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View Full Version : [LUPO SOLITARIO] Libro XVI: The Legacy of Vashna



Jesper
6th May 2013, 10:35
LIBRO 16, SERIE GRAND MASTER: THE LEGACY OF VASHNA
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Speriamo che gli eredi di Vashna non ci facciano causa perchè gli abbiamo spaccato il pugnale :hidenod: Nel mentre, LW è ritratto nuovamente dopo essersi tinto i capelli e mentre brandisce l'altra arma che l'ha reso famoso: l'ascia a due mani. Inoltre, i non morti in copertina potrebbero essere (o meno) Eddie di The Trooper.



You are Lone Wolf—Kai Grand Master of Sommerlund. The spirit of Vashna, greatest of all the Darklords, is imprisoned deep within the fathomless reaches of the Maakengorge. For centuries, servants of darkness have tried to summon him to do their bidding but always they have failed…until now!

In The Legacy of Vashna, you must locate and defeat the Darklord’s minions before they can complete the resurrection of their master—the most powerful Lord of Evil your world has ever known. Will you succeed in your quest? Or will you and your fragile world perish in the wrath of Vashna?


Dopo aver sconfitto il Warlord Bombolo in The Darke Crusade (http://www.wayne2k1.com/showthread.php?t=108854)...è ora di replicare le nostre gesta di libri passati, impedendo - di nuovo - la resurrezione di Vashna! E cerchiamo di non farci chiudere in delle cantine a sto giro!

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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 5077, and twenty-seven 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 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 seven 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 under way. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess latent Kai skills and show exceptional promise. These skills will be nurtured and honed to perfection during their time at the monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.

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

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

In the deepest subterranean level of the monastery, a 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 which 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 centuries to complete.

Following the destruction of the Darklords of Helgedad, the Giaks, the most numerous of all Gnaag’s troops, fled into the Darklands and sought refuge in the gigantic city-fortresses of Nadgazad, Aarnak, Gournen, Akagazad, 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 they will encounter no resistance; 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 in Magnamund who wait quietly in the shadows for the chance to do his evil bidding.

Already your newfound skills have been tested against Naar’s agents and you have, on each such occasion, acquitted yourself admirably. But your continuing victories against his minions have enraged the Dark God, and rarely has his lust for vengeance been greater than it is at present. Recently, Lord Rimoah has counselled you to be extra vigilant, for he fears that Naar is getting ready to strike at Sommerlund anew. The Elder Magi have received warnings from President Kadharian of Magador that something strange is taking place in the north of his country, in the mountainous territory which borders upon the Maakengorge. Freak storms and unseasonal weather have swept this remote region, and the night skies over Lake Vorndarol have, for several weeks now, been illuminated by eerie, inexplicable lights.

Lord Rimoah fears that Naar is plotting to revive Vashna, the greatest of all the Darklords, whose spirit is trapped deep within the fathomless reaches of the Maakengorge. It has remained there, in uneasy entombment, ever since the day the Darklord was defeated in battle by King Ulnar I of Sommerlund. Vashna’s body, along with those of his loathsome troops, was hurled into the abyss, hopefully never to be seen again. Legend has it that the Darklord’s body was destroyed but his spirit still lives on. He is said to be awaiting the day when he shall be made to rise, at the head of a vast army of undead warriors, and set loose to wreak his revenge upon Sommerlund and the house of Ulnar.

‘If it is Naar’s intention to resurrect Vashna and his army from the depths of the Maakengorge,’ said an anxious Lord Rimoah, as you and he discussed the situation in the secure privacy of your vault below the Kai Monastery, ‘then no free realm upon the face of Magnamund will be safe. It has always been Sommerlund’s misfortune that Ulnar’s victory over Vashna was never total. I have always feared that the legacy of the Maakengorge would one day awaken and confront us…and I fear, unless we act swiftly, that that day is about to dawn.’

For several hours, you and your learned advisor deliberated what could be done to prevent such a catastrophe. You decided that the exact nature of the threat had first to be determined if you were to combat it effectively. You were confident that your Grand Master Disciplines would enable you to unravel this mystery quickly, and so you volunteered to journey to northern Magador and investigate the strange incidents at first hand. After all, there could be a perfectly innocent explanation for them.

‘Let us hope it is so, Grand Master,’ said Lord Rimoah, earnestly, ‘but, nevertheless, do not forget what could confront you there. I shall pray to Kai and Ishir to watch over and guide you on the journey ahead, Lone Wolf, and bring you home, swiftly, safely, and victoriously.’


TL;DR: Vashna, gran visir di tutti di non morti, non vuole proprio stare morto. A sto giro, è il dio Naar a volerlo ressare.

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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! (in spoiler, quelli precedenti)



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.




Sun Knight
If you are a Grand Master who has reached the rank of Sun Knight (6 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Grand Weaponmastery
Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, and Spear) with full effect, using only one hand.

Deliverance
Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creature’s body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing takes place increases as a Grand Master rises in rank.

Grand Pathsmanship
Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of three yards. The range and number of insects so affected increase considerably as a Grand Master rises in rank.

Grand Nexus
Sun Knights who possess Mastery of this Discipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state the only sense that a Sun Knight retains is the ability to hear.

Telegnosis
Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.

Kai-alchemy
Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood Spells:

Halt Missile—This causes any projected or hurled missile (e.g. arrows, axes, crossbow bolts) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2–3 seconds, allowing the Sun Knight sufficient time to move away from its line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
Strength—By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy.





Sun Lord

If you are a Grand Master who has reached the rank of Sun Lord (7 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Grand Weaponmastery
Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a quarterstaff.

Assimilance
Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.

Grand Huntmastery
Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.

Kai-surge
Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast—a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge, or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a ‘0’ = 1) and the resultant total equals the damage inflicted. However, use of a Kai-blast will reduce a Sun Lord’s ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.

Telegnosis
Sun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surfaces, e.g. water, mud, lava, and quicksand. Time duration and degree of surface difficulty increase as a Grand Master rises in rank.

Magi-magic
Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:
Penetrate—This increases the penetrative energy of any Arrow or Arrow-like missile, launched by a Sun Lord.
Energy Grasp—This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood Spell Lightning Hand, but differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or an enemy to effect the spell.



A voi la scelta! :D

Bortas
6th May 2013, 10:43
Animal Mastery

Ogni tanto ce la chiede...

Rise-the-Sky
6th May 2013, 10:49
Io direi che è giunto il tempo di diventare dei grandi figli di Telegnosta.

Anche Grand Nexus è figo..ma cazzo camminare sulla lava sembra così sburro.

Defender
6th May 2013, 11:03
Io dico Telegnosi.

Non avremo più paura dell'acqua!! :metal:

(ovviamente nel momento del bisogno Dever se ne dimenticherà ed affogheremo come merde merdose pur avendo l'abilità di Gesùccristo :fffuuu: )

Lupoazzurro
6th May 2013, 12:07
Figo! Abbiamo la vista infrarossi, diventiamo quasi PredatorWolf.

Voto per telegnosis dai.

