kaag and secure his release…or die valiantly in the attempt.’


TL;DR: I Nadziranim, stregoni che praticano la magia della Mano Destra (:nod:), hanno rapito Bademon per farsi rivelare i segreti della magia della Mano Sinistra (:hidenod:). L'ultimo che ha provato a mischiare le due magie è stato il nostro caro Vonotar il Traditore, ed il risultato è stata l'invasione dei Darklord e la distruzione del nostro Ordine. E poi, francamente, nessuno tocca il nostro Bademon e sopravvive...è ora di andare a spaccare culi! :metal:

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Ciò detto...Discipline Grand Master! In spoiler la lista completa: ne possiamo, come al solito, scegliere 1 nuova. Questo ci da anche un bonus di +1 CS e +2 EP indipendentemente dalla disciplina scelta!




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.



E ora...Upgrade Time!



Kai Grand Guardian

Animal Mastery
Kai Grand Guardians with this Discipline are able to summon a limited number of forest animals to their location. The creatures so summoned will become loyal and willing allies, willing to do the Kai Grand Guardian’s bidding. This ability can only be used in an outdoor setting.

Assimilance
Kai Grand Guardians who possess this skill are able to create a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal and infravision. The duration of the fog increases as a Grand Master rises in rank.

Grand Huntmastery
Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability is very useful when used to outdistance a pursuing enemy.

Kai-surge
Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.

Kai-screen
Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables them to both protect and hide their minds from being detected by a hostile psychic probe.

Magi-magic
Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:
Splinter—This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.
Flameshaft—This causes the tip of any Arrow, or arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.


A voi la scelta! :D

Earenia
19th April 2013, 09:33
magi-magic frecce infuocate x l'ARCODIDDIOH!!!1

Rise-the-Sky
19th April 2013, 09:52
Sebbeno Magi-MAgic sia sempre + figa i danni random sparsi nell'altro libro bruciano ancora percui direi che Kai-Screen sia consigliabile.

Ergo voto x Kai-Screen.

Defender
19th April 2013, 10:10
Kai Screen!

P.S: cmq LW nell'immagine sembra che tenga uno shotgun auhauahuahauah

Kaluisurrr
19th April 2013, 10:14
concordo con kai-screen

Jesper
19th April 2013, 10:22
P.S: cmq LW nell'immagine sembra che tenga uno shotgun auhauahuahauah

Ahahahahah è la prima cosa che ho pensato anche io :lol:

Bortas
19th April 2013, 10:59
Ma andiamo di screen lisci...

Jesper
19th April 2013, 12:52
Ok, pare che Kai-Screen vinca senza problemi! :D

L'equipment son le solite menate...prendiamo la pozione di Laumpspur e siamo a posto!

Qualche parola di saggezza da Joe...



Your mission to enter old Darklord city-fortress of Kaag and rescue Guildmaster Banedon will be fraught with deadly dangers. Be wary and on your guard at all times, for the inhabitants of Kaag are still a formidable enemy despite the demise of their Darklord masters.

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 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 Grand Master adventure.

The survival of your countryman and close friend Banedon depends on the success of your mission. May the light of Kai and Ishir be your guide as you venture into the grim darkness of Kaag.

For Sommerlund and the Kai!


E si comincia!



Preparations for the quest take no more than a day to complete. The following morning, shortly before dawn, you and Lord Rimoah leave the Kai Monastery by a secret route which takes you to a clearing deep in the heart of the Fryelund Forest. There awaits the means by which you will travel swiftly to Kaag.

Your journey to the Darklands will be made aboard Guildmaster Banedon’s airship—the Skyrider. This magical craft has borne you on many quests to distant lands, yet never before without your friend and companion at its helm. Now, in his absence, the stewardship of the Skyrider has passed to its bo’sun—Nolrim of Bor.


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‘Welcome aboard, Grand Master,’ says Nolrim, proud to be serving under your command. You clasp his strong hand in friendship and compliment him and the crew for the pristine condition of their craft. There is no doubting that he and his company of dwarves are sorely grieved by the absence of their Captain, yet they have not allowed their anguish to give way to hopelessness or despair. These sturdy warriors are renowned for their formidable fighting spirit and you know they willingly risk their lives to help you rescue Banedon from the minions of darkness.

Soon the frost-laden fir trees are receding beneath the Skyrider’s bow as Nolrim steers a westward course towards the grey, snow-capped peaks of the Durncrag Mountains. You spend the flight inside the captain’s cabin, where you and Lord Rimoah discuss your dangerous mission. The plan is to traverse the Durncrag Range and enter the Darklands under cover of a dust storm which is currently sweeping southwards towards Kaag. A landing will be made ten miles to the northeast of the city-fortress, beyond a ridge of hills that will keep the Skyrider hidden from the eyes of Kaag’s watchful lookouts. From there you are to make your way to the fortress on foot, enter as best you can, locate and rescue Banedon, and then return with him to the Skyrider which will carry you back to the safety of Sommerlund. You will have 48 hours in which to complete your mission. If, after the two days have elapsed, you have not returned, Rimoah will be forced to assume that you and the Guildmaster have perished. The dust storm will not last for more than two days, after which time there is a grave danger that the Skyrider will be spotted and attacked by the Kraan and Zlanbeasts which are known to patrol the skies around Kaag.

In a little under two hours you reach your destination where the weather conditions are atrocious. A fierce, dust-choked wind buffets the craft mercilessly during the final descent and visibility is no more than a dozen yards at best. Yet, despite these terrible conditions, Nolrim brings the Skyrider in for a faultless landing behind the ridge. The moment the keel beds into the soft ground, the crew leap into action with ropes and chains. Nolrim soon enters the cabin to inform you that the craft is secure and, with trepidation, you get ready to set off for Kaag.

‘Godspeed, Lone Wolf,’ says Rimoah, with a smile of encouragement. ‘I shall pray to Kai and Ishir for your safety and success. May their light guide you on your journey into darkness.’

You acknowledge his blessing gratefully before bidding him, and Nolrim, farewell. Then, without looking back, you pull your warm cloak tight about you and set off into the storm.

Turn to 309.


Evviva, la nave è nostra! O lo sarebbe, se non fosse del bo'sun (cit) di Bademon :look:

Comunque sia, abbiamo una nave volante e una ciurma di nani armati di fucili Bor :nod:

O comunque, l'abbiamo avuta per un gran totale di 1 paragrafo :pokerfacen:



You lower your head and force yourself to trudge uphill against the storm, your feet sinking ankle-deep into the barren volcanic dust with every laboured step. Keeping your eyes shut tight against the stinging, gritty winds, you trust solely to your Magnakai senses to steer you on the correct course towards the Darkland city. Only when you reach the top of the ridge do you attempt to look around at the bleak domain. The Skyrider is lost from sight, shrouded by the swirling grey clouds. Kaag, too, remains hidden for some minutes until a sudden lull in the storm clears the southern vista. Then, what you see makes your blood run cold.

In your lifetime you have gazed upon many awe-inspiring cities, but few compare with the enormous size and monstrous grandeur of Kaag. A coal-black curtain-wall constructed of massive blocks of smooth, featureless stone, encircles this city, forty miles wide. At its centre there arises a gigantic citadel of black marble, pyramid-shaped and slitted with numerous vents to allow what passes for air to circulate within. Its highest point towers two miles above the desolate plain. Thunder booms and streaks of blue-white lightning earth themselves against its walls, drawn from the rolling storm clouds gathered menacingly overhead.


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At first the fortress seems wholly impregnable; then you notice that the outer wall is not entirely intact. Illuminated by the infrequent electrical flashes, you see that a vast section of the battlements, close to the North Gate, have collapsed. Also, away to the east, a mile-long section has fallen outwards to litter the plain with huge black cubes of stone. You are surprised to note that no attempt has been made to repair these breaches and, consequently, access to the city could be effected at either place with relative ease.

If you wish to enter Kaag through the breach in the north wall, turn to 88.

If you decide instead to enter Kaag through the east wall, turn to 235.


Ok truppa! Questo viaggio è stato particolarmente rapido e privo di eventi :look: scommetto che a breve le cose cambieranno. Dove si va?

PS: questa è la mappa del libro per futura referenza.


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EDIT: i titoli del rank di LW assomigliano sempre di più a qualcosa uscito da Daoc :sneer:

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Lupo Solitario, Kai Grand Guardian

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 40/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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, Laumpspur (Cura 4 EP)

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)

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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)
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Defender
19th April 2013, 13:27
visto che siamo a Nord di Kaag, a sinistra c'è l'Est, quindi la scelta è ovvia :nod:

235

Earenia
19th April 2013, 14:28
nooo east è il maleh!! 88!! :hidenod:

Rise-the-Sky
19th April 2013, 14:32
Passiamo da nord, siamo Ariani non giapu.

Jesper
19th April 2013, 14:41
88 sia!



Swallowing your fears of what may lie ahead, you descend the ridge and approach the great, frowning bastions of Kaag. Through the swirling dust you see a wide road that leads to the North Gate, its surface littered with Giak corpses, bleached bones, and rusted weapons. Crab-like scavengers scuttle among the debris, fighting for scraps to feed their young, which nest in thousands of empty skulls half-buried in the ground.


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Shielded from detection by the storm and your Kai skills, you reach the breached wall unobserved. Swiftly you climb over the huge mound of rubble, which is all that remains of this section of the curtain-wall, and find yourself in a street lined with decaying hovels and ugly, squat towers. A dun pall of smoke hovers above this thoroughfare and the air reeks of iron and sulphurous smoke. At the far end of the street you see a ragged group of Giaks, led by two Drakkarim warriors, suddenly emerge from an alley. They stop for a few moments as if to catch their breath; then one of the Drakkarim barks an order and they take off at a lumbering pace, heading south. You notice that their tattered, orange-coloured uniforms all bear the emblem of a scythe with a bloodied blade.

If you wish to follow these troops, turn to 123.

If you choose to avoid them by heading in the opposite direction, turn to 327.


Che si fa :D?

Rise-the-Sky
19th April 2013, 14:43
Andiamo a caccia di Drakkarim

Bortas
19th April 2013, 15:17
Seguiamo sti straccioni pezzenti 123

Kaluisurrr
19th April 2013, 15:20
seguamoli magari ci portano da qualche parte

Sturm
19th April 2013, 15:21
Nessuno rapisce Bademon senza il mio permesso! Abbiamo poco tempo per salvare il più resistente alla death aura dei nostri compagni!
Seguiamoli al 123,le ore scorrono rapide! Bademon arriviamo! :fuckyeah:

Jesper
19th April 2013, 15:58
Li seguiamo!



Skilfully you tail the group, using the cover of doorways and debris to hide your presence as you move through a maze of streets and alleyways. At length you reach a wide avenue bisected by a dead river of salty, acid water. The group cross this foul stream by a bridge, and then enter a two-storey, flat-roofed building which is guarded by other Giaks, wearing similar orange-patched uniforms. In the distance you can hear the faint sounds of battle.

Patiently you observe the building and its Giak guards. The front door appears to be well defended, but there is another entrance, at the end of an alley which runs alongside the building, that looks to be unguarded. An iron stair ascends to this entrance on the upper floor.

If you wish to investigate this second entrance, turn to 273.

If you do not wish to approach this building, you can leave this section of Kaag by turning to 171.


Vogliamo scoprire cosa c'è qua dentro, o ce ne andiamo? :D

Kaluisurrr
19th April 2013, 16:12
e namo a vedè

Sturm
19th April 2013, 16:15
273 :metal:

Defender
19th April 2013, 16:16
KILL -> LOOT -> GO LEFT -> INVESTIGATE

Il Lone Wolf Basics parla chiaro, l'abbiamo già tradito una volta, non facciamolo due volte di seguito.

273

Jesper
19th April 2013, 16:40
Ok, atteniamoci a quello che sappiamo fare bene :D



Like a shadow, you slip across the bridge and enter the alleyway unnoticed. At the far end of this narrow, foul-smelling passage you see the iron staircase which ascends to an arched portal, an opening which is framed by the coils of a black stone serpent. Cautiously you climb the stairs, taking care to avoid those steps eaten through by rust, your eyes fixed upon the portal above. Suddenly you freeze in your tracks when a splash of sparks illuminates the face of a Drakkarim warrior who is standing on guard in the shadows. He is striking a flint, trying desperately to ignite a braided cord with which to light the briar pipe clenched between his rot-blackened teeth. Beside him, propped against a heavy iron door, is a spear.

If you possess the Grand Master Discipline of Assimilance, turn to 19.

If you do not possess this skill, turn to 163.


Abbiamo lasciato a casa il cartone di Solid Wolf mi sa...



Not daring to move a muscle, you watch the Drakkarim guard as he repeatedly attempts to light his pipe. On his sixth attempt he manages to cause the braid to smoulder. However, his success is short-lived. Calling upon your Magnakai skill of Nexus, you extinguish the braid by force of will. Cursing foully, the Drakkar hurls it to the floor in frustration, and then turns and throws open the heavy iron door to go in search of a more reliable light. In his anger and haste he leaves his spear behind. With your weapon at the ready, you advance to the top of the stairs and approach the door.

If you wish to pick up the Drakkar’s spear, turn to 140.

If you choose to ignore the spear, turn to 194.


AHAHHAHAHAHAH mi piace pensare che lo stiamo facendo solo per dare noia al Drakkarim :lol:

Chissà quanti scherzoni fa con Nexus LW quando noi non siamo attorno :D

Comunque: come procediamo?

Rise-the-Sky
19th April 2013, 16:41
Non l'abbiamo tradito... est è destra sulle mappe. Il fatto che noi ci si trovasse a nord dell'obbiettivo e quindi per andare alle sue mura est si andasse a sinistra era solo fuorviante.

Cmq investighiamo.

Rise-the-Sky
19th April 2013, 16:43
Loot.

Defender
19th April 2013, 16:45
buahahahahah bellissima la scenetta col Drakkar :rotfl:

Cmq non vedo cosa possiamo farcene della lancia di sto puzzone, io andrei al 194

Kaluisurrr
19th April 2013, 17:13
ma sticazzi dellaa lancia

Kat
19th April 2013, 18:14
Loot!

Sturm
19th April 2013, 20:19
Buahaha :rotfl: nexus-wolf win!

Btw andiamo avanti,non stiamo a perder tempo con la robaccia drakkarim!

Lupoazzurro
21st April 2013, 14:26
Si loota sempre!

Earenia
21st April 2013, 17:58
mi sa che bisogna lootare il cadavere di jaster :afraid:

Jesper
22nd April 2013, 11:31
Ao, ma pure i clienti che chiamano per avere assistenza il lunedì mattina, ma sarà roba <.<

3 pari, il dado deciderà! Pari prendiamo la lancia, dispari no! Roll...6!

La lancia sarà nostra!



You take up the Spear and notice three notches cut along the shaft where the guard has recorded the lives he has taken with this crudely made weapon. (If you wish to keep this Spear, remember to record it on your Weapons List.)

You push open the heavy door carefully and glimpse the Drakkar striding along a corridor. He reaches the end and starts to descend a staircase to the ground floor. You enter and move stealthily towards the stairs. As you draw nearer, you see a gallery which overlooks the cavernous lower level. To your right, set flush to the wall, is a black oak door.

Slowly you approach the gallery’s railed parapet where you look down at an unnerving sight.

Turn to 47.


Ditemi che arma scartiamo!



Row upon row of rough wooden bunks cover the floor of the hall below, more than two hundred in all, and racks of armour and weaponry line all four walls. You have entered a Drakkarim barracks house but, fortunately for you, the place is virtually deserted. You scan the cots and count fewer than a dozen warriors, most of whom are asleep. All wear clothing and armour which is predominantly orange in colour, and their shields are emblazoned with the mark of a bloodied scythe blade.

You are anxious to leave this place but you are just as anxious to find clues to where Banedon is being held prisoner. Kaag is a vast city; it could take a lifetime to search every vault and chamber.

If you wish to search for clues behind the black oak door, turn to 315.

If you decide to leave this building and search elsewhere, turn to 80.


Vabbe che ve lo chiedo a fare :D

:dumb: ?

Bortas
22nd April 2013, 11:35
Cerca cerca nella porta

Defender
22nd April 2013, 11:41
:dumb:

Per il discorso arma: il pugnale lo terrei, a sto punto visto che volete tenere la lancia di sto sfigato cacciamo via la spada del guerriero scarlatto... (era così bedda :cry: )

Rise-the-Sky
22nd April 2013, 11:52
Vabbè ma se la lancia è una Spear e basta possiamo anche spaccarla sul nostro possente ginocchio e andarcene... la si è presa perchè poteva essere la Lancia di Longino -cit mica per far collezione di armi sgualfe.

Kaluisurrr
22nd April 2013, 12:19
andiamocene, come minimo svegliamo tutta la guarnigione e ci scopano :dumb:

Jesper
22nd April 2013, 12:35
Ok, molliamo la lancia (sto povero Drakkarim l'abbiamo preso per il culo e basta lol) e controlliamo la porta!



You try the handle and discover the door is unlocked. Inside, you find a room lit by four wall sconces. A single bed, a trestle table, a stool, and a wooden trunk are the only furnishings in this spartan abode. A filthy curtain partitions this room from the next and, as you approach it, you hear a menacing growl that makes you reach for your weapon. It is the growl of an Akataz: a Drakkarim war-dog.

If you possess the Discipline of Animal Mastery, turn to 180.

If you do not possess this skill, turn to 215.


E dietro la porta n.1 c'è un bel cagnolone! Niente Animal Mastery :D



You draw on your innate Magnakai ability of Animal Control, but to no avail. The Akataz has already detected your scent; it is too late to attempt to mask it now.

With a chilling howl the leathery creature comes bursting through the curtain, its claws and fangs shredding the rotting fabric with ease. For a moment it becomes entangled and struggles to tear itself free, allowing you precious seconds in which to react to this vicious attack.

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

If you do not or choose not to use it, turn to 286.


Vogliamo sparare al cane impigliato :D?

Defender
22nd April 2013, 12:45
Mi mancava l'arcodiddio, era un po' che non lo usavamo :nod:

ARCODIDDIOOOOHHHHH!!

Rise-the-Sky
22nd April 2013, 12:54
Pensavo avessimo tradato l'arco con uno shotgun..avrò capito male xD

Yamato Cannon Ready... FIRE!

Kaluisurrr
22nd April 2013, 13:03
niente arco, ammazziamo sto cagnolone a bastonate

Bortas
22nd April 2013, 13:04
KILL -> LOOT -> GO LEFT -> INVESTIGATE -> ARCODIDDIO

Lone Wolf Basics non mente mai.

Jesper
22nd April 2013, 13:20
Arcodiddiooo!



Swiftly you unshoulder your Bow, but as you are drawing an Arrow to your lips, the Akataz rips free of the curtain and comes leaping at your chest.

Pick a number from the Random Number Table. If you have the skill of Grand Pathsmanship, add 3 to the number you have picked.

If your score is now 4 or less, turn to 334.

If it is 5 or more, turn to 135.



AHHAHAHAHAHAHAHA.



Your Arrow drills into the warhound’s shoulder, but it does not stop the beast’s attack. Oblivious to the pain it leaps upon you, knocking you down, its fang-filled jaws snapping within inches of your unprotected face.

Akataz (wounded): COMBAT SKILL 20 ENDURANCE 22

This war-dog is especially susceptible to psychic attack. If you can and wish to use a psychic attack during combat, double all bonuses to which you are entitled.

If you win this combat in four rounds or less, turn to 13.

If you win and the combat lasts five rounds or longer, turn to 264.


Vabbe dai, mettiamo fine alle sue sofferenze. COMBAT RATING: +24 (con Mindblast)

Roll...1 (ecco la spocchia -.-)
Lupo Solitario -3 (37)
Cane di Modica -9 (13)

Roll...9 :oldmetal:
Lupo Solitario -0 (37)
Cane di Modica STUDIOAPERTATO!



You step over the dead war-dog and enter the adjoining chamber. This foul-smelling room is littered with Giak bones and half-chewed haunches of greenish meat. Amongst the debris you notice something gleaming dully. It is a bronze statuette, forged in the likeness of Darklord Zagarna.

If you wish to keep this Statuette of Zagarna, record it on your Action Chart as a Special Item. If you already carry the maximum number of items allowed, you will have to discard one in its favour.

To your right you notice another curtained archway. Through the threadbare cloth you can see a stone staircase spiralling down into the dark.

If you wish to explore this staircase, turn to 56.

If you choose to retrace your steps and leave the barracks, turn to 44.


Vogliamo prendere il souvenir del Darklord Zagarna? E poi cosa facciamo :D?

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

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 38/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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, Laumpspur (Cura 4 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (5), 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
22nd April 2013, 13:32
loot and explore ovviamente!

Defender
22nd April 2013, 13:45
Come dire di no ad una statuetta di un darklord?

E scendiamo la scala, magari hanno del buon vino in cantina...

Earenia
22nd April 2013, 13:51
loot e 44... lo staircase è a destra e non mi fido :D

Bortas
22nd April 2013, 14:09
loot e addentrimoci nel trappolone 56

Paido nudo legato in cantina is approach...

Rise-the-Sky
22nd April 2013, 14:13
Che belle...le Action Figures dei nostri Dark Lord Preferiti!

Probabilmente sarà egualmente inutile ma prendiamola e poi...esploriamo.

Jesper
22nd April 2013, 14:29
Prendiamo l'action figure commemorativa e scendiamo nella cantina! L'ultima volta non c'è andata tanto bene :D



The dingy stone staircase leads down to an empty torchlit chamber, its floor strewn with filthy straw. To the right there is a stout wooden door secured by a rusty bolt, and ahead you see a damp passage. Your Magnakai senses tell you that it heads due south.

If you wish to take a closer look at the door, turn to 242.

If you wish to investigate the passage, turn to 343.


Controlliamo la porta, o proseguiamo lungo il passaggio :D?


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

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 40/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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, Laumpspur (Cura 4 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (5), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1), Statuette of Zagarna
[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)
************************************************** ******

Bortas
22nd April 2013, 14:34
Guardiamo sta porta siam scesi qui facciamo anche questa

Kaluisurrr
22nd April 2013, 14:35
porta

Rise-the-Sky
22nd April 2013, 14:35
Controlliamo che magari c'è un altro cane con la statuina di vekna (con tanto di pugnale sbrilluccicoso :'( )

Defender
22nd April 2013, 15:19
Porta a porta, vediamo se c'è il darklord Bruno Vespa (uno dei più temibili :afraid: )

Jesper
22nd April 2013, 15:42
E dietro la porta numero 2...



You place your ear to the rough timbers and hear movement, snoring, and the rattle of arms and equipment. At once you realize that this door leads to the Drakkarim dormitory hall, a place you would do well to avoid.

Forewarned, you leave the chamber and venture south into the passage.

Turn to 343.


Un sacco di Drakkarim! E' Natale! E invece no :(



You follow the dank passage for over a mile before you reach its end. There you discover an iron door, eaten by rust, its lock made useless by years of acidic corrosion. Using your Magnakai skill of Nexus you free the lock mechanism, and then lever open the door to reveal a short flight of steps which are almost unrecognizable beneath a carpet of moss and fungi.

Cautiously you ascend, clearing the way ahead with your weapon before trusting it to your step. The stairs emerge at street level, in the midst of a once-grand building which now lies in ruin. Through one of its shattered windows you look out upon a concourse littered with more than a dozen Giak dead. Their posture, and the nature of their wounds, tell of a savage street battle fought here within the last few hours. Perched on nearby rooftops are a flock of vulture-like birds, cawing delightedly, their bellies distended by a feast of Giak meat.

The distant clang and clash of steel tell you that the fighting is not over; it has simply moved on. The noise prompts you to stay crouched in the ruins whilst you consider your next course of action. From this position you survey the street and notice a narrow stairway, directly opposite, which leads down to a crypt door. You focus on the dark portal and sense at once that it is open and unguarded.

If you wish to cross the street and investigate the crypt, turn to 228.

If you choose to ignore the crypt, turn to 303.


Un giorno finiranno le domande :dumb:

Ma non è questo il giorno :D

Earenia
22nd April 2013, 15:49
cripta cripta!!

Rise-the-Sky
22nd April 2013, 15:51
Non capisco perchè non siamo entrati a mietere le messi...

Cmq andiamo nella cripta.

Kaluisurrr
22nd April 2013, 15:59
ignoriamo la cripta

Defender
22nd April 2013, 15:59
:dumb:
(ormai basta questa faccia per spiegare il 90% delle scelte :look: )

Bortas
22nd April 2013, 16:00
Cripta a cazzo duro

Jesper
22nd April 2013, 16:16
Questa è una versione più attuale:

http://www.wayne2k1.com/attachment.php?attachmentid=9919&stc=1&d=1366640055


:sneer:



Once the coast is clear, you run across the street and down the short flight of stone steps leading to the crypt door. Hurriedly you press your shoulder to the cold iron and the portal creaks open to reveal a cramped, rough-walled chamber, dominated by a massive wooden chair, its back mostly destroyed by fire. Through the blackened timbers you see a mouldy tapestry covering part of the rear wall. The crypt is otherwise empty.

If you possess the Grand Master Disciplines of Telegnosis and Grand Pathsmanship, turn to 93.

If you do not have both of these skills, turn to 155.


Non abbiamo Telegnosis!



Your Sixth Sense prickles with the presentiment of danger. You can feel the presence of a hostile magical being who, although not in this chamber, is somewhere very near. Fearful of the risk of being trapped in this dingy crypt, you unsheathe your weapon and back slowly towards the door, your eyes scanning all around for the merest hint of movement. Then, suddenly, the heavy portal slams shut with a mighty crash that reverberates in your ears. Before you have time to take a breath there is another sound, stone grating on stone, which draws your eyes to the fire-blackened chair.

Turn to 167.


Ci siamo cagati sotto :D



Behind the chair, the tapestry is suddenly torn aside and you find yourself staring at a creature swathed in a hooded orange cloak. It sidesteps the chair and shrieks a defiant curse as it raises a warty, taloned fist. In the next instant you see it hurl a cube of shiny black stone, which comes streaking through the air towards your face.

If you wish to attempt to dodge this missile, turn to 117.

If you choose to try to bat it aside with your weapon turn to 322.


AHAhAHA sto libro a livello comico è un capolavoro :D Cosa facciamo?

Defender
22nd April 2013, 16:23
Dodgia che se facciamo Joe diMaggio quell'affare esplode e ci instagibba...

117

Rise-the-Sky
22nd April 2013, 16:23
Schiviamolo...un cubo di roccia scintillante potrebbe essere qualche cosa di brutto e cattivo che esplode...se lo pariamo rischiamo di lasciarci gli Arianici connotati e diventare dei BungaBunga-style.

Bortas
22nd April 2013, 16:33
Eppure ribatterla mi piacerebbe, si si per me 322 sarebbe la morte più bella di tutti i libri fatti finora...

Kaluisurrr
22nd April 2013, 16:48
black cube, dodgiamolo

Jesper
22nd April 2013, 17:20
You duck your head and the cube passes harmlessly over your shoulder to smash against the wall behind. On impact there is a tremendous flash and an explosion which releases a gout of searing flame. Needle-sharp slivers of stone pepper your back, but your quick reflexes have saved you from sustaining fatal injuries. Lose 4 ENDURANCE points.

To continue, turn to 72.


Beh, direi che ci è andata bene :D



Painfully you stagger to your feet and shake your head in a vain attempt to be rid of the loud ringing that now fills your ears. Through the smoke and dust generated by the explosion, you glimpse the hooded creature creeping towards you. He holds a rod before him which radiates a ghostly green light. You snatch up your weapon and prepare to do battle as your robed enemy raises this rod in readiness to strike you down. Then there is a crack of energy and, as the rod whistles towards your chest, the tip transforms itself into a fiery spiked ball.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/ill5.png
Illustration V—A hooded creature creeps towards you holding a rod which radiates a ghostly green light.

Ligan (with Ziranakag): COMBAT SKILL 44 ENDURANCE 32

If you win this combat, turn to 298.


Il monaco maiale è piuttosto combattivo O-o

COMBAT RATING: +4 (con Kai-Surge)

Roll...4
Lupo Solitario -2 (-1)(33)
Ligan -8 (24)

Roll...1 :(
Lupo Solitario -4 (-1)(28)
Ligan -5 (19)

Roll...8 :metal:
Lupo Solitario -0 (-1)(27)
Ligan -12 (7)

Roll...7
Lupo Solitario -1 (-1)(25)
Ligan -11 (morto!)

Comunque ne facciamo porchetta :D



Upon the instant of his death, your enemy is consumed by a roaring fire which sprouts from the shaft of his sorcerous weapon. Within the space of a few seconds he is transformed into a heap of red-hot dust.

Shocked by what has occurred here, and fearful of what may yet happen if you stay any longer, you rush to the crypt door and force it open. Grasping for breath, you race up the short flight of steps and run headlong for cover among the neighbouring ruins. There you find an ideal hiding place. It is concealed from the sky by an upper storey, and it commands an unobstructed view of a deserted plaza, its only means of approach. Here you rest while you consider your next course of action. Restore 2 ENDURANCE points.

During your rest, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 201.


Abbiamo Grand Huntmastery!



Your rest is disturbed by the sudden arrival in the plaza of a score of battle-weary Giaks, some Drakkarim, and a Gourgaz who is nursing a wounded arm. You watch them make camp and notice that they are so fatigued that they neglect to post any sentries.

The pall of smoke which has covered this section of the city begins to thin out, and in the middle distance you can see the base of the great citadel. It is a truly awesome sight, a pyramid of jet-black stone which rises to a needle-sharp peak more than ten thousand feet above the streets of Kaag.

Soon a rickety wooden cart, drawn by two ugly, ox-like creatures in harness, trundles into the plaza. It halts and its Giak driver pulls back the tarpaulin which is covering its cargo, revealing haunches of grey-green meat stacked in a pile. Unceremoniously, he tosses them to the exhausted soldiers who devour them with obvious relish. It is an unwholesome sight, made even more so when you realize that what they are eating is freshly slaughtered Giak meat.

Turn to 250.


Probabilmente quello che abbiamo mangiato noi con Grand Huntmastery :look:



The troops have almost finished their grisly meal when a figure, clad in flowing grey robes and a helm of brightly polished steel, swoops down from out of the brooding sky upon the back of a Zlanbeast. He screams orders to the Gourgaz who immediately responds by cursing and slapping his tired troops into line. The grey rider berates the sorry-looking squad before finally taking to the skies once more. Stung into action by his harsh words, the Gourgaz officer leads his unit away at the double.

Curiosity prompts you to follow them, although you take care to remain hidden from view. They zigzag through a maze of back streets before arriving at the approach road to a large hall. Here a pitched battle is taking place between two warring factions: one side wearing uniforms of orange cloth, the other clad in blue-green.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/small2.png

For several minutes you observe the carnage taking place as the two groups fight for control of the hall. The fighting soon escalates to the surrounding ruins and wisely you decide it best to leave this area before you, too, become caught up in the fighting.

You notice a road away to your right which leads directly to the citadel. It is virtually deserted and seems to offer the best escape route from the battle zone. However, you have covered barely a hundred yards when you are suddenly confronted by a unit of Drakkarim Death Knights, reinforcements freshly arrived from the citadel itself.

Quickly you dive into a side street and run as fast as you can, but the Death Knights have seen you and, despite their heavy armour, they give chase determinedly.

The street soon ends at a junction where two roads branch away, one to the left, the other to the right.

If you have the Discipline of Grand Huntmastery, turn to 107.

If you do not possess this skill or do not wish to use it, you can take either the left road by turning to 85.

Or the right road by turning to 266.


Abbiamo Grand Huntmastery!



Your Magnakai senses warn you that the left road leads to a dead end. Without hesitation, you turn right and take off along the street at a steady pace.

Although the Death Knights are hot on your heels, you are confident that you will soon outrun them. However, your confidence is severely shaken when you see that the way ahead is blocked by a hill of rubble, the remains of a collapsed watchtower.

If you have reached the rank of Kai Grand Guardian in the Discipline of Grand Huntmastery, turn to 22.

If you have yet to reach this level of Kai Grand Mastery, turn to 232.


Come sei puntiglioso Joe, certo che l'abbiamo!



You race across the mound of jagged rubble, barely slowing your stride as you surmount this obstacle easily. The pursuing Death Knights, handicapped by their weighty armour and lack of special skills, can only watch in astonishment as you disappear from view.