Earenia
6th May 2013, 12:26
telegnagna anche x me ed andiamo a reclamare x la garanzia del pugnale

Jesper
6th May 2013, 13:11
Ok, prendiamo Telegnosis! E per l'Equip, solita storia (frecce, laumpspur e meal(s))!

Qualche parola di saggezza da Joe...


Northern Magador, which borders upon the Maakengorge, is a notoriously wild and treacherous region. Be wary and on your guard at all times, for you can expect little help from the outlaws and fell creatures who dwell in this area.

Some of the things that you will encounter 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. If you discover any items, be selective in what you choose to keep.

Pick your Grand Master Disciplines with care, for a wise choice will enable any player to complete the mission, 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.

May the light of Kai and Ishir be your guide as you venture into the unknown.

For Sommerlund and the Kai!


E si parte!



The hours leading up to your departure from the Kai Monastery are spent in the company of your able advisor, Lord Rimoah. Having discussed the mission at great length, you busy yourself now with the practical preparations for your long journey to Magador. He gives you a Scroll which contains a written invitation from President Kadharian to attend his senate to ‘discuss trade between Sommerlund and Magador’. It will provide a cover for you should the need arise to justify your journey. (Record this Scroll as a Special Item that does not take up any space on your Action Chart.) Also, in the interests of secrecy, you decide it best to discard your formal Kai robes in favour of less conspicuous garments, and you choose instead to wear the simple clothes of a guildsman—woollen breeches, leather tunic, and a cloak. Dressed thus, and aided by your innate Kai skills of Invisibility, you feel confident you will be able to travel the road to Helgor, the Magadorian capital, without drawing undue attention to yourself or your purpose.

By horse, the journey to Helgor could be expected to take five weeks. Your initial thought had been to send word to your friend, Guildmaster Banedon, requesting that he allow you use of his magical skyship, Skyrider. However, on this occasion you will have to forego the speedy comfort of his wondrous craft, for Banedon is using it himself on a quest to the distant land of Bhanar in southern Magnamund, and he is not expected to return to Sommerlund before the year’s end.

Your second choice was also to prove unsuitable. Having resigned yourself to a long journey on horseback, you immediately sent an order to the monastery stables for your horse, Storm, to be saddled and made ready. This fine Slovarian stallion had been a gift to you from Elector Manatine of Palmyrion, in gratitude for the crucial part you played in the victory over the evil Cener Druids of Ruel. His strength, intelligence, and indomitable spirit had reminded you so much of your old Kai tutor—Storm Hawk—that you chose to name the horse Storm in his memory. But, as Rimoah quickly pointed out, such a magnificent horse would be sure to attract suspicion, especially if it was ridden by what appeared to be a humble guildsman. And so, albeit reluctantly, you had the stables prepare you another horse, a strong but less exceptional mount called Bracer.

Turn to 105.



The journey to Helgor takes you south to the City-state of Casiorn, and then west to the Lyrisian capital of Varetta—a road you once travelled several years ago during your Magnakai quest. In the main, your ride is peaceably uneventful. By choice you keep to yourself and avoid staying too long in any one place. It is not until you reach Vakovar that the uncertain politics of this region give cause for concern. This squalid, lawless city is home to some of the Stornlands’ most notorious criminals and robber-barons. It is common knowledge that travellers who value their wealth and health wisely avoid Vakovar whenever possible. Forewarned by these rumours you choose not to dwell here, but ride swiftly through the city and press on to Helgor. Yet while you are within the city walls of Vakovar no less than a dozen separate attempts are made to relieve you of your money pouch and horse. There are no witnesses to these attacks, which is just as well, for when you ride out of Vakovar you leave a score of dead robbers littering the cobblestones.

It is early evening when you eventually crest a hill and catch your first disappointing glimpse of Helgor. It is a damp and unwholesome-looking city, ringed by a rampart of mouldering rubble, the remains of a curtain wall which was destroyed during the war against the Darklords. Through the many gaps in this rampart you can see the thick fog that swirls through Helgor’s brick streets and crooked, filthy alleys. At first sight it seems that the Magadorian capital is little more than a beggar-city, a vast hotchpotch of slums and hovels, but as you ride nearer you notice several grand towers piercing the rolling grey mist.


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The main approach to Helgor is patrolled by presidential guards, heavily armed with crossbows and spears, who are checking everyone attempting to enter by road. They are dressed in flamboyant tunics of green, scarlet, and black calf hide, which seem too lavish for the garrison of such a squalid city. When asked your business, you show them the scroll given to you by Rimoah. They are impressed by the invitation and insist that an armed escort be provided to take you directly to the President’s palace. After your experience at Vakovar you welcome their offer.

Despite the overwhelming squalor of Helgor’s dingy tenements and streets, you were expecting the President’s palace to be the exception. To your disappointment, it turns out to be little more than a fortified chateau situated at the centre of the city, atop a hill known as the Vanagrom Knoll. You are welcomed into the palace’s senate hall by an official called Stepona, a dour man who looks older than his thirty years. He sees to it that your horse is stabled, and that you are given refreshments while you await your audience with the President. An hour passes before the doors to the senate hall swing open and, without formal announcement, in strides President Kadharian of Magador.

If you have ever visited the city of Aarnak in a previous Lone Wolf adventure, turn to 315.

If you have never been to Aarnak, turn to 202.

Si, eravamo dai Darklord...e in quella città abbiamo incontrato il nostro doppiogiochista di fiducia! E una volta tanto, faceva il doppio gioco PER noi!



Immediately you recognize the tall, muscular man who stands before you now; he was once known as the Slavemaster of Aarnak. He was an agent of the Elder Magi based in the Darklands who, seven years earlier, helped you to enter the dread city of Helgedad and bring about the downfall of the Darklords. Now he is known by a different name—President Kadharian of Magador.

‘Welcome, Grand Master,’ he says, smiling warmly. ‘It seems we have both come a long way since our last meeting.’

The President is amused by your expression of surprise and offers an explanation of how he came to be leader of this rough republic. After the fall of Helgedad, the Elder Magi arranged for his safe passage to the Stornlands where he was granted a command in the army of Lyris. He distinguished himself in battle and later, once the remains of the Darkland armies had been vanquished, he returned to his native Magador and led an uprising against King Vanagrom VI, who had long been a puppet of the Darklords. The revolt ended with the King’s death and the abolition of the monarchy. Magador became a republic and the Slavemaster, whose given name was Kadharian, became its first elected leader.

‘And now to the reasons why I have requested your help, Grand Master,’ he says, as he pushes open the door to a smaller room which adjoins the senate hall.

Turn to 100.




You follow the President into the chamber, your footsteps echoing as you walk across the mosaic marble floor. At the far end of the room a wiry wolfhound lies snoozing in front of a log fire which is crackling in an iron grate. The flames illuminate the chamber with a warm glow, casting flickering shadows across countless shelves stacked with thick rolls of parchment and papyrus. At the centre there stands a large table heaped with sand. The sand has been shaped to depict the topography of Magador, its towns, cities, mountains, hills, and rivers. The attention to detail is most impressive.

‘Somewhere, here, I fear there is a great evil at work,’ says Kadharian, pointing to a section of the table which depicts the territory north of Lake Vorndarol, an area uncomfortably close to the deep furrow which represents the Maakengorge.