The street continues beyond the mound, heading due south towards the great citadel, the shadow of this edifice looming ever larger. Soon the street opens out to a wide concourse which encircles the citadel and offers access to its great northern door. The entire door is made of black iron and streaked with rust. Turrets jut from either side, on top of which you see giant cannon-like weapons, similar to those once employed by the Darklords aboard their ironclad fleets.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/ill2.png

Illustration II—Giaks and Drakkarim pass the citadel, all clad in orange uniforms bearing the mark of a bloodied scythe.

From the cover of a ruined house, you watch the traffic of Giaks and Drakkarim, all clad in orange uniforms bearing the mark of a bloodied scythe. The more you stare at the citadel, the more you are sure that this is where Banedon is being held prisoner. However, entry into the citadel itself looks to be impossible, until, that is, an opportunity unexpectedly presents itself.

Turn to 124.


Ahah! I superpoteri pagano :nod:



Directly across the street from where you are hiding, you see a square, flat-roofed tower, one of several which encircle the outer edge of the concourse. A flock of screeching Kraan are feeding on slabs of maggoty meat which have been left there by the Drakkarim guards. Once they have eaten their fill, they take to the air and return to their cave-like pens, located high up on the citadel’s outer wall. Some of the returning Kraan are ridden by Drakkarim and other guards who steer their mounts towards landing platforms which jut like great steel tongues from the entrances to the pens.

It occurs to you that if you were able to mount one of the feeding Kraan, you could attempt to enter the citadel by the very same route.

Emboldened by your plan, you resolve to put it into action. Patiently you survey the feeding tower opposite and note that there are two ways to gain access to its roof. You could climb a staircase that runs directly from the street to the roof, or you could attempt to scale its wall.

If you possess the Discipline of Grand Pathsmanship, turn to 237.

If you do not possess this Discipline, turn to 149.


Abbiamo anche Grand Pathmanship!



Your senses warn you that the tower stairs, although they look empty, are in fact guarded by Drakkarim stationed inside the tower. They offer the most convenient route to the roof, but it could also be the most perilous.

If you wish to avoid the stairs, you can attempt to climb the wall instead by turning to 164.

If you decide to use the stairs, despite having been forewarned, turn to 312.


Che si fa :D?

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

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 34/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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, Laumpspur (Cura 4 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (5), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1), Statuette of Zagarna
[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
22nd April 2013, 17:25
Scalare le mura non ci ha portato molta fortuna tempo fa... sappiamo che per le scale troveremo dei Drakkarim ma meglio affrontare loro che un roll su istant-death da cadute.

Kaluisurrr
22nd April 2013, 17:45
scaliamo scaliamo, facciamo brillare la cara Rope!

Earenia
22nd April 2013, 18:16
lo appoggio a rise, 312!

Jesper
22nd April 2013, 18:34
Si scala!



You propel yourself out of the ruins and sprint across the street towards the tower stairs. Everything seems to be going to plan until you are halfway up, when suddenly there is a loud clunk. You look up and, to your horror, you see a heavy wooden log, pierced by a criss-cross of metal staves sharpened at either end, come crashing down the steps towards you. The brutal face of a Drakkar peers over the edge of the tower parapet, watching with gleeful expectation as the great spiked log bounces on the steps and comes spinning straight at you.

Pick a number from the Random Number Table. If you possess the Discipline of Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 3 or less, turn to 289.

If it is 4–7, turn to 41.

If it is 8 or more, turn to 348.


Abbiamo +2 per Grand Huntmastery, quindi failiamo in maniera clamorosa solo con 0 o 1!

Roll...3!



You try to avoid being impaled upon the runaway log by diving between the spinning staves. You succeed in avoiding death, but one of the sharpened steel spikes gouges your leg, leaving a deep wound: lose 6 ENDURANCE points.

Adjust your Action Chart before turning to 213.


Ouch.



You race up the remaining steps and take hold of the Drakkar by the throat. Desperately he fights to free himself from your crushing grip, kicking and scratching like a wild animal, until you are forced to let him go. As you do so, he stumbles and falls backwards over the parapet, landing with a shriek in the street below. You glance over the stone rail and see that he has met his doom, impaled upon the spikes of his cruel device.

Now you turn your attention to the five Kraan which are feeding on the roof. Gingerly you approach them, hoping not to startle them into flight, but the commotion—and your presence—has made them very uneasy.

If you possess the Discipline of Animal Mastery, turn to 90.

If you do not possess this skill, turn to 136.


No Animal Mastery ancora!



You notice that only one of the five Kraan is equipped with a saddle and reins. You focus on this beast and use your Magnakai skill of Animal Control in an attempt to subdue it. The other four abandon their feast and take to the air as you approach, but the target of your attention remains on the roof, eyeing you nervously.

You have approached to within an arm’s length of the reins when suddenly the Kraan takes fright. It beats its wings frantically in an attempt to knock you away, and then propels itself into the air. You leap for its neck and hold fast as the spawn clears the tower and takes to the sky. Desperately you try to swing yourself into the saddle as the creature hovers haphazardly, fifty feet above the concourse.

Pick a number from the Random Number Table. If your current ENDURANCE points score is 20 or higher, add 2 to the number you have chosen. If your ENDURANCE is less than 10, deduct 2. If you possess the Discipline of Grand Huntmastery, add 1.

If your total score is now 3 or less, turn to 16.

If it is 4 or more, turn to 249.


Abbiamo +3, quindi failiamo solo con uno 0!

Roll...5!



Using all your strength, you haul yourself into the saddle and hold fast as the Kraan soars upwards into the stormy sky. Frantically you kick and beat the creature with your fists until, reluctantly, it submits to your will.

Pulling back on the reins, you urge it to go higher. Then a few well-aimed slaps to its horny head persuade it to bear you towards the landing platforms situated above the great North Door. As you draw closer to your chosen destination, you see two platforms which are open and unguarded. One has an arch-shaped portal; the other a wider, oblong-shaped entrance.

If you wish to land at the platform with the arch-shaped portal, turn to 121.

If you choose to land upon the platform with the oblong-shaped entrance, turn to 282.


Dove vogliamo atterrare :D?

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

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 38/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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, Laumpspur (Cura 4 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (5), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1), Statuette of Zagarna
[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)
************************************************** ******

Kat
22nd April 2013, 18:36
Proviamo la scalata, 164.

Edit: tardi, passiamo dall'arco ora.

Defender
22nd April 2013, 18:56
bella la scena di LW che per farsi obbedire dal kraan lo prende a sberle :sneer:

cmq mi sa che abbiamo schivato un quantitativo notevole di instadeath rollose :look:

per la scelta va bene l'arco (diddioh :P)

Earenia
22nd April 2013, 19:09
121!

Bortas
22nd April 2013, 19:34
Namo all'arco...

Tibù
22nd April 2013, 20:06
121

Sturm
23rd April 2013, 08:04
E 121 sia! Perché noi c'abbiamo i pugni nelle mani!

Jesper
23rd April 2013, 10:28
Arco (diddio!)



As the Kraan glides towards the semicircular platform, you swing one leg over its neck and get ready to leap from the saddle the moment it lands. With cat-like agility, you jump the last remaining few feet onto the platform and run through the open archway. Two Drakkarim Kraan-handlers suddenly appear before you, but your quick wits and Kai camouflage skills keep you from being seen. As the handlers walk out onto the platform to tend to the screeching Kraan, you run towards the rear of the pen where a spiral staircase leads off to levels above and below.

If you wish to ascend the stairs to the level above, turn to 31.

If you choose to descend the stairs to the level below, turn to 217.


Saliamo o scendiamo :D?

Sturm
23rd April 2013, 10:38
Di solito i prigionieri si trovano in basso,quindi conoscendo Dever e la sua pazzia io dico 31! Baderonzolo sciogli la tua chioma che ti vengo a salvare!

Rise-the-Sky
23rd April 2013, 10:42
DUnque in una scala a spirale solitamente chi scende ha la destra verso il centro della spirale (perchè in questo modo poteva combattere meglio contro chi saliva, considerando che solitamente il difensore si trova in alto e l'attaccante in basso)

Questo fa si che se siamo in un pianerottolo teoricamente avremo

Discesa --- Salita.
////////..... ////// muro
...........LW

Discesa dunque è a sx...ed è la via!

Defender
23rd April 2013, 10:46
Saliamo, voglio vedere il panorama.

31

(dopo la giustificazione iper-tecnica di Rise ne serviva una idiota per controbilanciare :D)

Bortas
23rd April 2013, 10:52
Scendiamo e sticazzi...

Jesper
23rd April 2013, 11:18
Siamo 2 a 2! Il prossimo voto, anche se duplicato, decide! :D

PS: la spiegazione di Rise spacca :sneer:

Bortas
23rd April 2013, 11:18
Scendere

Jesper
23rd April 2013, 11:21
Si scende, perchè: scienza.



The torchlit stairs spiral down to a busy hall where several stairways and tunnels converge. You stay hidden in the shadows while you observe the creatures, mainly Giaks and Drakkarim, that are using this hall to move from one passage to another. All, without exception, are clad in uniforms which have been dyed a muddy shade of orange.

After a short while, the hall clears and you hurry across towards a tunnel directly opposite. It is the only exit from the hall to have been ignored by the flow of traffic, and you choose it in the hope that it will be empty of guards. An archway off the tunnel reveals a chamber where the floor appears to be carpeted with a fine grey-green dust. Your senses tingle with a premonition of danger as you stare at the phosphorescent lichen clinging to the rough-hewn walls. The glow from the lichen illuminates several stout pilasters which support the vaulted ceiling and an arched exit on the far side. The surface of the dusty floor is perfectly flat, undisturbed by tracks of any kind.

If you wish to cross the dusty floor and enter the archway opposite, turn to 301.

If you choose to ignore this hall and continue along the tunnel, turn to 82.


Mmmm vagamente sospetto...o magari è Joe che tenta di usare la Kai-psicologia inversa? :D

Che si fa? :D

Bortas
23rd April 2013, 11:30
Mi puzza di trappolone con istadeath sopra, sfanculiamo sto posto e procediamo, 82

Sturm
23rd April 2013, 11:33
Mah sono molto indeciso...curiosità vince su ragione!

Buttiamoci a volo d'angelo in mezzo alla merda verde! 301

Defender
23rd April 2013, 11:34
Something's wrong here.

Meglio andare oltre...

82

Kaluisurrr
23rd April 2013, 12:08
è antrace drakkariana ovviamente! andiamo altrove

Jesper
23rd April 2013, 12:26
Ignoriamo il trappolone/psicologia inversa!



The tunnel descends, by slope and staircase, deeper into the bowels of the citadel. In the distance you see a torchlit chamber and hear the sound of Giaks screaming in agony. As you draw closer to the room, your suspicions are confirmed that you have stumbled upon a torture chamber.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/small4.png

The Drakkarim torturers are too preoccupied with the mutilation of their charges to notice you slipping through their grisly workplace to the tunnel beyond. This leads to a large stairwell from where you can see many levels, above and below.

If you wish to ascend the stairs, turn to 145.

If you choose to descend the stairs, turn to 106.


Nel weekend LW ha abusato della disciplina Kai Grand-Beermastery e adesso non sa orientarsi senza il nostro aiuto :D Dove lo guidiamo?

Rise-the-Sky
23rd April 2013, 12:37
Non viene detto se è a spirale oppure no quindi niente Lore applicabile.

Scendiamo va..che per salire c'è sempre tempo dopo.

Bortas
23rd April 2013, 12:38
Giù sempre più giù, Talpa solitaria

Defender
23rd April 2013, 12:41
Ormai che siamo in discesa, continuiamo...

Magari dopo la camera delle torture c'è il bordello :D

Che poi mi son sempre chiesto... ma nelle città dei cattivi malvagissimi, chi cazzo lavora? Avran bisogno anche loro di gente che cucina, costruisce/ripara roba, pulisce i cessi... (ok forse questo no :sneer:)

Cioè qua son tutti intenti o a darsi mazzate l'un l'altro, o a complottare nell'oscurità, o a torturare gente...

(per la serie: dilemmi esistenziali :D)

Jesper
23rd April 2013, 12:58
Il sindacato dei Drakkarim è molto molto potente :nod:



The temperature rises steadily the deeper you descend this flight of stairs, causing you to give thanks to your Magnakai Discipline of Nexus which is sparing you any pain or discomfort. The stairs end at a chamber constructed of stones which radiate a deep purplish light. It is furnished with tables, chairs, draperies, and carpets, all of a similar hue.

You are crossing the floor on your way towards a tunnel-like exit on the far side, when suddenly a secret panel opens in the wall and from out of the darkness step two horny-skinned creatures which you recognize immediately. They are Xaghash, brutish lesser Darklords, implacable servants of the evil God Naar.

They are busily arguing with each other as they lumber into this chamber, and both of them fail to see you at first. But suddenly their senses detect the presence of your pure spirit, and it stirs them to a fearful fury. With frightening ease they hurl aside heavy furniture in their eagerness to attack you.

If you possess a Bow and wish to use it, turn to 62.

If you do not, turn to 263.


Ah, mini Darklords :look:

Ok, la domanda è http://www.wayne2k1.com/attachment.php?attachmentid=9919&stc=1&d=1366640055 ma che volete fare :D?

Sturm
23rd April 2013, 13:00
Stanotte e ci penserò e ti daroò una risposta logica ( :nod: ) e sensata (:dumb: )

Intanto giù come se non ci fosse un domani!

EDIT: arrivato troppo tardi :gha: arcodiddiooooh abbestia!

Defender
23rd April 2013, 13:07
Arco obv

Kaluisurrr
23rd April 2013, 13:14
niente arco, giù di mazzate

Lupoazzurro
23rd April 2013, 13:57
Arcodiddioooooohhhhhh

Bortas
23rd April 2013, 14:35
Arcodiddiooooooo!!!

Jesper
23rd April 2013, 14:46
Sfrecciamo!



You unshoulder your Bow, draw an Arrow, and let it fly towards the chest of the leading Xaghash. The shaft shatters against the iron-hard scales which protect its heart, and the great merciless beast roars with delight at your misfortune.

Hurriedly you retreat, drawing a hand weapon in your defence as the two evil-eyed horrors come rushing forward with murderous intent.

2 Xaghash: COMBAT SKILL 52 ENDURANCE 60

If you wield the Sommerswerd, its power doubles in strength for the duration of this combat (+16 COMBAT SKILL).

If you win the combat, turn to 276.


Maledetto whiners ç_ç

Comunque sia, abbiamo il potere della Sommerswerd raddoppiato per qualche motivo :D Per cui la nostra COMBAT RATING è +4 (con Kai-Surge).

Roll...1 :(
Lupo Solitario -4 (-1)(35)
2 Xaghash -5 (55)

Roll...4
Lupo Solitario -2 (-1)(32)
2 Xaghash -8 (48)

Roll...1 :( :(
Lupo Solitario -4 (-1)(27)
2 Xaghash -5 (43)

Roll...6
Lupo Solitario -2 (-1)(24)
2 Xaghash -10 (33)

Roll...2 :( ma che cazz...
Lupo Solitario -3 (-1)(20)
2 Xaghash -6 (27)

Roll...4
Lupo Solitario -2 (-1)(17)
2 Xaghash -8 (19)

Roll...8 :metal:
Lupo Solitario -0 (-1)(16)
2 Xaghash -12 (7)

Roll...1 -.-
Lupo Solitario -4 (-1)(11)
2 Xaghash -5 (2)

Roll...5
Lupo Solitario -2 (-1)(9)
2 Xaghash -8 (MORTI E CHE CAZZO)

Vabbe -.- la sorte finalmente è tornata a morderci nelle chiappe. Ci è quasi partita l'insta cura di emergenza in sto combat...



You step back from the slain bodies of these two deadly foes, and lean against a table for support until your strength returns. By chance, you notice a strange key lying there. It has been carved from a green metallic substance which radiates a dim, phosphorescent light.

If you wish to keep this Green Key, mark it on your Action Chart as a Special Item which you carry in your tunic pocket.

As soon as your strength returns, you leave this chamber and press on with your search for Guildmaster Banedon.

Turn to 133.


Ok, prendiamo la chiave verde e siamo sempre più il mastro di chiavi!



Soon you arrive at a circular chamber. There is a huge hole in the roof and another hole, equally large, in the middle of the floor. Carefully you approach the perimeter of this hole and stare down into a deep, dark shaft. It passes through countless levels of the citadel, below and above. The edge of the shaft is overgrown with ivy-like creepers, and a tangle of thorny vines hang down from the levels high above.

If you wish to climb these vines to another level of the citadel above the one you are currently on, turn to 288.

If you choose to ignore the shaft and continue along an adjoining tunnel, turn to 59.


Che strada scegliamo :D? E ditemi anche se volete che mi spari la Laumpspur e/o il Gnallia Meal!

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

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 11/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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, Laumpspur (Cura 4 EP)

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (4), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1), Statuette of Zagarna, Green Key
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith

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

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
23rd April 2013, 14:55
mandiamo giu una laumpspur che se perdiamo endurance perchè inciampiamo o chissà cosa rimaniamo secchi, comunque continuiamo per il tunnel

Rise-the-Sky
23rd April 2013, 15:01
Come avremmo tirato giù sti cosi senza la Spada non lo sa neppure Kai.

Continuiamo per il tunnel che le scalate non fanno per noi.

Bortas
23rd April 2013, 15:27
Tunneliamo

Jesper
23rd April 2013, 15:30
Ci beviamo la pozzietta e andiamo nel Tunnel!



The tunnel ends at a huge, echoing hall. It was once a place of worship dedicated to Zagarna, Darklord of Kaag. Now, however, it lies in total ruin, having been ransacked and destroyed by those who took command following his destruction, by your hand, at the raising of the Siege of Holmgard.

In the alcoves and grottoes that adjoin this hall, where once stood effigies of Zagarna, there now stand likenesses of Darklord Slûtar. Behind one such tribute you notice something very unusual, yet familiar. A column of shimmering blue light descends into the alcove from a hole in the middle of the roof and passes through a similar hole in the floor. Your senses tingle as you gaze at this column, for you immediately recognize its purpose. Within the confines of the light, gravity is greatly reduced. It is used as a means of transportation, an elevator that can take you to other levels of Kaag, either above or below. The last time you saw one of these devices was in Helgedad, the former principal stronghold of the Darklands.

If you wish to step into the transporter beam, turn to 127.

If you choose to ignore it, you can leave this ruined hall by means of a tunnel in its north wall. Turn to 254.


Ci infiliamo nell'ascensore fantasy, o tiriamo dritto?

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

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 16/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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 (4), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1), Statuette of Zagarna, Green Key
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith

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

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
23rd April 2013, 15:40
ascensoreh

Bortas
23rd April 2013, 15:42
Un portale (ascensore)? Tuffo carpiato dentro...

Defender
23rd April 2013, 15:43
Scotty, energiah!

127

Rise-the-Sky
23rd April 2013, 15:51
Questa zona è dedicata a Zagarna, noi abbiamo l'action figures di Zagarna...e troviamo un portlae...sarà un segno del destino?

Noi ci crediamo e ci tuffiamo nel raggio blu dell'istant death FTW!

Sturm
23rd April 2013, 16:03
Doppio carpiato e atterraggio in punta di piedi come la Carla Fracci in mezzo al raggio blu!

Jesper
23rd April 2013, 16:20
E se diventi il nuovo Carla Fracci, poi non ce n'è più per nessuno...



You step warily into the glimmering column of light and immediately feel yourself begin to rise. Bands of darkness flick past with growing rapidity, each one marking a passing level of this mountainous citadel. Then you feel yourself slowing to a halt. The column fades and you find yourself standing on a metal dais in the centre of a domed chamber. Ahead you see a great door, forged of Kagonite, and beside it there is a narrow staircase leading downwards.

As you approach the door, you notice the lock which secures it. It is inlaid with a series of numbers and, at once, you recognize that they are component parts of a combination lock. One number in the sequence is missing. By tapping the correct number upon the blank square, you will cause the lock to disengage.

Study the following sequence of numbers carefully. When you think you know what the missing number is, turn to the entry that is identical to your answer.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/sect127.png

If you guess incorrectly, or if you cannot answer the puzzle, turn instead to 43.


E' il momento di Kai Mate-Magic ancora una volta! Riusciremo a risolvere l'enigma :D? Come al solito, spoilerate il procedimento se date la soluzione così possono scervellarsi anche gli altri :D

Kaluisurrr
23rd April 2013, 16:29
boh, 6? huehuee

Sturm
23rd April 2013, 16:31
La risposta corretta è 3

si tratta di quadrati di numeri,quindi facendo la radice quadrata si scende da 6561 a 81 a 9 e quindi 3!

Bortas
23rd April 2013, 16:33
Radice quadrata=3

Sturm
23rd April 2013, 16:34
Si beh lo spoiler mettiamocelo però invece de fa le cose de prescia :gha:

Jesper
23rd April 2013, 18:03
On the third tap the lock emits a distinct click and, slowly, the great door swings open to reveal a dark, smoky tunnel. Warily you pass through the door and enter the unwelcoming passage.

Turn to 200.


"Una delle più feroci critiche mosse al sistema di sicurezza Quadratron 2000 fu senza dubbio quella proveniente dai possessori di licenza di scuola media inferiore. Il vero scandalo scoppiò però nel 3023 BM, quando una fonte anonima fece trapelare il segreto per aprire qualunque serratura protetta dal Quadratron: toccare ripetutamente la casella vuota fino a quando non si sente un click"
- Estratto dal Varettian Gazette n.14, anno 3050 BM.



The dark tunnel descends to a titanic circular hall which is lit by a lava-filled vent at its centre. Tunnels radiate from this hall in every direction, like the spokes of an infernal wheel, their destinations mere pinpoints of flame in the far distance. The air here is thick and cloying. It is choked by sulphur and other foul discharges of noisy engines located deep in the bowels of Kaag. The pressure of this tainted atmosphere is forever changing, causing you momentarily to lose your balance and stumble when first you enter the central hall.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/small7.png

Before you, astride the vent, a colossal idol looms up against the crimson light like some supernatural giant forged of steel and stone. Warily you pass beside one of its huge, taloned feet, half expecting it to animate suddenly and come crashing down upon you as if you were a lowly insect. Fortunately, the foot remains immobile and you are able to leave by a triangular-shaped tunnel, the largest of those which radiate from this hall.

Other passages branch off this tunnel, spaced at regular intervals of one hundred paces. You detect movement taking place in several of these sub-tunnels and, when at last your natural curiosity prompts you to stop and observe one (using your Magnakai skills to magnify your vision), you detect that it is occupied by Nadziranim. These mysterious sorcerers are gifted in the black arts of Right-handed magic and, before their demise, they slavishly assisted the Darklords of Helgedad. These particular Nadziranim are busy at slime-filled vats, engaged in the harvesting of Giak spawn, a process that at first fascinates then rapidly repulses you. Sickened by what you have seen, you hurry away towards a distant junction where a narrower tunnel crosses from left to right. As you approach the junction, you feel the skin on your arms and the nape of your neck tingle with a premonition of peril. The sensation soon passes, but you are left with an awareness that a greater danger lurks somewhere nearby.

If you wish to turn left at the junction and continue, turn to 156.

If you choose to turn right, turn to 126.


Tradiremo il Lone Wolf 101? :D

Kaluisurrr
23rd April 2013, 18:26
right

Sturm
23rd April 2013, 18:46
Mai left forevah! E coi peli del culo dritti! Baderonzolo arriviamo :love:

Tibù
23rd April 2013, 18:49
left cristtoddio!

Defender
23rd April 2013, 18:54
Per me quando c'è "left" puoi anche non chiedere :D

Jesper
24th April 2013, 10:32
Si procede, come da piano :nod:



The floor of the tunnel is gently sloped and, as it ascends, you notice the temperature steadily becoming much cooler. At length it opens out into a dimly lit chamber where the stone floor is strewn with wood-shavings soiled by dung and dried blood. As you enter, you hear an inhuman snickering sound coming from among the maze of stout pillars that support the roof. The sound causes you immediately to draw your weapon; you have heard this cry once before, and although it was several years ago, you have not forgotten the creature who made it.

Slowly, from out of the shadows come three hulking beasts, their yellow cat-like eyes glinting malevolently. Your fears are confirmed: they are Egorghs, massive wild bear-like creatures native to the stormy northern coasts of the Darklands. Stirred by the promise of fresh meat, they advance towards you and make ready to launch an attack with fang and claw.

If you possess Animal Mastery, turn to 233.

If you do not possess this Grand Master skill, turn to 318.


No Animal Mastery!



You call upon your Magnakai Discipline of Animal Control in an attempt to halt the Egorgh advance, but your powers of persuasion are not strong enough to turn away all three of these fearsome hulks. For a moment they halt and settle on their haunches; then, with a chorus of frantic screeches, the creatures come leaping towards you, their mouths agape and their claws extended ready for the kill.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/ill18.png
Illustration XVIII—The creatures leap towards you, mouths agape and claws extended, ready for the kill.

3 Egorghs: COMBAT SKILL 37 ENDURANCE 42

These creatures are particularly susceptible to psychic attacks; double all bonuses you would normally be entitled to if you choose to employ psychic attacks during this combat.

If you win the combat, turn to 261.


Ok, Enzo Paolo Turci e i suoi fratelli sono molto suscettibili ai nostri poteri mentali, quindi "queste sono le spadate che state cercando" e la nostra COMBAT RATING è + 11 (con Mindblast)

Roll...9 :oldmetal:
Lupo Solitario -0 (20)
3 Egorghs INSTABLASTATI!



As the last Egorgh crashes lifelessly to the ground, you turn and hurry towards the adjoining passage. Sheathing your weapon as you run, you follow the passage for several minutes before arriving at an empty circular room. The only feature here is a rusty iron ladder fixed precariously to the wall, which ascends through a hole in the ceiling to a level above. There is no other exit from this chamber and so, with caution guiding your every move, you climb the rust-eaten rungs.

You rise through the hole to find yourself in a corridor which is strewn with human bones. Skeletons lie mixed in tangled heaps and many of the skulls and loose bones seem to have been gnawed. The psychic residues of pain and terror left by these luckless victims press in upon your senses, making you feel queasy and claustrophobic. With pounding heart you advance along the bone-choked passage, stepping carefully through the skeletons to avoid making a sound. But you have taken less than a dozen steps when something unexpected makes you freeze in your tracks.

Turn to 218.


Ok, sto giro è Paido nudo incaprettato sicuro :nod:



In the dim distance you see a score of creatures stumbling along the tunnel. You magnify your gaze and discern that they are vaguely human in form, although hairless, and lean and stringy, as if from starvation. Their toes and fingers end in horny, hooked claws and their large eyes are deep set in skeletal faces, etched by untold years of pain and anguish. You bring to bear your innate psychic skills and are shocked by what you discover.

Your senses reveal that these creatures were once human soldiers in the armies of the Freeland Alliance. Captured in battle and brought to Kaag long ago, they have endured unspeakable experiments at the hands of the Nadziranim. Now, no longer of use to those evil magicians, these pitiful victims have been left to wander the forgotten passages of this foul city, united in undeath.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/ill11.png
Illustration XI—Lean, hairless, and stringy creatures stumble along the tunnel, faces showing years of pain and anguish.

When the undead soldiers are twenty yards distant you attempt to communicate with them telepathically. You sense that the one who is leading the group radiates a faint psychic aura and you hope that he may know the whereabouts of your captive friend Banedon. At first your questions elicit no reply; then, when your eyes meet, you feel a wave of despair wash over you as suddenly you tap into the agony of this creature’s existence. (Lose two ENDURANCE points due to psychic shock.) As the effects of the shock fade, you hear a ghostly voice echoing thinly in your mind.

Yes…I know of whom you seek… it croaks. The Sommlending wizard is imprisoned here in Kaag…in Zagarna’s courtroom…

You ask the wretched zombie for directions to Zagarna’s courtroom but the only help he can offer is to tell you that it is ‘many levels above’.

The pitiful group part in two to allow you to pass. As you move through them, your hatred of the Nadziranim blazes anew when you see upon the bodies of these once-human soldiers the terrible scars left by the cruel experiments. Filled with anger and remorse you hurry away, silently fearful that Banedon may already have suffered a similar fate.

Turn to 57.


Oddio, gli zombie che danno le indicazioni sono troppo :lol:



After a few minutes the tunnel ascends by steps to a cavern-like chamber where the walls are mildewed and damp. A sloping passage leads away to your left, descending towards a distant pit which reeks of vermin and decay. You shun this exit and turn your attentions instead to an iron door set into the far wall. Although it is locked, you experience no difficulty picking it.

On the other side of the door you discover a torchlit corridor leading off to the left and right.

If you wish to go right, turn to 252.

If you decide to go left, turn to 170.


Ah Joe...

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

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 23/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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 (4), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1), Statuette of Zagarna, Green Key
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith

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

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
24th April 2013, 10:42
Per me quando c'è "left" puoi anche non chiedere :D

^

Bortas
24th April 2013, 10:51
Left

Kaluisurrr
24th April 2013, 10:56
go right cazzo! siamo nella città del male quindi destra è la via giusta, sinistra se ci trovassimo a sommerlund!

Jesper
24th April 2013, 11:15
Da ora in poi, allora, andrei automaticamente a sinistra nelle blind choices come questa (ovvero dove non c'è alcuna descrizione/indizio su cosa possa esserci in ogni percorso). LONE WOLF 101!



The corridor wends a tortuous route through a series of interconnecting caverns and chambers. Some are occupied by lowly Giak slaves engaged in menial tasks, none of whom notice your stealthy passing.

After nearly an hour you arrive at a large hall which is littered with stout trestle tables and wooden benches. A squad of thirty Drakkarim are seated around the largest table, hungrily devouring a foul-smelling feast of meat and wine. You note that most are unarmed, their weapons having been heaped upon an adjoining table prior to the feasting.

From the shadowy cover of an alcove you listen to their idle chatter, hoping to glean clues as to the location of Zagarna’s courtroom, but, unfortunately, your patience goes unrewarded. These troops seem preoccupied with exaggerating the success of ambushes which they have launched recently upon their enemies in the streets around the citadel. However, from this barrack-room talk you do learn two interesting facts about the struggle taking place within Kaag. The two warring factions are fighting principally for control over the Giak spawning vats located in the dungeons of the citadel. The vats are the key to power here; they produce both an unending supply of fresh troops and a source of raw food for whoever controls them.

Anxious to continue your quest, you resolve to leave the hall by an archway on the far side. Although confident that your camouflage skills will keep you hidden from the Drakkarim, the hall is well-lit and there is a slim chance that you could be seen.

Pick a number from the Random Number Table. If you have the Discipline of Grand Huntmastery, add 2 to the number you have picked.

If your total is 3 or less, turn to 210.

If it is 4 or more, turn to 256.


Abbiamo +2, quindi failiamo solo con uno 0 o 1.

Roll...4!



You are within a few yards of the passage that leads out of the mess hall when suddenly four Drakkarim turn a corner and come striding up the passage towards you. Hurriedly you flatten yourself against the nearest wall and muster your Kai camouflage skills in an attempt to stay hidden.

The four stride past within an arm’s length of your position yet they fail to detect your presence. Once they are inside the hall you peel yourself away from the wall and quickly escape into the passage.

Turn to 304.


Stupidi Drakkarim :D



Fifty yards on, the passage turns sharply to the left and you find yourself staring at an iron-banded door. Luckily this portal is unlocked and you hurry through it, pausing only for a few seconds to bolt it shut behind you before continuing on your way.

Shortly you arrive at a deserted stairwell where you begin a long and laborious ascent. You climb more than sixty levels of the citadel before reaching the top. During your climb, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

Directly opposite the landing at the top of the stairs is a massive bronze portal, its surface inlaid with intricate symbols cast in silver and gleaming gold. A sleeping Drakkarim sentry is seated beside this huge door. He snores softly, his leather-helmeted head tilted to his shoulder and his spear lying uselessly at his feet. He is oblivious to your presence as you glide past him and silently push open the great door.

Beyond the portal lies a massive circular hall, its walls lined with slabs of smooth black rock. Its domed ceiling rises more than a hundred feet to point directly above a dais positioned at the centre of the chamber. A flame-filled moat surrounds this circular platform whereupon lies the unconscious body of a blond-haired man clad in silken blue robes. Your spirits soar when you recognize the designs embroidered upon the robe for they are the symbols of the Brotherhood of the Crystal Star—the Magicians’ Guild of Sommerlund. For a moment your joy at having found your friend is dampened when your Magnakai senses warn that great danger is close at hand. Prompted by this presentiment you hurry towards the moat, to where an iron drawbridge stands raised, and begin to crank its handle in order to lower it across the fiery divide.