‘Three moons ago, the lakeside hamlet of Vorn was reportedly destroyed by an unnatural storm, the first of many that have continuously swept the region. I dispatched a troop of my guards to investigate but they never returned. Since then, a second troop has also disappeared without trace.’

‘But what makes you think that a plot to resurrect Vashna is afoot?’ you reply, trying not to sound overly sceptical. ‘With due respect, President, this is a notorious region infested with renegades and brigands. There may be a far simpler explanation for the destruction of Vorn and the disappearance of your troops.’

‘Aye, ’tis so,’ retorts Kadharian. ‘At first, I too made the same assumption. But then I came into the possession of something which made me believe otherwise.’

From a leather pouch hanging from his sword belt, Kadharian takes an item which is neatly wrapped in a square of patterned silk.

‘Here, Grand Master,’ he says, offering it to you, ‘I’ll let you draw your own conclusions from this.’

Turn to 133.


E' chiaramente un'action figure di Paido nudo incaprettato :nod:



You accept the package and carefully unfold its silken wrapper to reveal an amulet, oblong in shape, strung upon a length of crude twine. It has been carved from coal-black stone, flecked with grains of metal, which sparkle in the firelight.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/small1.png

‘Where was this found?’ you ask.

‘In the ruins of Vorn,’ replies Kadharian, ominously.

If you possess the Discipline of Telegnosis and have reached the Kai rank of Sun Knight or higher, turn to 262.

If you do not possess this Discipline or have yet to reach this level of Kai Mastery, turn to 49.


Ebbene si!



Closer examination of the amulet reveals a wealth of detailed engravings which depict a chilling scene. They portray clearly the rising of Darklord Vashna and his minions from the depths of the Maakengorge. Your Kai skill reveals to you that this amulet once possessed a powerful charge that could have killed anyone who touched it. That charge is spent, but you can still detect the faint, lingering aura of the evil being who crafted this artefact.

Turn to 238.


Beh, lo sapevamo gia dal Blurb del libro <.<



‘Who found this amulet?’ you ask.

‘A rogue, one who goes by the name of Smudd,’ answers Kadharian. ‘A patrol found him in the mountains close by the River Storn a few days after the second troop went missing. When he couldn’t give a good reason for being there, they arrested him and brought him back to Helgor for questioning.’

Kadharian’s emphasis on the word ‘questioning’ leaves you in no doubt that Smudd’s interrogation probably involved some degree of torture.

‘Where is he now?’ you ask. ‘I’d like to, er, question him myself.’

‘He’s in Helgor. He stays at the Crooked Sage, an inn in the north quarter of the city. I’d willingly send a detachment of Palace Guards to fetch him here but that quarter of Helgor is rife with villains. Word would be sure to get out and he’d go to ground. My men would never find him. No, I’m afraid the only likely way you’ll get to speak to Smudd is by going to the Crooked Sage in person.’

‘Very well, President,’ you reply, ‘then that is exactly what I shall do.’

Turn to 84.


Pensare che sti tizi hanno una repubblica su magnamund è mindblowing <.<



‘Do you mind if I keep this?’ you ask, motioning to the amulet.

‘I’ve no objection,’ replies Kadharian. ‘I hope it helps you to discover what is truly going on in the north.’

Carefully you re-wrap the talisman and slip it into the pocket of your tunic (record this Black Amulet as a Special Item on your Action Chart—you need not discard another item in its favour if you already possess the maximum allowed). Then, after a meal and a soothingly hot bath, you bid farewell to the President and take your leave of the palace by way of the stables.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/ill5.png
Illustration V—A dishevelled fat man with a yellow-streaked beard.

Night has thickened the blanket of mist which lines the narrow streets and alleys of Helgor. Guided by your Kai instincts, you set off northwards, but soon you have cause to regret not having thought of asking Kadharian for directions to the Crooked Sage Inn. Helgor is an old city and its chaotic streets follow no logical plan. After several wrong turns you come upon a square where the vanes of a rotting signpost point to three exits. Slumped at its base there sits a dishevelled fat man with a yellow-streaked beard, who is gulping mouthfuls of cheap ale from a filthy stone pitcher. You attempt to use your Kai Pathsmanship skill to read the signpost but with no success—it is completely illegible.

If you wish to leave the square by the north exit, turn to 16.

If you wish to leave the square by the east exit, turn to 332.

If you wish to leave the square by the west exit, turn to 161.

If you decide to ask the fat man for directions to the Crooked Sage Inn, turn to 287.


Un sacco di opzioni! Che si fa :D?

PS: ecco la mappa. I baffi dello Slavemaster son quasi meglio di quelli di Prarg :nod:

http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/map.png

************************************************** ***********************
Lupo Solitario, Sun Lord

CS: 42 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +3 Levelup)
--> 46 (con +4 Mindblast)
--> 50 (con +8 Kai-Surge)

EP: 44/44 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +6 Levelup)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge
- Kai-Screen
- Magi-Magic
- Telegnosis

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

Backpack (8): Rope, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key, Meal, Meal, Laumpspur (cura 4 EP), Wine

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), Statuette of Zagarna, Green Key, Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali)
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith

Money (50): 37 Corone, 60 Kika (10=1C), 20 Lune (4=1C)

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: XII
- 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)
- Sparati da un vecchio storpio (Libro XV)
************************************************** ******

Defender
6th May 2013, 13:27
Chiediamo a ciccio pasticcio!

Earenia
6th May 2013, 13:54
chiediamo a ciccio magari sarà il nostro nuovo compagnio di avventura :nod:

Rise-the-Sky
6th May 2013, 14:02
Beh se dobiamo chiedere indicazioni per una locanda chi meglio di sto trippone beone potrà darcele? (cmq sarà a W ovviamente )

Jesper
6th May 2013, 14:08
The drunkard gives a lopsided grin and wipes his greasy mouth with the back of his hand before replying to your question.

‘F’ sure I know where be the Crooked Sage. Fine ale to be had there, if only I was moneyed enough to afford it. I’ll tell you where it is for a small payment…say, ten Gold Crowns?’

If you wish to pay the drunkard for this information, erase 10 Gold Crowns from your Action Chart and turn to 62.

If you refuse to pay such a high price, turn to 185.


Sto beone vuole fare fortuna alle nostre spalle :D Che si fa :D?

Bortas
6th May 2013, 14:18
10 corone? Questo per una info ci chiede il prezzo di una spada a 2 mani... Se non fossi convinto che Dever gli ha affidato un ruolo chiave nell'avventura la sua testa adornerebbe l'ingresso della taverna che cechiamo dopo averlo spregiato e suonato ai campanelli per farsi dare l'indicazione, quindi si, paghiamo l'obolo al grassone di merda con estrema riluttanza... 185

Rise-the-Sky
6th May 2013, 14:18
Dei soldi non ce en facciamo un tubo ma 10g per un'info sono una ladrata che andrebbe lavata col sangue.

Andiamocene al 185 e che ringrazi se ha ancora entrambe le mani.

Defender
6th May 2013, 14:35
"se dai 10 monete d'oro a sto ciccione dimmerda io ti sparo per principio!" (semicit.)

Col cazzo, che muoia di stenti, figurati se un ubbah mastah Kai con grand pathfinding, sesti sensi, telegnocca, cazziemmazzi vari si deve ridurre a foraggiare st'impunito per trovare una bettola...

185, sputandogli in da face!

Earenia
6th May 2013, 14:48
ero convinto chiedesse soldi ma non così tanti ahahah boh facciamo i genovesi e andiamo 185

Jesper
6th May 2013, 14:56
Lupo Solitario preferisce morire che separarsi dal suo Loot :nod:



‘Bah! Y’ towheaded screwjaw,’ curses the drunkard when you refuse to pay his outrageous price. ‘I’ve more pressin’ things t’ do than waste breath on you.’

With this, he stumbles away into the fog, clutching his jug of ale. You watch him disappear; then you look again at the three exits from this square and try to fathom which one will lead you to the Crooked Sage Inn.

If you wish to leave the square by the north exit, turn to 16.

If you wish to leave the square by the east exit, turn to 332.

If you wish to leave the square by the west exit, turn to 161.


Ok, verso dove ci dirigiamo :D?

Defender
6th May 2013, 15:02
Maledetto ciccio pasticcio... pagherà tutto e pagherà caro!

Io dico West.

P.S: Jesper devi cancellare dallo zaino l'alether, ce la siamo trinkata col boss dell'ultimo libro :D

Jesper
6th May 2013, 15:29
E' per magia diventato un Meal :look:

Lupoazzurro
6th May 2013, 15:39
se arriviamo da sud la sinistra è l'ovest.

perciò ovest.

Bortas
6th May 2013, 15:53
West

Jesper
6th May 2013, 16:44
Go west!



The shops and hovels which sandwich this narrow street show no visible signs of life. Heavy iron bars and stout oaken shutters secure their every portal, understandably a necessary precaution in this villainous city. You are beginning to lose hope of finding the Crooked Sage Inn, when suddenly you notice a pale yellow light streaming from the doorway of a nearby building. As you ride closer, you see a sign hanging above the door. It shows a black bear standing upright on its hind legs, and in its forepaws it grasps a placard which says:
GHADLAR & SONS—FURRIERS

If you wish to enter the furriers’ shop, turn to 226.

If you choose to ignore it, you may continue along this street by turning to 244.


Ahahaha tutte le volte leggo "furries shops"

:nod:

Vogliamo andare dai furry? O non ci fidiamo?

Rise-the-Sky
6th May 2013, 16:49
Entriamo..potrebbe esserci qualcosa da comprare di utile (comprare è un po' come lootare solo che invece di droppare oggetti inutili si droppano monete inutili)

Defender
6th May 2013, 17:04
PELO!

Entriamo entriamo, il posto promette bene... :D

Jesper
6th May 2013, 17:21
Andiamo dai furry!



You tether your horse’s reins to a peg beside the door and step into the welcoming warmth of the furriers’ shop. Immediately you are assailed by the greasy stench of the furs which fill this emporium. They hang in rows from ornate brass hooks driven into the wooden walls and ceiling rafters, sorted by size and type. Three young men, all strikingly similar in looks, are busy trimming wolf pelts at a work bench. Behind the counter stands a grey-haired old woman with a straight back and clear, milky-white skin. She smiles and asks if you wish to buy or sell furs.

‘Neither, madam,’ you reply, politely, ‘I’m trying to find my way to an inn called the Crooked Sage.’

‘Oh, you are, are you?’ she mumbles, disappointedly, her welcoming smile fading as she abandons hopes of striking up a deal with you. Then her smile returns and she says, ‘Well, sir, I’ll be glad to tell you…but only if you buy something first. If you won’t buy any of my furs, then I’ll sell you the information you want for five Gold Crowns. What do you say?’

http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/ill13.png
Illustration XIII—She smiles and asks if you wish to buy or sell furs.

Without replying, you step away from the counter and look up. On a square of black slate hanging above the old woman’s head are chalked the following items and prices:
Item Price
Coney-skin Mitts 5 Gold Crowns a pair
Wolfskin Cloaks 12 Gold Crowns each
Wildcat Pelts 12 Gold Crowns each
Bearskin Cloaks 16 Gold Crowns each
White Wolf Pelts 18 Gold Crowns each
Kalkoth Hides 20 Gold Crowns each
Black Corvayl Cloaks 35 Gold Crowns each

All of the above furs are Backpack Items. If you wish to purchase any (or should you decide to pay 5 Gold Crowns for directions to the Crooked Sage), deduct the appropriate amount of Gold Crowns and adjust your Action Chart accordingly. Then, turn to 174.

If you decide not to buy any furs or pay for the information, turn instead to 77.


Allora, ditemi se vogliamo pagare per le informazioni, o comprare qualcosa! Oppure se non vogliamo comprare niente!

************************************************** ***********************
Lupo Solitario, Sun Lord

CS: 42 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +3 Levelup)
--> 46 (con +4 Mindblast)
--> 50 (con +8 Kai-Surge)

EP: 44/44 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +6 Levelup)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge
- Kai-Screen
- Magi-Magic
- Telegnosis

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

Backpack (8): Rope, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key, Meal, Meal, Laumpspur (cura 4 EP), Wine

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), Statuette of Zagarna, Green Key, Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali)
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith

Money (50): 39 Corone, 60 Kika (10=1C), 20 Lune (4=1C)

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: XII
- 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)
- Sparati da un vecchio storpio (Libro XV)
************************************************** ******

Rise-the-Sky
6th May 2013, 17:27
Peccato manchi la pelle di procione se no ci facevamo un bel cappellazzo da David Crockett... vabbè facciamocelo con la pelle di un coniglio (forse + adatto a noi visto come fuggiamo da acque e scalate varie xD) visto che costa 5 come l'indicazione senza null'altro.

Defender
6th May 2013, 18:58
Eh no, a sto punto già che dobbiamo fare l'acquisto voglio fare il pappone, mica possiamo prenderci una pellicciuzza da froci barboni, io minimo minimo voglio quella da 20 corone!!

Earenia
6th May 2013, 19:29
una delle 2 che ha la parola wolf + chiediamo info :nod:

Tibù
6th May 2013, 20:01
paghiamo l'informazione e via -.-

Jesper
7th May 2013, 10:18
Ok visto che i voti sono molto variegati, faccio na media e diciamo che abbiamo acquistato un Wolfskin Cloak per 12 Gold Crowns!

Comunque oh: o siamo finiti nella città dei rabighini, oppure Joe si è accorto che erano tipo 10 libri che non spendevamo una Corona :sneer:



On leaving the furriers’ shop, you continue along the street until you reach a junction. The old woman’s directions lead you through a warren of covered alleyways and narrow passages which eventually lead to the start of Tavern Lane, the street where she says you’ll find the Crooked Sage Inn.

Turn to 332.