If you possess the Discipline of Kai-alchemy and wish to use it, turn to 18.

If you possess Telegnosis and wish to use it, turn to 274.

If you possess neither of these Grand Master Disciplines or choose not to use them, turn to 146.


Bademon :love::love::love:

E grazie ai suoi insegnamenti, abbiamo Kai-Alchemy!



The sensation of danger is steadily building. Fearful that the denizens of this domain may burst into the hall and thwart your rescue attempt at any moment, you cast the Brotherhood Spell Sense Evil in the hope of locating exactly where the danger lies.

Unfortunately, the spell merely serves to increase the sensitivity of your Kai senses. The sensation of impending danger becomes like a heavy cloud that is suffocating you. Gasping for breath, you are forced to break off the spell for fear of losing consciousness: deduct 1 ENDURANCE point.

If you possess Telegnosis and wish to use it, turn to 274.

If you do not possess this Discipline or choose not to use it, turn to 146.


Ok, fanculo anche a te Joe -.- La cosa bella è che probabilmente

Telegnosis ci avrebbe fatto anche più danni :sneer:




The moment the heavy iron bridge crashes down across the moat you leap upon it and race towards the dais. But as you near its centre a wall of sparkling magical flame erupts at either end, sealing off both routes completely. In desperation you call telepathically to Banedon, hoping to awaken him to consciousness, but you are unable to make contact. Then, unexpectedly, your psychic calls are answered by a blood-chilling scream.

Horror floods your mind when you realize that the person on the dais is not your friend Banedon—it is a Helghast. As the creature rises and its features twist and distort before your gaze, you cast an anxious glance back across the bridge towards the great door. Standing there now are two Drakkarim guards with a slavering boar-like beast which is straining on its leash. Suddenly the magical flame vanishes and, with relish, they release the creature and send it bounding towards you.

If you have a Bow and wish to use it, turn to 335.

If you do not, turn to 89.


Arcodiddio :D?

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

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 27/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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 (4), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1), Statuette of Zagarna, Green Key
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith

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

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
24th April 2013, 11:22
niente arco! l'ultima voltaè stato inutile contro il cane

Bortas
24th April 2013, 11:29
Lone wolf basics "usare l'arco non è mai un errore, può essere inutile ma non è un errore"

Arcodiddio!!!

Rise-the-Sky
24th April 2013, 11:31
Non era stato inutile..l'aveva ferito no?

E poi l'arcoDIDDIO non si discute.

Sfrecciamo come se non ci fosse un domani!

Defender
24th April 2013, 11:32
L'arcodiddio è sempre l'arcodiddio, che scherziamo?

Impaliamo questi inetti e poi giù di mazzate all'Helghast che ha osato assumere le fattezze ariane di Bademon! è__é

Jesper
24th April 2013, 11:36
Steadily you draw an Arrow and take aim at the approaching beast. As the boar-thing comes bounding onto the drawbridge, you let fly your shaft at a point between its great curved tusks.

Pick a number from the Random Number Table. If you possess the Discipline of Grand Weaponmastery with Bow, add 5 to the number you have picked.

If your total score is now 5 or less, turn to 102.

If it is 6–11, turn to 221.

If it is 12 or more, turn to 34.


Ok, col doppio bonus andiamo automaticamente al massimo :sneer:



Your Arrow penetrates the beast’s skull and kills it instantaneously, although the momentum of its attack carries its hulking body forward for several yards before it finally crashes snout-first into the iron drawbridge floor, and tumbles head over heels.

Turn to 247.


NESSUNO VESTE I PANNI DI BADEMON!



You watch as the body of the slain Gnagusk slowly rolls off the drawbridge and plummets into the flaming moat. This victory fills you with renewed confidence, but the feeling is all too short-lived. Suddenly, two steely hands fix themselves around your throat, crushing your windpipe. The Helghast is attacking you from behind and, as you struggle to break free, its iron-hard fingers close ever tighter: lose 4 ENDURANCE points.

The two Drakkarim cackle at your plight as they approach the drawbridge, their swords drawn ready to avenge the death of their pet.

If you possess the Sommerswerd and wish to use it, turn to 205.

If you do not possess this Special Item or do now wish to use it, turn to 292.


Che si fa :D?

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

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 26/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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 (3), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1), Statuette of Zagarna, Green Key
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith

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

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
24th April 2013, 11:45
L'altro scontro senza di lei eravamo tipo a -11, quindi continuiamo a sfruttarla.

SPADADIDDIOOOOOH !

Defender
24th April 2013, 11:45
Uhm... non vorrei che usando la Sommerswerd aggrassimo automaticamente tutte le bestie immonde che vivono in questo cacatoio gigante di città...

E' anche vero però che senza un'arma magica l'Helghast non si ammazza...

Vabbè rischiamo, SOMMERSWERD GOOOOOUUU!!!

Edit: Jesper chiedo per amor di chiarezza, ma come facciamo ad avere in automatico +12 sull'arcodiddio? :look:

Sturm
24th April 2013, 11:51
Summersuord abbestia! Ricacciamo nel buco del culo dell'oscurità questi insetti! Nessuno ci impedirà di salvare Bademon :love:

Jesper
24th April 2013, 12:01
Edit: Jesper chiedo per amor di chiarezza, ma come facciamo ad avere in automatico +12 sull'arcodiddio? :look:

Abbiamo due volte il bonus di Weaponmastery, + il bonus dell'Arcodiddio :D

In realtà la comunity è abbastanza divisa sul punto: in alcuni paragrafi in cui tiri con l'arco, Joe specifica bonus addizionali se hai delle discipline (ES: +3 Se hai Grand Huntmastery); ogni tanto ci mette in mezzo anche Weaponmastery. Non si è mai capito, in realtà, se è un reminder o se è un bonus addizionale. La linea che va per la maggiore è che sia un bonus addizionale, sia per similarità con quello che accade per altre discipline (vedi sopra), sia perchè se fosse un reminder, dovrebbe essere in tutti i paragrafi dove tiri con l'arco (allo stesso modo in cui i danni doppi della Sommerswerd contro i non morti sono ricordati sempre).

In realtà i casi in cui accade sono talmente rari che ci tange solo marginalmente :D Se volete, però, ignoro il doppio bonus!



You reach to your belt and unsheathe the sun-sword. At once a golden halo of flame bursts from its polished blade, causing the Helghast to shriek in alarm as it recognizes the power you wield. It loosens its terrible grip upon your throat, enabling you to thrust the hilt of the Sommerswerd into its midriff and force it away. The Helghast emits a wailing cry and a wave of psychic energy assails your mind. But your Magnakai defences are more than sufficient to repel this weak attack and, with one fell sweep of your arm, you cleave the demonic creature cleanly in two.

The sundered halves of the Helghast fall from the bridge to be consumed by the hungry flames. Open-mouthed, the two Drakkarim stumble to a halt and stare down into the moat. Nervously they glance at each other, fearful of suffering a similar fate; then they turn and run towards the open door. Determined not to let them escape, you give chase and catch up with them within a few yards of the entrance.

Drakkarim: COMBAT SKILL 26 ENDURANCE 35

If you win this combat, turn to 340.


Va riconosciuto ai Drakkarim il loro coraggio. Va anche riconosciuto che abbiamo +18 COMBAT RATING (con Mindblast) :nod:

Roll...8 :metal:
Lupo Solitario -0 (26)
Drakkarim FACEVANO MEGLIO A SCAPPARE!



Breathless from combat, you step away from the two dead Drakkarim, sheathe your weapon, and wipe your blood-spattered brow with the back of your hand. Then, in order to leave no trace, you drag both of the corpses to the edge of the moat and consign them, and their weapons, to the hungry flames.

A narrow passage near the main door provides an exit from this hall. This leads into a wider tunnel which is flanked on both sides by cages, all empty but showing signs of having recently been occupied by war-dogs and the like. Beyond the cells you discover a chamber strewn with wooden boxes, trunks, sacks, and several oak casks. It, too, is empty, although in the far wall there is a stout door with a spy-hole drilled at its centre. Your keen Kai senses detect the faint sound of squealing coming from the other side of this door.

If you wish to search this chamber, turn to 114.

If you wish to peek through the spy-hole, turn to 224.


Due capisaldi del LW Basic :D Loot o Investigate? :D

Defender
24th April 2013, 12:13
Abbiamo due volte il bonus di Weaponmastery, + il bonus dell'Arcodiddio :D



Mmhh ma è qua che non capisco, perchè due volte? :O

Noi abbiamo solo la "prima" Weaponmastery, quella Magnakai per intenderci, e ci dà +4 di default, più un ulteriore +2 per le armi da lancio (arco incluso), l'arcodiddio dà +3, quindi dovremmo essere a +9...

Per la scelta, guardare dallo spioncino fa molto film erotico anni 70-80 con Alvaro Vitali, è troppo bello per non farlo :D

Bortas
24th April 2013, 12:14
Prima il dovere Frugare a fondo 114, poi il piacere spiare...

Jesper
24th April 2013, 12:21
Mmhh ma è qua che non capisco, perchè due volte? :O

Noi abbiamo solo la "prima" Weaponmastery, quella Magnakai per intenderci, e ci dà +4 di default, più un ulteriore +2 per le armi da lancio (arco incluso), l'arcodiddio dà +3, quindi dovremmo essere a +9...

Per la scelta, guardare dallo spioncino fa molto film erotico anni 70-80 con Alvaro Vitali, è troppo bello per non farlo :D

Scemo io, non abbiamo Grand weaponmastery <.<

:lol:

Roll...9

:lol:

(meno male)

Kaluisurrr
24th April 2013, 12:37
guardiamo dallo spioncino vah

Jesper
24th April 2013, 13:17
Pierino non tradisce :D



Intrigued by the squealing, you approach the door cautiously and place your eye to the spy-hole. Your fears soon melt away when you see two ragged-eared rats in a corridor beyond, fighting over a meaty bone. You chuckle as the smaller of the two unexpectedly wins the dispute and proudly drags away his prize. Your eyes follow the rat as it disappears towards a distant hallway where you spy something else that makes your pulse quicken in anticipation.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/small9.png

Using your Magnakai skills to magnify your vision, you see a pair of massive doors at the far side of the thoroughfare, guarded by two warriors clad in polished silver armour. A steady traffic of Drakkarim and Giaks passes to and fro before the doors, but none enter. You judge the hall to be over a hundred yards away, but even at this distance you can sense a great power is being contained behind the doors.

After a short while the traffic in the hallway subsides. Then two wispy, ghost-like figures glide into view, each clad in shimmering semi-transparent robes, and at once you recognize them to be Nadziranim—masters of evil magic. The guards step aside and, as the great doors part to allow the sorcerers entry, a flood of blinding purplish light pours from out of the room beyond. Suddenly your senses tingle with a premonition that your friend Banedon is close at hand. Convinced that you will find him somewhere beyond the doors, you resolve to gain entry as quickly as you can, but if you are to get past the two guards you must first create a diversion.

If you wish to start a fire in this store room in order to lure the guards away, turn to 268.

If you wish to put on a Drakkarim uniform (which lies discarded on the floor nearby) and then attempt to bluff your way past the guards, turn to 70.


Come facciamo procedere Le Comiche :D?

Kaluisurrr
24th April 2013, 13:20
Appicchiamo un incendioh

Defender
24th April 2013, 13:23
Bruciamo tutto il cazzo del tutto!! :metal:

Earenia
24th April 2013, 13:26
accento svedese 70 :D

Sturm
24th April 2013, 13:31
Foco ar foco!

Lupoazzurro
24th April 2013, 13:38
Lupozzi è lei?

Jesper
24th April 2013, 14:01
http://www.facepalm.com/img4/some-men-just-want-to-watch-the-world-burn-19950_w.jpg



You pull the door slightly ajar then quickly gather up some sacks and boxes which you stack in a heap near the opening. The guttering wall torch that illuminates this chamber provides the flame to set this little makeshift bonfire alight. Soon the tinder-dry pile is ablaze, sending clouds of acrid blue-grey smoke billowing along the corridor towards the guards.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 347.

If it is 5–9, turn to 175.


Roll...4!



The guards see the approaching clouds of smoke and immediately raise the alarm. Aided by a passing group of Drakkarim and Giaks, the two silver-clad guardians come thundering along the corridor and skid to a halt outside the door. You hear them coughing and cursing; then the door flies open and two luckless Giaks are thrust into the smoky room with orders to put out the blaze.

Utilizing your Magnakai camouflage skills, and helped by the smoke and confusion, you manage to slip past the Giaks and the others and hurry along the corridor towards the distant doors. To your surprise, the two massive portals open as you approach them. A purple glare blinds you momentarily, forcing you to raise your hand to shield your eyes, but still you keep running until you have passed through the doors.

Turn to 186.


Ci vediamo gonzi!



The purplish glare is generated by a glassy opaque sphere which hangs suspended above the doors. It pours forth a blinding curtain of light which fills the entrance, but this quickly fades once you have passed through into the chamber beyond.

As your eyes adjust to the gloomy interior, you find yourself standing in a small temple. A plain stone altar dominates the chamber, around which are positioned a ring of twenty black candles. The candles are fixed into elaborately carved holders fashioned to resemble each of the twenty Darklords sent long ago by Naar, King of the Darkness, to conquer Magnamund. Their flames burn brightly scarlet and they give off a rancid, greasy smell that, despite your attempts to block it, makes you feel light-headed and nauseous.

Hurriedly you move to leave this temple through an archway opposite, for there is an extraordinary saturation of evil contained within these walls and you feel it leeching your mental and physical strength. (Unless you possess Kai-screen, deduct 3 ENDURANCE points due to its insidious effects.)

You are near the centre of the temple when you notice something strange resting in a hollow in the surface of the altar.

If in a previous Lone Wolf adventure you have ever been to Mogaruith, turn to 116.

If you have not, turn to 86.


Abbiamo Kai-Screen e siamo gia stati a Mogaruith nello scorso libro!



At once you recognize the glassy orb which rests upon the altar. It is identical to the sphere you saw in the chamber of Arch Druid Cadak in Mogaruith, the sphere by which he communicated with the Master of all Evil—the evil God Naar. With dread, you look upon the surface of the orb and your blood runs cold; it is as if the eye of the Dark God himself were gazing upon you.

If you wish to attempt to destroy this sphere, turn to 208.

If you choose to flee from this temple as quickly as you can, turn to 86.


Che si fa :D?

Rise-the-Sky
24th April 2013, 14:06
Intoniamo Symphony of Destruction mentre rompiamo sto palantir dei poveri.

Sturm
24th April 2013, 14:33
Distruggiamo la sfera nel nome della nostra tri-ariana-force!

Defender
24th April 2013, 14:59
Spakkiamo tuttooo!

Jesper
24th April 2013, 15:18
LO RADIAMO AL SUOLO QUESTO DUNGEON DIMMERDA!



You take up one of the heavy black candlesticks and raise it above your head, steadying yourself as you get ready to hurl it at the sphere. Then a wave of dark energy comes coursing from the orb and you swoon as it washes over your body. You are in danger of dropping the candlestick upon your own head until, with a defiant cry, you draw on your psychic strength to counter the power of the orb.

As your mind clears and your strength returns, you launch the candlestick at the altar and smash the orb into hundreds of tiny shards. Instantly there is a tremendous implosion and a rush of air as the evil within this chamber is sucked back to its source. The stench that permeated the air has now gone and you feel a sense of well-being infuse your body: restore 3 ENDURANCE points to your current score.

To continue, turn to 86.


Spacchiamo l'oggetto del male con la Sommerswerd? Noo, tiriamogli un candelabro :nod:

Comunque sia, ha funzionato :D



Anxious to make up for lost time, you turn away from the altar and hurry through the archway opposite. Beyond lies an icy cold corridor where the walls and ceilings are carved with many strange spatial designs. As you follow this passage, you notice that the theme of planets and stars gradually changes to one of volcanoes and lava fissures. As if to mirror this the temperature also changes, becoming steadily hotter and drier until, by the time you finally near the corridor’s end, the heat has become almost furnace-like in intensity. Breathless and bathed with sweat, you stare through the shimmering air and see a great iron door at the end of the passage.