You ride slowly through the clammy fog which carpets the cobblestones of this ill-smelling lane. Clamped against the walls of the surrounding buildings are oil-soaked torches which serve to illuminate the signs of wine shops and taverns. They are crudely painted with emblems—a bloodied battle-axe, a winged horse, a watery sun rising from a broken skull. There is not one that resembles a crooked sage and you are beginning to lose heart when suddenly you hear the sound of drunken revelry coming from a two-storey building at the end of the street. Its oaken doors hang open and the vivid orange glare of its roaring hearth spills invitingly into the dank night gloom. Although it has no painted emblem, you sense at once that you have at last found the Crooked Sage Inn.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/small2.png

At your approach, a sallow-faced stable boy limps from a wooden hut which is leaning precariously against the side of the tavern wall. For one Gold Crown (erase this from your Action Chart), he takes charge of your horse and shows you to the taproom door.

Turn to 21.


E un'altra corona ci saluta :D



You enter the open doorway, and the hubbub of laughter and conversation dies momentarily as all eyes turn to stare in your direction. They consider you for a few moments; then the chatter and noise begin anew and the eyes return to other matters. After descending a flight of steps to the sunken floor of the taproom, you make your way through the noisy crowd to the beer-soaked counter. A husky serving wench thuds a pewter tankard down on the bar before you and fills it with frothing ale.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/ill2.png
Illustration II—A husky serving wench thuds a pewter tankard down on the bar before you.

‘First one’s on the ’ouse,’ she says, with a snarl, ‘the rest y’ pays for, understand?’ You nod your reply and, as you sip the watery brew, you take stock of the inn’s villainous clientele. They are not a pretty crowd. The Crooked Sage is a tavern with an ill reputation, even in the brawling turmoil of Helgor’s north quarter. The city guard never patrol here; a weekly donation to the guard captain guarantees that they are always somewhere else. Order, and what passes for law, is kept by Chegga, the owner of the inn, and his two brutish sons—Zhola and Gorgan.

You finish your ale and the serving wench returns to refill your tankard.

‘That’ll be one Gold Crown,’ she says, thrusting out a calloused palm. You place the crown on the bar and, as she goes to pick it up, you take hold of her wrist to prevent her from moving away.6

‘Where’s Smudd? Is he here tonight?’ you ask.

‘Over there,’ she growls, pointing to a shadowy alcove at the rear of the taproom. ‘Now let go o’ me or I’ll call Chegga.’

Calmly you release her, take up your ale, and walk slowly towards the place where Smudd is seated. He is in the company of a giggling bar-girl and does not notice that you are standing beside him until you thump your tankard down on his table. The sound startles him and immediately he reaches for his sword.

He has a desperate look about him which reminds you of a cornered rat. If you are to avoid a confrontation, you must do or say something to assuage his fear.

If you possess Kai-alchemy and you want to use it, turn to 294.

If you wish to offer him some money, turn to 169.

If you choose to offer him one of your Backpack Items, turn to 108.


Ammazza che bel figotto paciarotto <.<

Che facciamo :D?

************************************************** ***********************
Lupo Solitario, Sun Lord

CS: 42 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +3 Levelup)
--> 46 (con +4 Mindblast)
--> 50 (con +8 Kai-Surge)

EP: 44/44 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +6 Levelup)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge
- Kai-Screen
- Magi-Magic
- Telegnosis

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

Backpack (8): Rope, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key, Meal, Meal, Laumpspur (cura 4 EP), Wine

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), Statuette of Zagarna, Green Key, Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali)
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack

Money (50): 26 Corone, 60 Kika (10=1C), 20 Lune (4=1C)

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: XII
- 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)
- Sparati da un vecchio storpio (Libro XV)
************************************************** ******

Defender
7th May 2013, 10:38
Alchemizziamo!

Suggerisco Lightning Hand AOE così da ammazzare tutti in questo cacatoio che chiamano taverna :nod:

Earenia
7th May 2013, 10:41
108 -> wine!

Rise-the-Sky
7th May 2013, 10:43
Usiamo Alchemy.

Cmq 2 donne a distanza così ravvicinata? Sta succedendo qualcosa di strano. La realtà si sta deformando nel mondo di LW.

Bortas
7th May 2013, 10:50
Kay Alchemy

Interessante che siano spuntate le donne non appena abbiamo messo mano al portafoglio...

Jesper
7th May 2013, 11:05
Usiamo Kai-Alchemy!

Comunque si, credo siamo finiti su bizarro-Magnamund, un luogo dove le Corone sono utili e le donne abbondano :look:



You whisper the words of the Brotherhood Spell Mind Charm and, at once, you see Smudd relaxing under its influence. He removes his hand from his sword and the scowl of fearful suspicion softens to a smile as he lowers himself back into his seat. With a flick of his hand he dismisses the bar-girl. She leaves without protest and as you watch her walk away, he leans across the table and says, ‘How can I help you, stranger?’

‘What do you know about a little hamlet called Vorn?’ you say, quietly.

For a moment the look of suspicion returns to his beady eyes; then he sneers and says, ‘I know it no longer exists, that’s what I know. There’s rumour on the street that it was destroyed by the storms, but there’s more to it than that. More than I care to remember.’

You show him the Black Amulet that President Kadharian gave to you and once more you repeat your question. Now he refuses to answer, fearing that you are one of Kadharian’s agents out to arrest him. He kicks back his chair and tries to stand, but he does not make it.

He is halfway out of his seat when suddenly his chest is transfixed by a crystal arrow. Wide-eyed with pain and shocked surprise, he crashes to the floor amid a spray of blood and spilt ale.

Turn to 215.


http://runrunnergirlrun.files.wordpress.com/2012/10/boy-that-escalated-quickly-anchorman.gif



A wave of panic sweeps through the crowded inn. Women shriek hysterically and gruff voices shout in anger and confusion, demanding Smudd’s killer be found. You back away from the alcove and, as you turn towards the counter, you catch a glimpse of a figure running along the gallery which overlooks the taproom floor. He is clad from head to toe in a close-fitting black tunic and he is carrying a bow. You watch helplessly as he disappears through a door which leads off the gallery.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/ill12.png
Illustration XII—You catch a glimpse of a figure running along the gallery.

If you wish to climb an adjoining staircase and give chase, turn to 259.

If you choose to leave the inn by the front door, turn to 56.


Ok, bizarro-Magnamun spacca :metal:

Visto che improvvisamente ci sono anche i Ninja: lo inseguiamo, o cerchiamo di beccarlo fuori? :D

Rise-the-Sky
7th May 2013, 11:11
All'inseguimento!!

Lui sarà anche un ninja...ma noi siamo degli Jedi!

Defender
7th May 2013, 11:36
Mmhh sono indeciso!

Inseguirlo su per le scale non so se funzionerà, ha un bel vantaggio e scapperà sui tetti, il che prevede numerosi salti e rischio di insta-death per noi...

D'altra parte se usciamo e lui fugge in quel modo non lo becchiamo più...

:fffuuu:


...vabbè fanculo, inseguiamolo e facciamogli sentire il potere di Kai nelle chiappe!! 259

Earenia
7th May 2013, 11:39
56 lo aspettiamo fuori come dei veri tamarri col booster e le catene

Rise-the-Sky
7th May 2013, 11:42
56 lo aspettiamo fuori come dei veri tamarri col booster e le catene

Però non abbiamo tutta la cumpa :(

Jesper
7th May 2013, 11:43
Inseguiamo il Ninja! Il boosterino con le lame e le catene dovrà aspettare.



You race up the staircase and kick open the door through which the black-clad archer disappeared. Inside, you discover a group of gamblers standing at a circular table with playing cards in their hands. They have all risen from their seats to look at something on the far side of the room. When you follow their gaze, you see it is the archer; he is climbing through an open window onto a balcony outside.

If you possess a Bow and wish to use it, turn to 301.

If you do not, turn to 197.


Vogliamo sfrecciare? O scegliamo l'altra ipotesi (che si spera non sia stare li a bocca aperta :D)?

Lupoazzurro
7th May 2013, 11:47
Arcodidddiiiiiooooooooo

Defender
7th May 2013, 11:48
ARCODIDDIOEDELLAMADONNAAAAAAAAAARRRGGGHHH!!!! :metal:

Rise-the-Sky
7th May 2013, 11:48
9945

Bortas
7th May 2013, 11:52
Arcodiddiooooooooooooooooooooo wooooo

Jesper
7th May 2013, 11:56
Ok, un plebiscito :D



Swiftly you unshoulder your Bow, draw an Arrow from your Quiver, and take hurried aim as the man in black leaps from the window ledge onto the balcony.

Pick a number from the Random Number Table. If you possess the Discipline of Grand Weaponmastery with Bow, add 3 to the number you have picked.

If your total score is now 6 or less, turn to 27.

If it is 7 or more, turn to 251.


Ok, non abbiamo ancora Grand Weaponmastery, quindi rolliamo col +3 secco dell'Arcodiddio!

Roll...2 :(



You let fly your shaft but it is poorly aimed. It thuds harmlessly into the window frame as the archer escapes onto the balcony.

If you wish to pursue the man, turn to 9.

If you decide to let him go, you can leave the inn by the front door by turning to 231.


Lo inseguiamo, o ci arrendiamo alla vergogna :D?

************************************************** ***********************
Lupo Solitario, Sun Lord

CS: 42 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +3 Levelup)
--> 46 (con +4 Mindblast)
--> 50 (con +8 Kai-Surge)

EP: 44/44 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +6 Levelup)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge
- Kai-Screen
- Magi-Magic
- Telegnosis

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

Backpack (8): Rope, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key, Meal, Meal, Laumpspur (cura 4 EP), Wine

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, Green Key, Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali)
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack

Money (50): 26 Corone, 60 Kika (10=1C), 20 Lune (4=1C)

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: XII
- 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)
- Sparati da un vecchio storpio (Libro XV)
************************************************** ******

Earenia
7th May 2013, 12:01
beh un'occhiata non ha mai ucciso nessuno direi 9

Rise-the-Sky
7th May 2013, 12:09
Inseguiamo fino all'inferno e oltre

Defender
7th May 2013, 12:13
Ammazza che figura demmerda QQ

Dobbiamo lavare l'onta col sangue!

Let's chase this motherfucker!!

Jesper
7th May 2013, 12:45
Alla pugna!



With weapon in hand, you climb out of the window. You are expecting the archer to attack you the moment you appear, but the balcony is deserted: he has disappeared. Then your keen eyes catch a glimpse of movement on the roof of a building opposite. It is the archer. He has leapt the narrow street from the rail of the balcony and he is now making his escape across the rooftops of the north quarter.

With the grace of a springing panther, you leap from the balcony and land on the roof opposite. Without breaking your stride, you set off after the fleeing assassin and pursue him to the edge of a flat-topped warehouse at the end of Tavern Lane. Here a plank of wood had been laid down to span the gap of ten yards to the rooftop opposite. The man makes a sure-footed escape across the plank, and then kicks it away to prevent you from following him.

If you are determined to follow him and wish to try to leap across the gap, turn to 42.

If you do not wish to make the jump, turn to 191.


Proviamo il salto? O ci caghiamo addosso :D?

Rise-the-Sky
7th May 2013, 12:53
Saltiamo.
Porca puttana se ce la fa un ninja del cazzo non possiamo non farcela noi gran maestri di Okuto e di tutto il cazzo del tutto.

PS: moriremo ovviamente come dei cojoni "perchè si".

EDIT: ah il ninja aveva il pezzo di legno su cui camminare... e poi avevo letto 10 Feet..non 10 yard.
9 metri e rotti tra un tetto e l'altro fose son troppi.. fermiamoci. (tolto che cadere dai tetti di ste taverne e case varie non dovrebbe essere letale per un cazzodurissimo come LW)

Earenia
7th May 2013, 12:53
ho una sensazione di dejavù e mi cago addosso, 191

Defender
7th May 2013, 12:55
Eccallà.

Instadeath incoming, guarda che l'ho chiamata eh.

Però col cazzo che lascio scappare questo merdoso.

42, a costo di schiattare come l'ultimo dei novizi Kai!

Jesper
7th May 2013, 13:27
Ci cachiamo sotto!



You watch from the edge of the warehouse roof as the assassin makes his escape. For a moment he halts beside a tall chimney stack and turns to look in your direction. Then three other shadowy figures emerge from behind the stack and stand at his shoulder. They stare at you silently for a few moments before turning and melting away into the night.

Having decided not to follow, you make your way down from the warehouse roof and retrace your steps back to the stables of the Crooked Sage to collect your horse.

Turn to 341.


LW non si presenterà alle prossime olimpiadi <.<



As soon as the stable boy has saddled Bracer, you mount up and leave the inn at a gallop. You decide to forgo sleep this night and begin your journey north without further delay. Shortly past midnight, you pass through Helgor’s ruined East Gate and head off along a rutted track that winds a northeasterly route towards the River Storn. The moon is full and this rough trail is illuminated clearly by its cold, ashen light. Far to the north an electrical storm is brewing. Flashes of forked lightning light up the horizon and the sky, and the hills echo to the rumble of distant thunder.

You have covered little more than ten miles when the trail gradually peters out. You continue on across soft heathland for a few miles further until you find another trail, muddier than the first. Fresh tracks are imprinted in its surface, leading off towards the northeast. Curious as to their origin, you dismount and take a closer look.

Pick a number from the Random Number Table. If you have Grand Huntmastery, add 1 for every Kai level you are above the rank of Kai Grand Guardian to the number you have picked.

If your total score is now 4 or less, turn to 307.

If it is 5 or more, turn to 256.


Abbiamo +2 al Roll!

Roll...6!



Your advanced Kai skills and the mud make it easy for you to tell that these tracks were made by humans travelling on foot. You count eight different pairs of footprints: six made by sandalled feet, and two by heavy hobnailed boots. The tracks are two days old and they are all heading in a northeasterly direction.

Turn to 67.