Due to the excessive heat, unless you possess the Disciplines of Grand Huntmastery and Grand Nexus, you must now consume a Meal or lose 3 ENDURANCE points.

Turn to 300.


AH! Sapevo che portarsi dietro un pasto normale avrebbe pagato :D



You increase your speed as you approach the iron door and get ready to push against it, expecting great resistance but, to your complete surprise, the heavy portal swings open the instant you reach out to touch it. A gust of cooling air wafts in your face, encouraging you to step into the hall which lies beyond. Swiftly the iron door slams shut behind you but you pay it no heed. The refreshing coolness and the awesome spectacle of the hall itself commands your complete attention.

Tiers of glittering gold-veined marble descend to a circular hall where a ring of fluted copper pillars support a platform, shaped like the foredeck of some great ship. Multicoloured rays stream from a crystal sphere suspended above this platform, creating a cage of flickering light at its centre. Sitting in this radiant cage is a pale-skinned man with long blond hair. His knees are drawn up to his chin and his eyes are closed, as if asleep. You recognize him to be Banedon, but still mindful of your encounter with the Helghast, you reserve your judgement.

A narrow staircase, its hand-rails carved and fashioned from the tusks of Kalte mammoths, leads directly to the platform. Cautiously you descend the tiers, cross the floor, and advance towards these stairs, stopping only when you reach a granite throne positioned directly opposite the staircase. The back and arms of this crude seat have been chiselled to resemble a lion-like creature sitting on its haunches, and it is from here that you attempt to communicate telepathically with the sleeping man.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/ill17.png
Illustration XVII—Multicoloured rays stream from a crystal sphere into the circular hall where the blond, pale-skinned man sits.

At first there is no response. Then, wearily, he raises his head and forces open his eyes. His face is haggard and lined with fatigue, but the look of extreme tiredness slowly changes to a smile of recognition when he sees you.

Lone Wolf… the words form slowly in your mind, thank Ishir you’ve found me…

Convinced now that he truly is your friend Banedon, you rush towards the steps, eager to free him from his prison. Then you sense something is wrong and you skid to a halt at the foot of the steps. Banedon’s weary smile has changed to a wide-eyed look of fear.

Turn to 240.


Bademon! :love:



A sudden noise makes you spin around, half-crouched, your weapon ready to hand for your defence. At first you see nothing; then a faint shadow moving at the corner of your eye draws your attention to an alcove on the other side of the hall. Suddenly you hear Banedon’s voice echoing faintly in your head. You cannot understand what he is saying but you sense that it is a warning. You glance over your shoulder and notice that he is pointing at the granite throne. To your horror you see that the throne’s fanged mouth is opening wider and wider.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/small3.png

If you possess Kai-screen, turn to 184.

If you do not possess this Discipline, turn to 265.


Abbiamo Kai-Screen!



A ghostly mist issues from the parting jaws of the throne-statue. You step back, your weapon raised, but it does nothing to protect you from the piercing screech which suddenly fills your head. Fortunately, your powerful mind defences are protection enough against this violent psychic attack, and soon the screech fades to a more tolerable volume.

Turn to 293.


Fuck Yeah!



From out of the mist-filled jaw there emerges a small black creature covered in shaggy fur. Its head is white, cut with dark bony ridges and studded with running sores that encircle its flaming red eyes.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/ill16.png
Illustration XVI—A small, black, shaggy creature with flaming red eyes emerges from the mist-filled jaw.

You raise your weapon and get ready to strike as it stalks nearer, but your concentration is momentarily broken when you notice a wispy shadow emerging from the alcove on the far side of the hall. It is a Nadziranim sorcerer. Fearful of its purpose, you turn away from the furry creature and make a dash towards the ivory staircase, intent on reaching Banedon as quickly as possible. The stalking creature, thinking that you are running in fear, immediately gives chase and comes bounding towards you, determined to intercept you before you reach the steps.

If you have a Bow and wish to use it, turn to 46.

If you do not, turn to 173.


Ma che?

Che si fa :D?

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

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 40/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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)

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

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

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
24th April 2013, 15:24
LW chiama e l'ARCODIDDIO risponde!

Defender
24th April 2013, 15:26
Spariamo a quel cazzo di gremlin con l'ARCODIDDIOH !

Bortas
24th April 2013, 15:30
Arcodiddioooooooooooooooooooooo

Jesper
24th April 2013, 15:36
:metal:



You sheathe your weapon and unshoulder your Bow as you run towards the stairs. Once there, you draw an Arrow and take aim at the advancing creature. It halts, snarling defiantly; then, to your utter amazement, its furry chest undergoes a rapid metamorphosis. What was fur only a few seconds ago is now a shiny steel-hard shell.

If you wish to aim your Arrow at the creature’s shell, turn to 11.

If you choose to aim at its head, turn to 345.

If you decide to abandon your shot altogether, you can shoulder your Bow by turning to 125.


Ok, questa specie di scimmia-ragno-gremlin è pieno di sorprese. Che si fa :D?

Defender
24th April 2013, 15:40
Sfrecciamogli in bocca perdio, eat this motherfucker!! è___é

Defender
24th April 2013, 16:10
ah aggiungo una cosa riguardo l'arco:

non penso abbia senso sommare ogni volta anche il +6 di bonus che abbiamo dalle precedenti discipline Magnakai. Voglio dire, non credo che Dever l'abbia concepita in sto modo... altrimenti i risultati da ottenere semplicemente non hanno senso (in sostanza facciamo il max ogni volta o quasi senza manco rollare)

Per me dovremmo sommare solo il +3 dell'arcodiddio, e sommare il bonus di Grand Weaponmastery una volta che lo prenderemo.

Tutto IMHO eh!

Bortas
24th April 2013, 16:24
Headshot e via

Jesper
24th April 2013, 16:24
In teoria dovremmo mantenere i bonus passivi di tutte le discipline Magnakai (infatti abbiamo il bonus in mischia e il bonus nel combattimento disarmato dato da Weaponmastery)...però se volete possiamo ignorare il bonus di WP ai roll dell'Arco. Purtroppo quando Dever se ne accorgerà trasformerà la maggior parte dei successi in fallimenti in ogni caso :(

Kaluisurrr
24th April 2013, 16:26
come minimo è un facehugger peloso, sfrecciamolo !

Defender
24th April 2013, 16:30
In teoria dovremmo mantenere i bonus passivi di tutte le discipline Magnakai (infatti abbiamo il bonus in mischia e il bonus nel combattimento disarmato dato da Weaponmastery)...però se volete possiamo ignorare il bonus di WP ai roll dell'Arco. Purtroppo quando Dever se ne accorgerà trasformerà la maggior parte dei successi in fallimenti in ogni caso :(

D'accordo, però mentre la CS dei nemici si è adeguata di conseguenza (affrontiamo gente con CS > 40 più o meno regolarmente adesso, nella serie Magnakai sarebbe stato impensabile), i roll di arco invece sono sempre stile "da 0 a 4 fai tot, da 5 a 8 fai tot, con 9+ fai tot"... Cioè roba che coi nostri bonus se li conteggiamo tutti è nosense.

Poi oh siamo sempre nell'ambito /seghementaliON eh :D

Sturm
24th April 2013, 16:34
Mmm io prima di applicare una houserule del genere vorrei vedere come si evolve la situazione dell'arco almeno nel prossimo libro,si era parlato di un nerf pesante,quindi magari tocca vedere i bonus/malus che abbiamo ogni volta. Anche perchè non è che capita spesso di avere dei super bonus. In questi ultimi libri anzi,mi pare che non è stato cosi largo di manica Dever da farci oneshottare i mob.

Per la scelta: headshot abbestia diddio con l'arcodiddio al cosobruttodiddio!

Lupoazzurro
24th April 2013, 17:00
Headshot!

Piantiamogli una freccia nel Kranio!

Jesper
24th April 2013, 17:19
Per sto libro teniamo i bonus, all'inizio del prossimo facciamo una votazione!

HEadshot!



You take aim at the point mid-way between the creature’s feral eyes, and then release your straining bowstring.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, add 5 to the number you have picked.

If your total score is 6 or less, turn to 17.

If your total score is 7 or more, turn to 305.


E siamo sopra 7...



The creature tries to dodge your speeding shaft but it is too slow. The Arrow skewers its lower jaw, causing the beast to shriek out loudly in pained surprise. However, despite this fearful wounding, it does not break off its attack. With chilling disregard for pain, it wrenches the Arrow from its jaw and hurls it aside. Unnerved by this display of bravado, you shoulder your Bow as, with a gurgling shriek, the beast comes bounding forwards. You get ready to meet its advance yet, when it is but ten feet away, it suddenly opens its bloodstained mouth wide and spews forth a stream of white-hot liquid fire.

If you possess the Discipline of Grand Nexus, turn to 333.

If you do not possess this Grand Master Discipline, turn to 287.


Ecco un esempio del malvagio Joe che cala il nerfhammer sull'Arcodiddio ç_ç

Niente Grand Nexus, comunque :(



You feel the heat singe your skin as the stream of flame comes speeding towards your face. Guided purely by instinct, you throw yourself to the floor in a desperate attempt to avoid being sprayed by this stream of liquid fire.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked.

If your total score is now 6 or less, turn to 103.

If it is 7 or more, turn to 323.


Aggiungiamo "drago" alla lista di bestie di cui è composto sto mostro, e rolliamo con +3!

Roll...1 :(



The stream of flame catches you full in the face and knocks you sprawling to the ground. Unfortunately your Magnakai skill of Nexus is not effective enough to save you completely from the effects of this super-hot fire: lose 8 ENDURANCE points.

If you have survived this wounding, you must face the creature; turn to 39.


Ouch.



Talons spring from the creature’s forepaws and its sharp teeth glint like polished knives as it comes leaping through the air towards you.

Vodok: COMBAT SKILL 44 ENDURANCE 52

If you win this combat, turn to 150.


COMBAT RATING: +4 (con Kai-Surge)

Roll...5
Lupo Solitario -2 (-1)(29)
Vodok -9 (43)

Roll...4
Lupo Solitario -2 (-1)(26)
Vodok -8 (35)

Roll...0 :oldmetal:
Lupo Solitario -0 (-1)(25)
Vodok -16 (19)

Roll...1 :(
Lupo Solitario -4 (-1)(20)
Vodok -5 (14)

Roll...4
Lupo Solitario -2 (-1)(17)
Vodok -8 (6)

Roll...7
Lupo Solitario -1 (-1)(15)
Vodok -11 (MORTO!)

Stupide scimmie-ragno-gremlin-drago :nod:



Slowly a brooding, malignant vapour arises from the creature’s corpse to hover in the air above it. You sense a powerful magical aura radiating from this sinister shadow and, as you back away from it, a mass of swirling sparks begin flickering at its core. Banedon calls for your help, his cry echoing faintly in your mind. You spin around and see him falling sideways to the floor of the platform, unconscious and unmoving. Fear runs cold in your veins, a fear that grows wilder when you glance once more at the hovering shadow, for now it has descended to the ground and from beneath its curtain-like base there pours a seething tide of black-bodied insects, some as large as mice.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/ill8.png
Illustration VIII—Black-bodied insects seethe from the base of the hovering shadow.

If your current ENDURANCE points score is 12 or lower turn to 30.

If it is 13 or more turn to 77.


O______________o

Fortunatamente, abbiamo più di 12 EP :nod:



Biting back your fears, you raise your weapon and focus on the advancing swarm. Suddenly your psychic senses tingle. These are no ordinary insects; in fact these are not insects at all. Your Sixth Sense detects that they are merely a clever illusion created to deceive you. Confident in this knowledge you stand your ground and allow the tide of creepy-crawlies to wash over your feet. Within a matter of seconds the insect horde fades and vanishes, dispelled by your disbelief in their existence.

Turn to 281.


Ah.



The hovering shadow is changing shape once more. It expands and thickens, its misty outline now becoming hard and clearly defined. Your heart quickens when the transformation is complete for now you see before you a scaly dragon, with frosty-white skin and eyes as black as deep space. It fixes you with a murderous gaze and opens a mouth that is packed with razor-sharp fangs. Then a chilling gust of super-cold breath blows over you, leaving you shivering. Your Magnakai skills save you from being instantly frozen to death by this icy blast, but they will not keep you safe from the creature’s fangs, its horny tail, or its sword-like claws. With a hungry growl, the dragon comes stalking forwards. Its jaw hangs open in expectation of an easy feast.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/ill15.png
Illustration XV—A scaly dragon with frosty white skin and razor- sharp fangs fixes you with a murderous gaze.

Ice Dragon (polymorphed Nadziran): COMBAT SKILL 48 ENDURANCE 52

If you win this combat, turn to 50.


Fanculo anche a te, Joe.

Che si fa truppa :D? Lisci abbiamo 0 di COMBAT RATING. In saccoccia abbiamo l'Alether che ci da +2 e/o l'Adgana che ci da +6 ma che rischia di ciucciarci EP permanentemente. A 8 EP scatta la nostra cura di emergenza di 20 EP. Al momento abbiamo 18 EP. Ditemi se devo assumere delle droghe, e quali! :D

Per aiutarvi a decidere meglio, ecco la tabella dei risultati. Le colonne possibili sono +0, +2, +6 o +8 a seconda delle combinazioni.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/crtpos.png


A voi! :D

Kaluisurrr
24th April 2013, 17:37
mangiamo 2 gnallia meal, giù di alether e preghiamo i dadi, e se serve si tira ignore pain obv

Rise-the-Sky
24th April 2013, 17:42
DUnque usando KS perdiamo 1 EP a turno

Abbiamo 38 EP virtuali.

Con +2 facciamo mediamente 8.5 danni a turno dunque ci si prospetta uno scontro sui 7-8 round.
Con +2 becchiamo 2 danni di media a turno +1 di KS. DUnque dovremmo riuscire a sopravvivere 12 round.

Con +6 facciamo sugli 11 danni di media quindi ce ne bastano 5 di round in teoria.
E in quei 5 perderemmo 1.5 danni + 1 ovvero meno di 15 Ep .

In entrambi i casi ci proccherebbe la cura ma almeno nel 2 finiremmo con tanta vita in +.
Usare entrambe ci potrebbe lasciare di poco sopra gli 8 EP...che potrebbe anche essere un male se poi ci fosse un roll di quelli "e se hai + di 12 EP"

Riassuntino:

-pozza leggera: finiamo sui 12 hp
-pozza pesante: finiamo sui 26-28 hp
-entrambe: finiamo sugli 8-9 e il proc ancora attivabile.


Secondo me questo è l'ultimo scontro...già la scimmia era bastarda, questo pure..dubito ci sia un terzo scontro subito dopo...percui andrei di pozza leggera.
Se abbiamo cure però spariamoci tutto.

Kat
24th April 2013, 18:06
Alether e via.

Defender
24th April 2013, 18:08
Di EP ne abbiamo 17 (non possiamo curarci con la Disciplina nel paragrafo in cui scatta il combat), se è fattibile mangerei il Meal curativo (qua però chiedo a Jesper, si può fare? In teoria saremmo già ingaggiati), poi userei l'Alether e basta, +2 è già più che onesta come CS, al massimo parte Ignore Pain ma amen c'è apposta.

LA DDROGAAHH la terrei per i momenti davvero disperati.

Tibù
24th April 2013, 18:10
alether e basta e via di botte

Jesper
24th April 2013, 18:25
No, non è possibile usare il pasto curativo ma solo le pozze di dopone :D

Ci spariamo l'Alether e meniamo!

COMBAT RATING: +2 (con Kai-Surge)

Roll...0 :oldmetal:
Lupo Solitario -0 (-1)(16)
Ice Dragon -14 (38)

Roll...8 :metal:
Lupo Solitario -0 (-1)(15)
Ice Dragon -11 (27)

Roll...4
Lupo Solitario -3 (-1)(11)
Ice Dragon -7 (20)

Roll...2 :(
Lupo Solitario -4 (-1)(IP ATTIVATO 26)
Ice Dragon -5 (15)

Roll...7
Lupo Solitario -1 (-1)(24)
Ice Dragon -10 (5)

Roll...0 :oldmetal:
Lupo Solitario -0 (-1)(23)
Ice Dragon -14 (MORTO!)

Direi che il dio dei dadi ce l'ha mandata buona :D IP è andato comunque!