The muddy track climbs to the peak of a ridge and then makes a twisting descent to a copse of sickly-looking trees clustered at the base of a gully. You have noticed that the night wind has gradually been getting warmer and, as you reach the copse, a few drops of rain begin to spatter the shoulders of your cloak. Within minutes this gentle shower is transformed into a torrential downpour. Suddenly, thunder booms overhead and forks of white lightning streak down to explode among the surrounding trees, setting them on fire. Fearful of the danger, you peer through the wall of rain in search of safer shelter.

Aided by your Kai senses, you detect two possible refuges from the storm: an overhanging ledge of rock, and the entrance to an old mine shaft.

If you wish to take shelter under the ledge, turn to 209.

If you decide to seek shelter in the old mine shaft turn to 128.


Dove ci infrattiamo :D?

Earenia
7th May 2013, 13:59
209 ci cadono le rocce in testa, 128 rimaniamo bloccati perchè l'uscita viene chiusa dalle rocce. però rimanere bloccati nelle mine è pericoloso magari c'è qualcuno che ci spara. direi o deletiamo il pg o 209

Rise-the-Sky
7th May 2013, 14:10
128 ..ogni buco va bene per LW

Defender
7th May 2013, 14:40
Ho ancora il ricordo della morte ingloriosa in miniera by nano storpio... meglio non ripeterci.

209

Jesper
7th May 2013, 15:16
Evitiamo la miniera!



You gallop down the muddy track towards a cleft in the gully which is protected by the overhanging ledge. Here you command Bracer to halt, but he does not respond as you would wish. He paws at the ground and refuses to stand still. You feel sure that the lightning flashes, the burning trees, and the deafening cracks of thunder are the reasons why he is so unsettled. In an attempt to calm him down, you draw on your innate Kai skill of Animal Kinship. In doing so, you suddenly discover the real reason why he is so agitated.

Turn to 319.


Paido Nudo Incaprettato Selvaggio!



The ground beneath Bracer’s hooves is trembling. At first you think the thunder is the cause, but then you notice that the sound of the storm is getting louder and louder. Fear knots your stomach when suddenly you see a solid roaring wall of water come tumbling down the gully. It is a flash flood and, unless you act quickly, you and your horse will be washed away without trace.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/ill18.png
Illustration XVIII—You see a solid roaring wall of water come tumbling down the gully.

If you possess Grand Huntmastery and have reached the rank of Kai Grand Guardian or higher, turn to 104.

If you do not possess this skill or have yet to attain this level of Kai Grand Mastership, turn to 73.


fuck fuck fuck!

PS: notare la faccia del cavallo :sneer:

Comunque, abbiamo la disciplina e il rank!



You dig your heels into Bracer’s flanks and gallop along the track, steering him away from the rocky ledge and the onrushing wall of water which threatens to drown you both. Helped by your Kai Mastery, you make him leave the track and ascend a difficult slope that leads to higher ground. He obeys your command and, with barely seconds to spare, you avoid being caught by the flood as it careers along the gully.

The remaining few hours before sunrise are spent on a tiny island of rock, waiting for the flood waters to subside. It is a long and uncomfortable wait: lose 2 ENDURANCE points.

Turn to 12.


Poteva andare mooooolto peggio.



The first light of dawn brings with it a dramatic change in the weather. The storm has ended and the sky is now bright and clear, but on the distant horizon you can still see flashes of lightning and hear thunder rumbling in the mountains.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/small9.png

After drying out your equipment and tending to the minor cuts and abrasions that Bracer sustained last night, you climb into the saddle and set off along the muddy track, most of which you discover has been washed away by the flood. The damp earth is steaming in the unusual heat of the morning sun, and the air crackles with an eerie residue of static electricity.

You continue your ride through the hills without stopping until, shortly after midday, you come to a derelict hovel which stands at the edge of a marshy peat bog. Your Kai senses inform you that there is somebody inside and, spurred on by curiosity, you resolve to find out who they are. You dismount and leave Bracer to feed on the marsh grass while you go forward to investigate the hovel on foot. You are six yards away from its rotting wooden door when suddenly it creaks open and you see an old man standing in the doorway. He is smiling at you.

If you have ever visited the city of Varetta, the city of Tahou, or a hut on the Ruanon Pike in a previous Lone Wolf adventure, turn to 220.

If you have never visited any of these places, turn to 53.


Ma lol, sto vecchio stracciamaroni è ovunque!



Immediately you recognize the man: he is Gwynian, the Sage of Varetta.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/small11.png

‘Welcome, Grand Master. It has been a long time since we last met. Come, step into my humble abode. The time has come once more for us to discuss the future.’

Turn to 178.




Gwynian leads you into the derelict hovel and offers you a seat next to an ancient table carved from stone. Then he lowers himself carefully into a chair opposite and looks deeply into your eyes.

‘Lord Rimoah sent word to me in Varetta that you were on your way here,’ he says, taking a parchment envelope from the folds of his robes. ‘I, and my fellow sages, have been observing the skies in this region for many months, and we are sure that an event of great and terrible importance is close at hand. The stars and the storms portend that an evil power is soon to appear on Magnamund.’

‘Could it be the rising of Vashna?’ you ask, daring to voice your fear.

‘Yes, we believe it to be Vashna. Unless you can prevent it, Lone Wolf, the Darklord and his army will rise from the Maakengorge.’

If you possess a Black Amulet, turn to 234.

If you do not possess this Special Item, turn to 45.


Si, ce l'ha datto il presidente! (Anche se non l'ho segnato in Action Chart, lol).



You remove the Amulet from your pocket and hand it to the old sage.

‘President Kadharian gave me this. It was found on the shore of Lake Vorndarol, near the ruins of Vorn, by a rogue who went by the name of Smudd. I tracked him to a tavern in Helgor but he was assassinated before he could tell me anything more about it. Can you?’

Gwynian holds the Amulet close to his myopic eyes and examines the engravings with great care.

After a short while he says, ‘It is a seal. It’s an amulet of fealty worn by the Acolytes of Vashna,’ he says sadly. ‘It would seem to confirm our fears. I have seen amulets such as this before, but none crafted from such a metal. This is a metal not of this world.’

Gwynian hands back the Amulet and you return it to your pocket.

Turn to 45.




Gwynian opens his envelope and removes a time-yellowed parchment which he spreads upon the smooth stone table: it is a map of northern Magador. He points to Lake Vorndarol and tells you that the eye of the strange storms which have swept this region has been calculated to be within a few miles of the lake’s eastern shore, close to the Maakengorge. The hamlet of Vorn, or what is left of it, is located on the southern shore, near to a tributary of the River Storn. He counsels you to be on your guard at all times and, to help you succeed, he gives you an amulet of his own.

‘Wear this, Grand Master,’ he says as he places the corded platinum disc around your neck. ‘It will keep you safe from some of the perils that may await you at the Maakengorge.’

(Record this Platinum Amulet, which you wear on a cord around your neck, as a Special Item on your Action Chart. You need not discard another item in its favour if you are already carrying the maximum number permissible.)

Turn to 297.


E con la pelliccia di lupo e l'amuleto di platino, siamo pieni di bling bling.



You thank Gwynian for his help and he waves farewell as you leave the hovel and walk back to your horse.

‘Good luck, Grand Master,’ he calls out. ‘My hopes and my prayers go with you.’