The moment you strike your killing blow, the body of the Ice Dragon becomes transparent, as if it was made wholly of glass; then slowly this form melts away to a steamy vapour which quickly evaporates, leaving no trace of the creature’s existence.

A deathly silence fills the hall, broken only by the sound of Banedon’s laboured breathing. Fearful of his condition, you climb the ivory staircase and rush to his side. However, you are prevented from touching your friend by the encircling wall of energy in which he is held prisoner. You sense that the power which keeps him here against his will is being generated by the crystal sphere which hangs suspended in the air directly above him. You gaze at this sphere and the thought occurs that if you could disrupt it in some way, by breaking or dislodging it, it might cause the power wall to fail.

If you have a Bow and wish to use it, turn to 245.

If you possess Kai-alchemy and have reached the rank of Kai Grand Guardian, turn to 69.

If you possess Magi-magic and have reached the rank of Kai Grand Guardian, turn to 108.

If you do not wish to use a Bow, do not have any of the above skills, or have yet to reach the required Kai rank, turn instead to 338.


Con cosa spariamo alla sfera? O non gli spariamo? :D

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

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 24/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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

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

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

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
24th April 2013, 18:37
Liberiamolo con gli spell che ci ha insegnato, facciamogli vedere che padroneggiamo la mano sinistra :D

KAI-ALCHEMY GOOOOO!!

Tibù
24th April 2013, 19:02
alchimia ramas come la chiamano in italia :nod:

Kat
24th April 2013, 19:25
Alchemy!

Bortas
24th April 2013, 20:04
Alchemy

Kaluisurrr
24th April 2013, 20:13
mano sinistra go :dumbnod:

Sturm
24th April 2013, 21:05
Kai-alchemy abbestia! E fanculo Joe,che cazzo s'è pippato per tirare fuori un coso del genere :gha:

Jesper
25th April 2013, 10:38
Come dice Tibù, per qualche strano motivo i "Kai" in Italia sono diventati "Ramas", e le discipline sono "Ramastan" :nod:

Tutte le volte, pure da bambino, mi immaginavo sti rastafariani con le spade.



You move back a few feet and raise your right hand, pointing your finger at the glowing sphere. Then you utter the words of power that you learned from the man whom you are seeking to set free, and at once your whole hand is encased by a crackling blue-white fire. A jolt runs the length of your arm and a bolt of energy leaps from your index finger towards the sphere.

If your current ENDURANCE points score is 14 or less, turn to 320.

If your score is 15 or more, turn to 120.


Ci è partito IP nel combat col dragaccio, quindi abbiamo più di 14 EP!



Your spell causes the sphere to vibrate uncontrollably. Tiny cracks appear in its crystal surface; then, with a flash of sparks, it breaks cleanly in two. At once the shimmering wall of light which imprisons Banedon flickers, and then disappears completely.

Turn to 188.


Ah-ah!



You rush forwards and try to revive Banedon but he is deeply unconscious and does not respond. Taking hold of your friend by the arm, you lift him across your shoulders, and then carefully begin your descent from the platform. Once you are safely at the bottom of the steps, you cast your eyes around the hall for a means of escape. There are only two exits visible: the light-filled doors by which you entered, and a tunnel in the north wall.

If you wish to leave the hall by the main doors, turn to 203.

If you choose to leave via the tunnel in the north wall, turn to 310.


Bademonuccio nostro :love:

Da dove fuggiamo?


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

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 27/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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

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

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

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
25th April 2013, 11:14
tunnel

Tibù
25th April 2013, 11:17
310

Bortas
25th April 2013, 11:42
Tunnel l'ingresso principale mi sa di guardie

Kat
25th April 2013, 12:11
310

Jesper
25th April 2013, 12:20
Dovremmo inserire nel LW Basics che ogni buco è trincea :D



Holding Banedon firmly in place across your shoulders, you climb the tiered steps towards the tunnel. The cold dark passage looks most uninviting, but when you hear the sound of a patrol approaching the main doors, you forget your reticence and hurry along the passage to avoid it.

The dingy passage descends by slope and stair to a rectangular hall which is lined with ancient stone statues, their features made unrecognizable by age. Tar-soaked torches fixed to the two longest walls illuminate this musty chamber with a flickering amber light, and the air is heavy with their oily stench. In the distance you see an archway and the passage continuing away into darkness.

If you wish to stop here for a few minutes and try to revive Banedon, turn to 29.

If you decide to press on without stopping here, turn to 177.


Ok, Bademon nostro ha visto giorni migliori :D

Ce ne sbattiamo, o cerchiamo di fargli la bocca a bocca :sneer: ?

Earenia
25th April 2013, 12:26
ressiamolo magari ci torna utile...

Kaluisurrr
25th April 2013, 12:56
vai di bocca a bocca :dumbnod:

Jesper
25th April 2013, 13:12
Usiamo Grand K-CPR su Bademon!



You lower Banedon to the floor and make him as comfortable as you can by propping him in a sitting position with his back against one of the statues. Then, despite your own fatigue, you use your innate healing skills in an attempt to revive him to consciousness. His pulse is weak and his skin is cold to the touch, and you can tell by his poor physical condition that he has been starved and beaten during his imprisonment here in Kaag. Placing your hands upon his brow, you feel some of your body warmth draining away as you concentrate on transmitting your healing powers to your injured friend. Slowly he responds, and although he is still too weak to speak, he manages to open his eyes and communicate with you telepathically.

I know this chamber… he says, …I have been here before. Look there, at the statue opposite. You’ll find a lever concealed at its side. It opens a hidden door.

Guided by Banedon’s messages you discover that there is indeed a lever as he described. You pull it and a panel in the stone wall glides open to reveal a secret alcove and flight of steps leading downwards. Noises in the tunnel warn you that Drakkarim are approaching and so, without hesitation, you shoulder your friend once more and hurry into the alcove to avoid them.

Turn to 220.


E bravo Bademon...



The panel glides shut behind you and keeps you hidden from the enemy. Through the wall you hear cries of surprise and some curses when they enter the chamber to discover that you have seemingly disappeared into thin air. Mindful that they might find your hiding place, you descend the stairs and arrive at a vault which is lavishly equipped with all manner of elaborate laboratory apparatus. Several large tables line one wall, many stained with blood.

You sense that Banedon is disturbed by the sight of these tables and, when you ask him what is wrong, he tells you that this chamber is where the Nadziranim subjected him to hours of brutal interrogation in a futile attempt to extract the magical secrets of the Brotherhood.

Despite all their fiendish tortures, he says, his mind-voice weak yet full of pride, they learned nothing.

You search for a way out of this vault and soon discover a steel door which is secured by a curious combination lock. It comprises three raised blocks, each block divided into four equal squares. In each square, bar one, there is a number. You ask Banedon if he knows how the lock operates and he recalls once seeing a Nadziran tapping the empty square several times in order to make the door open.

Consider the following grids of numbers. When you think you know what the missing number is, turn to the entry that bears the same number as your answer.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/sect220.png

If your answer is incorrect, or if you cannot solve the puzzle, turn to 154.


Ora, premesso che anche questo enigma potrebbe essere risolto semplicemente toccando la casella vuota fino a quando la porta non si apre :lol:

Riusciamo a crackare il codice di Joe :D?

Kaluisurrr
25th April 2013, 13:21
8

Earenia
25th April 2013, 13:28
8

Jesper
25th April 2013, 13:47
Ok, questa serratura è talmente idiota che non attendiamo oltre :D



On the eighth tap, there is a loud click and the heavy steel door creaks slowly open. Ahead you see a ramp which slopes down to a junction where a passage crosses from left to right. You descend the slope, taking care not to graze Banedon’s back against the low ceiling, and when you reach the junction you ask your friend in which direction you should go. Unfortunately your question goes unanswered; Banedon has lapsed once more into unconsciousness.

You stand at the junction and use your Kai senses in an attempt to choose the safest route, but you detect nothing that can help or influence your decision. Both routes seem equally unwelcoming and perilous.

If you decide to turn left, turn to 271.

If you choose to go right, turn to 83.


Volete che vada sempre a SX nelle scelte alla cieca come questa? :D

Sturm
25th April 2013, 14:16
Per me puoi andare sempre a sinistra!

Kaluisurrr
25th April 2013, 14:40
e proviamo ad andare a destra per una volta, cazzo!

Bortas
26th April 2013, 01:41
Sinistra le basi non si tradiscono altrimenti la spirito di Dever si vendica...

Kat
26th April 2013, 09:34
Ovviamente left.

Tibù
26th April 2013, 09:40
left..

Sturm
26th April 2013, 10:09
Chi lascia la strada vecchia per la nuova, sa quel che lascia ma non quel che trova!
Sti giovani d'oggi tsk!

Jesper
26th April 2013, 10:23
Andiamo a sx!



The passage runs in an uninterrupted straight line for several hundred yards before arriving at a great circular room constructed of granite blocks. Cold air falls from a dark opening overhead and dozens of ropes and pulleys extend from this shaft, hanging down to touch the flagstoned floor. A large square door, furnished with brass and iron studs, is situated to your left. Apart from the shaft it appears to be the only exit from this chamber.

If you possess a Brass Key, turn to 141.

If you do not have this Backpack Item, turn to 255.


Abbiamo chiavi di tutti i tipi e colori, ma non la Brass :(



You examine the door more closely and soon discover it is locked, held secure by a common deadlock. Confidently you call upon your Magnakai skill of Nexus in an attempt to pick this lock, but to your dismay, you cannot cause the mechanism to disengage. A magical charm has been placed upon this door, making the lock pick-proof.

If you possess Kai-alchemy and wish to use it, turn to 179.

If you possess Magi-magic and wish to use it, turn to 234.

If you have neither of these Disciplines or choose not to use them, turn to 75.


Mano sx go!



You call to mind the words of the Brotherhood Spell Lightning Hand and point your index finger at the keyhole. Upon reciting those words a surge of power runs along your arm, culminating in a blast of energy that leaps from your fingertip and rips into the lockplate. Some glowing splinters from the torn plate pepper your face (lose 2 ENDURANCE points), but your spell has worked: the door is now open.

Turn to 328.


LW dovrebbe ricordarsi di portare gli occhialoni di sicurezza quando fa questi lavori...



Beyond the door awaits a sumptuous chamber dominated by a magnificent fireplace crafted from blocks of glassy rock. The walls are hung with fine tapestries, looted from the Stornlands during times of war, and you note that the furniture is carved from best Durenese oak.

You pass through the chamber into an adjoining passage which leads to a library. As you enter, you disturb a robed creature seated at a lectern. Before it can rise or raise the alarm, you draw your weapon and silence it with a swift blow to the base of its skull. Pulling back its hood reveals it to be a Ligan, a thrall of the Nadziranim sorcerers.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/ill19.png
Illustration XIX—Beyond the door lies a sumptuous chamber, walls hung with fine tapestries and furniture carved from Durenese oak.

Suddenly you hear movement and glance up to see another Ligan peering over the parapet of a gallery which encircles the upper level of this library. The creature, having witnessed the slaying of its companion, lets out a horrified squeal and turns to run towards an archway on the far side of the gallery. Determined to prevent his escape, you lower Banedon to the floor then rush towards a flight of wooden stairs that also lead to the archway. However, as you near the landing at the top of these stairs, two more of the creatures appear from either side, with wands gripped in their clawed hands. They shout a spell-word in the dark tongue and a crackling curtain of energy flares between the two rods, blocking your path. The power-wall looks formidable, but you sense at once that it is really quite weak.

If you possess Kai-alchemy and wish to use it, turn to 134.

If you wish to run straight through this magical barrier, turn to 241.

If you choose to retreat down the stairs and rejoin your unconscious companion, turn to 15.


Mmmm che facciamo :D?

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

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 33/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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

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

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

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

Tibù
26th April 2013, 10:34
alchemy obv

Bortas
26th April 2013, 10:42
Alchemydiddioooooo

Kaluisurrr
26th April 2013, 11:03
Passiamoci attraversoooooooooooo

Kat
26th April 2013, 11:36
Alchemy

Jesper
26th April 2013, 11:43
Ho il vago sospetto che Bortas e Kalu abbiano avuto uno scambio di cervelli :D



You utter the words of Counterspell and instantly the wall of crackling energy is dispelled. Moments later the Liganim wands explode with a tremendous flash, killing their wielders. Unfortunately for them, your Counterspell reversed the latent energy of their wands, causing them to overload and self-destruct.

The noise of the dual explosions freezes the escaping Ligan dead in his tracks. He spins around in the archway, his ugly face transfixed into a mask of sheer terror as he watches you come racing towards him with your weapon poised to strike. The sight is too much for his weak heart which ceases to beat moments before you land your blow.

Turn to 207.


Kai-Alchemy for preside!



You return to collect Banedon; then, once he is safely across your shoulders, you climb the stairs and hurry through the archway. A tunnel lined with rich wood panelling leads to a chamber where eight smaller passages disappear off in all directions. You scan these exits and a familiar fear returns to haunt you, a fear that you will never find your way out of Kaag alive.

Using your innate healing skills, you try once more to revive Banedon. You remember once, during a tutorial at the Kai Monastery, that Banedon conjured up a vision of the monastery and its surrounding estates. You were able to see yourself in miniature, standing in your chambers as if you were a tiny animated doll in a doll’s house. If he were well enough to perform that spell here in Kaag, you might be able to locate your position and plan a route of escape.

Mustering your skills, you place your hands on Banedon’s chest and transmit your power directly into his heart. (Reduce your ENDURANCE by 3 points.) Gradually Banedon stirs to consciousness and, as his strength returns, rekindled by your healing power, he is able to grant your request. On the floor of the chamber he calls forth a living, three-dimensional vision of Kaag. Gradually this vision expands until you are looking at yourselves, kneeling on the floor of a chamber on one of the upper levels of the central citadel. The vision blurs and fades, but not before you are able to trace the quickest way out of this dreadful place.

The passage which heads due south from this chamber leads directly to the Zlanbeast pens and landing platforms situated on the exterior wall of the citadel, high above the great South Gate. It is from here that you plan to escape, leaving the citadel by the same way you entered it: by air.

Confident that the success of your quest is now within your grasp, you help Banedon to his feet and support him as you make your way along the south passage.

Turn to 267.


Abbiamo iniettato il nostro ammore direttamente nel cuore di Bademonuccio nostro :love:



With trepidation you follow the passage, praying all the while that Banedon’s vision proves to be correct. Then at last your prayers are answered when, in the distance, you catch your first glimpse of the Zlanbeast pens.

You soon arrive at the entrance to the pens, where, from the safety of the shadows, you stop to observe the activity taking place inside. Lining the walls of the chamber you count more than a dozen cages, each holding a Zlanbeast or several smaller Kraan. Most are feeding, but there are some saddled ready for flight. One of these saddled Zlanbeast is perched nearby on a landing platform from where it casts its idle gaze upon the city far below.

You are contemplating how long it will take you and Banedon to reach the platform and climb aboard the waiting Zlanbeast, when suddenly you notice something strange that arouses your suspicions: there are no handlers or guards on duty in the pen.

If you possess Grand Pathsmanship, turn to 294.

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


Abbiamo Grand Pathmanship!



You bring your advanced tracking senses to bear and, almost at once, you detect an ambush has been laid for you in this pen. An elaborate magical screen has been erected to camouflage and keep hidden the warriors who are, at this very moment, lying in wait for you and Banedon to appear.

Anxiously, you peer into the pen, scrutinizing every shadow for some clue to the ambushers’ whereabouts, but you are unable to spot their positions. The saddled Zlanbeast looks so inviting, yet your hopes of escape are tempered by the desire to keep yourself and Guildmaster Banedon alive.

If you wish to attempt to reach the Zlanbeast and escape as quickly as you can, hopefully before the ambushers can stop you, turn to 95.

If you decide to retreat from the pens and go in search of an alternative escape route, turn to 147.


Ok ciurma! Cosa scegliamo :D?

Tibù
26th April 2013, 11:51
95

Kaluisurrr
26th April 2013, 12:05
cerchiamo un altro mezzo, che con bademon mezzo moribondo rischiamo di farlo schiattare

Bortas
26th April 2013, 12:10
teliamo 95

Jesper
26th April 2013, 12:23
Grand Theft Zlanbeast again!



You draw your weapon and support your friend with your free hand. You tell him what you have sensed, that there is a strong chance that an ambush awaits you in the pen, but he agrees with you that a sudden rush towards the landing platform stands a good chance of success. Then, with a nod of your head, you indicate the Zlanbeast that is perched outside on the platform and whisper to Banedon that that particular creature is the one that will soon be carrying you out of Kaag. He nods his approval and you get ready to enter the pen.

You have taken less than five steps towards the platform when an unexpected sound makes you look up. To your horror, you see a weighted net falling from the ceiling directly onto your heads.

Pick a number from the Random Number Table. If you have Grand Huntmastery and have reached the rank of Kai Grand Guardian, add 3 to the number you have picked.

If your total score is now 0–4, turn to 27.

If it is 5 or more, turn to 262.


Ok, grazie ai bonus dobbiamo rollare 0 o 1 per finire pescati...

Roll...9!



Hastily you push Banedon aside then dive to avoid the falling net, the sheer speed with which you react saving you both from becoming trapped like two foxes in a snare. Quickly you spring to your feet and rush to help your fallen companion. As you stoop to lift him, you hear a deep voice cursing you quietly in the shadows. You turn to face the voice, weapon in hand, ready to cut him down. But you are shocked to the core when you see who it is who emerges into the grey light of the pen.

Turn to 54.


Darth Vader?



‘So we meet again, Lone Wolf.’

The words, full of hatred, are spoken by a tall, ancient figure, whose gaunt face is framed by a shock of platinum hair. It is Arch Druid Cadak, ruler of Mogaruith, the leader of the Cener Druids of Ruel.

‘What is your purpose here, Cadak?’ you growl in reply, your weapon raised in case he or his minions should attempt to rush you.

‘I am ruler of this city now. After all, is it not fitting that I should inherit the legacy of the Darklords?’ Cadak’s whimsical mood seems to change for the worse, a change reflected in his voice.

‘Your meddlesome intrusions have cost me dear, Kai Lord,’ he hisses. ‘We have a debt to settle and I intend to make you pay what you owe. I brought you here. It was my purpose. I have no interest in the inferior magic of this fool you call friend,’ he says, sneering at Banedon, ‘yet I knew he would be bait enough to lure you.’

Slowly he steps towards the shadows and you tense yourself, fearing an imminent attack.

‘Now you will settle your debt…’ he says, almost in a whisper, ‘once and for all!’

He snaps his fingers and you hear the creak of a heavy iron door slowly opening. Then a low, snorting noise echoes through the pen, stirring the caged Kraan and Zlanbeast to sudden frenzy. You steel yourself and cast your eyes around in a desperate attempt to see what it is that is responsible for this sudden uproar. Then the cause emerges into the light and your blood runs ice cold in your veins when you look upon its terrible face.

Turn to 226.


Uh-oh. Spero davvero che a causare tutto questo scompiglio sia la vista di Paido nudo e incaprettato per davvero, sto giro...



Emerging from the shadows with slow purposeful steps comes a huge rodent-like creature. Its mustard-coloured body and its six claw-tipped legs are thick and powerful, corded with muscle that ripples as it moves. Its head is monstrous, the jaw seeming too large for the skull. This entire bony structure extends beyond the lips and is studded with large spade-like teeth.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/ill12.png
Illustration XII—A huge, rodent-like creature with monstrous jaw and large spade-like teeth emerges from the shadows.

It turns its great head to look at you with cruel deep-set eyes and an eerie cry breaks from its maw. Cadak laughs with undisguised glee and, upon his command, the creature gathers speed and attacks.

If you possess a Bow and wish to use it, turn to 199.

If you have Kai-alchemy and wish to use it, turn to 81.

If you have Magi-magic and wish to use it, turn to 307.

If you have neither a Bow nor the listed Disciplines, or choose not to use them, turn instead to 214.


Ahahahaha..cos...aahahahahah! No dai, probabilmente ci spacca il culo. Che si fa :D?

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

CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
--> 44 (con +4 Mindblast)
--> 48 (con +8 Kai-Surge)

EP: 38/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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

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

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

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

Tibù
26th April 2013, 12:29
alchemy anche se mi sa nn serve a niente con sto coso

Rise-the-Sky
26th April 2013, 12:33
ARCODIDDIO salvaci tu.

Bortas
26th April 2013, 12:41
Arcodiddio ormai è basics

Kaluisurrr
26th April 2013, 12:58
uh umhm ehm....go di arcodiddio

Kat
26th April 2013, 13:13
Boh alchemy, mi sa che l'arco non gli fa una mazza.

Jesper
26th April 2013, 14:06
Spariamo!



You draw your Arrow and let fire at the creature’s head, aiming for its eyes, but it twists its powerful neck as the shaft approaches and it lodges harmlessly between its teeth. The great jaw chomps down, pulping the Arrow which it spits back at you with contempt. Hastily you drop your Bow and draw a hand weapon as the shadow of the beast falls upon you.

Turn to 128.


:saddest:



With a manic cry, the creature lunges at your head in an attempt to impale you upon its shovel-like teeth. You sidestep the attack and lash out at its throat before it can dodge your blow. You strike and open a gash in the leathery hide, but it is shallow and does not deter the beast from launching a second attack.

Zavaghar: COMBAT SKILL 52 ENDURANCE 60

If, during this fight, your ENDURANCE score falls to below 12 points, do not continue the combat. Turn instead to 105.

If your ENDURANCE remains at 12 points or above and you win the combat, turn to 248.


O_O Alla faccia di Topo Gigio! Abbiamo una COMBAT RATING di -4 con Kai-Surge. Volete che ci spariamo l'Agdana?

L'effetto dell'Agdana è +6 CS, ma abbiamo il 20% di diventare dipendenti e perdere 4 EP permanentemente. Inoltre se ne troviamo dell'altra, gli usi consecutivi sono a potenza dimezzata.

Che si fa :D?

Kaluisurrr
26th April 2013, 14:40
boh, e spariamoci sta drogggga, o la va o la spacca

Bortas
26th April 2013, 14:41
Per ok per la droga o non ne caviamo le gambe, anche così mi sa che le chances sono scarse.

Tibù
26th April 2013, 14:45
mhhh io dico no droga,la terrei per combat con possibilità di instadeath

Earenia
26th April 2013, 15:50
secondo me qua c'e' un'insta o qualcosa del genere, con quella storia dei 12hp...

io direi proviamo lisci, se si crepa si rifà con pozza, se si ricrepa boh :D

Defender
26th April 2013, 15:56
Niente droga andiamo lisci, con il potere della Sommerswerd e a cazzo drittissimo!!

Jesper
26th April 2013, 16:30
WINNERS DON'T USE DRUGS!

Nel Winner non ci sono conservanti?

COMBAT RATING: -4 (con Kai Surge)

Roll...4
Lupo Solitario -4 (-1)(34)
Zavaghar -4 (54)

Roll...5
Lupo Solitario -4 (-1)(29)
Zavaghar -5 (49)

Roll...8 :metal:
Lupo Solitario -1 (-1)(27)
Zavaghar -8 (41)

Roll...5
Lupo Solitario -4 (-1)(22)
Zavaghar -5 (36)

Roll...3
Lupo Solitario -5 (-1)(16)
Zavaghar -3 (33)

Roll...7
Lupo Solitario -2 (-1)(13)
Zavaghar -7 (26)

Roll...7
Lupo Solitario -2 (-1)(10)
Zavaghar -7 (19)

Siamo a 12 EP o meno!



Aching with battle fatigue and the pain of your wounds, you stumble and fall to your knees before the mighty Zavaghar. Cadak laughs like a madman and screams for his creature to finish you off quickly. The beast rises up on its hind legs in readiness to strike you a killing blow, but suddenly, as it reaches its full height, its limbs and torso become stiff and its movements jerky.

Slay the beast, Lone Wolf! whispers Banedon, the words forming in your mind. I cannot hold it for long.

You glance to where your friend is lying and see that his trembling hand is stretched out towards the towering Zavaghar. Inspired by his courageousness, you shake off your fatigue and rush forwards to plunge your weapon deep into the exposed belly of the beast, striking it a mortal wound barely moments before Banedon’s spell of Holding fails.

Turn to 248.


Grande Bademon :love:



The Zavaghar shrieks in agony and comes crashing to the floor, its limbs flailing and its jaw chattering wildly as it ekes out the last throes of death.

‘No! No! No!’ screams Arch Druid Cadak, his voice filled with anger and bitter frustration. ‘It cannot be! It cannot be!’

Madly he rushes across the pen and stares with open-mouthed incredulity at the carcass of the huge Zavaghar, his eyes wide with disbelief. Meanwhile, you have helped Banedon to his feet and the two of you have begun to hurry towards your means of escape which is still perched on the landing platform.

Suddenly, Cadak recovers from his shock and, seeing the two of you escaping, screams an order to his remaining Drakkarim to prevent you from getting away.

You reach the winged creature and, using your Magnakai skills, you manage to subdue it to your command. Arrows and crossbow bolts fly past, dangerously close, fired by those Drakkarim who have responded to Cadak’s order. You try to ignore these missiles as you mount the Zlanbeast and heave Banedon roughly across its great scaly neck.

With a sharp kick, you urge the Zlanbeast into the air and, as it soars away from the platform, you glance back to see Cadak shaking his fist and screaming vile curses.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/small11.png

You laugh at his displeasure, but your laughter chokes in your throat when you notice a battery of heavy bolt-throwers lining the battlements above the pens. They are manned by Giak soldiers, and, as you fly past them, they discharge a cloud of deadly missiles.

Pick a number from the Random Number Table.

If the number you have picked is 0–8, turn to 66.

If it is 9, turn to 341.


Roll...2!



You push down on the Zlanbeast’s head and send it into a steep dive, a swift action which saves you from being knocked out of the sky by the cloud of deadly bolts. The streets of Kaag come rushing towards you with unnerving speed, but you control the winged creature skilfully, reining it in to level off in time to clear the ramparts of the South Gate. As you pass over this gate you catch sight of something strange yet wondrous to behold.

Turn to 350.


Ebbene si, abbiamo evitato una bullshit instadeath al 10%!



Below you is the South Gate of Kaag. Its surface is covered by the hide of Nyxator, preserved by the Darklords as a trophy of Naar’s evil power. Nyxator was the first servant of the God Kai to appear on Magnamund and the form he chose to adopt was that of a great dragon. He was the first recipient of Kai’s wisdom, a wisdom he encapsulated in the Lorestones for the future good of all who follow the way of Kai.


http://www.projectaon.org/en/xhtml-less-simple/lw/14tcok/ill20.png
Illustration XX—Below is the South Gate of Kaag, its surface covered by the hide of Nyxator.

You stare down at the face of your ancient ancestor and, for a fleeting moment, you detect the trace of a smile upon its fossilized lips. Then, in the next instant, you plunge into a bank of stormy grey cloud and the dread city of Kaag is lost to view.

By the time you find your way back to the Skyrider, the storm has blown itself out. Your return is met with cheers and joyous celebration for your quest has been a great success. Lord Rimoah is especially pleased and he praises you warmly:

‘Against all odds,’ he says, his voice filled with pride, ‘you have rescued our friend from the nightmare fortress of Kaag and delivered him safely into the arms of his loyal crew.’

Congratulations, Grand Master Lone Wolf. You have triumphed once again, proving beyond doubt that you embody the ideals of the Kai. You have saved your closest friend from the clutches of the evil druid Cadak and confounded his plans.

Yet the fight against Evil goes ever on. Soon your courage and skills will be put to the test again, this time in a far distant realm of Magnamund. The nature of the quest and the perils that await you can be found in the next Grand Master adventure entitled:

The Darke Crusade


Congratulazioni truppa! Siamo vivi! E anche Banedon :D

Prima di passare a the Darke Crusade (Really :D?), è il momento del GIOCO DEL SE FOSSE! Sbizzarritevi pure :D

Kaluisurrr
26th April 2013, 16:45
se usavamo kai alchemy o magi magic sul bestione?

Jesper
26th April 2013, 17:44
se usavamo kai alchemy o magi magic sul bestione?

Con Lightning Hand o Invisible Fist ottenevamo una descrizione fica ma nulla più :(

Kaluisurrr
26th April 2013, 18:22
e se non usavamo niente invece?

Jesper
26th April 2013, 18:28
Stessa cosa, ma con una descrizione schifida e per nulla tarra :nod:

Bortas
26th April 2013, 19:28
com'era l'istadeath dell'homerun sfera esplosiva?

Sturm
28th April 2013, 14:19
Ho riguardato un po il libro,cosa succedeva se all'inizio inizio sceglivamo l'altra opzione di approccio?

Dopo il primo cane di modica dove ci avrebbe portato se lasciavamo le barracks?

Come sarebbe andata se invece di scalare la parete sceglievamo l'altra via?

Al paragrafao 121 c'era la scelta di salire,cosa sarebbe successo se invece di scendere salivamo fino alla fine?

Cosa succedeva se ai paragrafi 200 e 57 andavamo a destra come il kalu-emo suggeriva?

Se invece di appicciare il fuoco indossavamo la divisa drakkarim come si sarebbe svolta la scena?

Se dopo il combattimento col dragone lasciavamo la sala dalle porte principali sarebbe cambiato qualcosa?

Al paragrafo 8 c'era un'altra scelta cieca,cosa trovavamo se andavamo a destra?

C'era un altra via di fuga al 294 oppure in qualsiasi modo la mettevamo saremmo passati per l'imboscata?

Jesper
29th April 2013, 09:28
com'era l'istadeath dell'homerun sfera esplosiva?

Non era un'instadeath, ma subivamo 15 EP :lol:


cosa succedeva se all'inizio inizio sceglivamo l'altra opzione di approccio?

Esploravamo l'altra metà dell'accampamento :D Come al solito, la prima scelta cambia un pezzo consistente del libro. In questo caso, l'accampamento è comunque abbastanza labirintico da non consentire di dare una descrizione generica di quello che succedeva...cose simili, ma diverse :D Ah, e c'era un Ghourgaz! (Il mostrone gigante del primo libro che sembra un Fymir di Heroquest)


Dopo il primo cane di modica dove ci avrebbe portato se lasciavamo le barracks?

Direttamente a dove c'era la cripta in cui non siamo entrati perchè ci mancavano le discipline!


Al paragrafao 121 c'era la scelta di salire,cosa sarebbe successo se invece di scendere salivamo fino alla fine?

trovavamo un Drakkarim mezzo addormentato che potevamo charmare con Kai-Alchemy. Ci rivelava che Bademon stava in alto, per cui salivamo ancora. Arrivavamo direttamente al punto dove c'erano le liane senza farci tutte le segrete :D


Cosa succedeva se ai paragrafi 200 e 57 andavamo a destra come il kalu-emo suggeriva?

Al 200, invece degli yeti combattevamo dei blob gelatinosi con le zanne velenose :look:; al 57 trovavamo alcuni Drakkarim con un casino di cani di modica nelle gabbie e dovevamo fare Solid Wolf per evitare di menarli


Se invece di appicciare il fuoco indossavamo la divisa drakkarim come si sarebbe svolta la scena?

Con Kai Surge+Alchemy andava liscio come l'olio. Altrimenti, dovevamo rollare o si menava :D


Se dopo il combattimento col dragone lasciavamo la sala dalle porte principali sarebbe cambiato qualcosa?

Ci accorgevamo che era una cazzata e stavano arrivando una fotta di Drakkarim :D Grazie a Grand Huntmastery ci imboscavamo in tempo e ci infilavamo nel tunnel, altrimenti dovevamo rollare e rischiare un'instadeath.


Al paragrafo 8 c'era un'altra scelta cieca,cosa trovavamo se andavamo a destra?

Trovavamo una borsa piena di Laumpspur e poi ci imbattevamo in un mostro simil rana-pipistrello psichico; grazie a Kai-Screen, ci nutrivamo del suo attacco (in totale tra Laumpspur e questo curavamo 10 EP), ma poi dovevamo combatterlo (immune a tutto tranne Kai-Surge, che funzionava solo a metà, CS 42 EP 40)


C'era un altra via di fuga al 294 oppure in qualsiasi modo la mettevamo saremmo passati per l'imboscata?

Abbiamo scelto la strada giusta, perchè se cercavamo un percorso alternativo rischiavamo solamente un'altra instadeath :nod:

Jesper
29th April 2013, 10:29
Il nuovo libro vive QUI (http://www.wayne2k1.com/showthread.php?t=108854&p=1949170#post1949170)!