By nightfall you have covered twenty miles of rough terrain and have been assailed by extremes of weather. From a desert-like heat at mid-afternoon the temperature plummeted, causing a sub-zero squall which left you and Bracer blanketed with frost. But now, as darkness draws its cloak over this troubled land, the temperature quickly rises. This heralds the return of the rain, and the thunder and the violent lightning strikes.

Helped by your tracking skills, you discover a shallow cave where you can take shelter from the storm. You are tired and hungry, and unless you possess Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

If you possess Animal Mastery and have attained the rank of Kai Grand Guardian or higher, turn to 194.

If you do not possess this Discipline, or if you have yet to achieve this level of Kai Mastery, turn to 23.


No.



The cave offers adequate protection but you are plagued by a feeling of unease. A familiar tingling sensation runs up and down your spine; it is your Sixth Sense, warning you that danger lurks close by. You stand in the mouth of the cave and scan the surrounding storm-swept hills, but when you are unable to detect any obvious threat, you shrug it off and step back into the dry. Fatigue, and this strange weather, must have begun to affect your senses.

Pick a number from the Random Number Table. If you possess Grand Pathsmanship, for every level you have attained above the rank of Kai Grand Guardian add 1 to the number you have picked.

If your total score is now 5 or less, turn to 264.

If it is 6 or more, turn to 125.


Come prima, abbiamo +2 al Roll!

Roll...7!



You are awoken in the middle of the night by a tremendous clap of thunder which shakes the ground and startles Bracer. At first you think that a new day must already have dawned, for the cave is awash with bright light. But when you prise open your sleep-clogged eyes and look out over the surrounding landscape, you see that the light has a far more sinister origin.

The sky is alive with hordes of glowing, wraith-like phantoms. They swoop down from the roiling storm clouds and skim the treetops, howling and screeching like insane banshees. A trio of these ghastly apparitions pass within a few yards of the cave mouth and suddenly your head is gripped by a crushing pain. You use your Magnakai skills to erect a Psi-screen to protect your mind from this psychic attack, but your reflexes are sleep-dulled and you lose 3 ENDURANCE points before your defence is intact.

Turn to 326.


Random Damage: il LibroGame.



The trio of phantoms break off their attack and take to the sky to rejoin their unholy siblings. As their wispy, glowing forms disappear into the stormy clouds, you get to your feet and quickly gather up your weapons and equipment. They have gone, but not for long. Within minutes they return with seven more of their ghostly brothers in train.

If you possess Kai-screen and have reached the rank of Kai Grand Guardian or higher, turn to 111.

If you do not possess this Discipline, or if you have yet to attain this level of Kai rank, turn to 30.


Siamo super screenati!



You sense a hostile psychic presence about them, an evil mind-energy which is becoming stronger as they draw nearer. You draw on your own formidable psychic skills and erect a defensive wall around your mind which keeps you safe from their first bombardment. They veer upwards and vanish into the clouds for a few moments, but then they reappear and come swooping down for another attack.

If you possess Kai-surge and have reached the rank of Sun Lord, turn to 229.

If you do not possess this Discipline, of if you have yet to attain this level of Kai rank, turn to 142.


Ahahah gli facciamo il culo mentale.



You open the depths of your mind and summon forth a glowing ball of Kai energy which you project at the leading phantom. This fiery ball of psychic power rips into the creature’s ghostly form and causes it to shriek with agony. Your devastating blast has wounded this entity, but it has not stopped its attack. It gathers itself and swoops down upon you, like a hungry vulture descending on a corpse.

Vortexi (weakened by psychic attack): COMBAT SKILL 40 ENDURANCE 22

For every level of Kai rank you have attained above that of Kai Grand Guardian, you may add 2 to your COMBAT SKILL for the duration of this fight. If you possess the Sommerswerd, restore 5 points to your ENDURANCE score.

If you win the combat, turn to 159.


E pure cure gratis :D

Comunque sia, COMBAT RATING: +10 (con Mindblast) :metal:

Roll...0!
Lupo Solitario -0 (44)
Infelici Psionici INSTAKILLATI!



You have destroyed all of the ghostly creatures that were attacking you, but you are mindful that there are still hundreds of these malevolent spirits circling the area. You stand with your horse at the rear of the shallow cave, your weapon ready in hand, and pray to Kai and Ishir to keep you both safely hidden. Gleefully, the Vortexi ride the raging storm for more than an hour until eventually it dies and they slowly disappear.

An uneasy calm descends upon the land. You sense that the danger has passed and try to get some rest, but the recent memory of your ghastly confrontation is still vivid in your mind which makes it impossible for you to sleep: lose 3 ENDURANCE points.

Furthermore, unless you possess Grand Huntmastery, you must now eat a Meal or lose an additional 3 ENDURANCE points.

Turn to 337.


Vaffanculo Joe.



You leave the cave at first light and continue your lonely trek towards Lake Vorndarol. Before dawn, an icy wind swept down from the north and spread a thick blanket of frost on the trail, freezing the mud beneath. To your surprise, the going is easier and swifter than expected and, by noon, you find you have covered more than thirty miles.

During your ride you have watched the land slowly changing. The trail is now steeper and granite outcroppings have begun to appear, tinged with moss and interspersed with pine trees and grey-green underbrush. You are approaching an area littered with huge granite boulders when suddenly your Magnakai Pathsmanship skills alert you to danger; you sense there is an ambush ahead.

Pick a number from the Random Number Table.

If the number you have picked is 0–1, turn to 182.

If it is 2–9, turn to 241.


Roll...4!



Hurriedly you leave the trail, steering Bracer through the undergrowth towards the cover of a dense pine copse. Here, you quickly dismount and tie his reins to a tree before going forward to see what you can find.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/ill14.png
Illustration XIV—You soon discover that a gang of brigands are lying in ambush.

You soon discover that a gang of brigands are lying in ambush, well hidden among the boulders that line both sides of the trail. Your Kai hunting skills enable you to circle around and get behind them without being seen and, from a high vantage point among the boulders, you observe their leader and three of his henchmen hiding behind the bough of a fallen tree.

If you possess a Bow and wish to fire an Arrow at the brigand leader, turn to 304.

If you possess Kai-alchemy and wish to use the spell of Mind Charm, turn to 212.

If you decide to wait and observe the brigands a little longer, turn to 98.


Che si fa:D?

************************************************** ***********************
Lupo Solitario, Sun Lord

CS: 42 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +3 Levelup)
--> 46 (con +4 Mindblast)
--> 50 (con +8 Kai-Surge)

EP: 44/44 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +6 Levelup)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge
- Kai-Screen
- Magi-Magic
- Telegnosis

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

Backpack (8): Rope, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key, Meal, Meal, Laumpspur (cura 4 EP), Wine

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, Green Key, Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali), Black Amulet
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 26 Corone, 60 Kika (10=1C), 20 Lune (4=1C)

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: XII
- 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)
- Sparati da un vecchio storpio (Libro XV)
************************************************** ******

Rise-the-Sky
7th May 2013, 15:24
Finchè non prendiamo la Grand Mastery l'Arcodiddio è un opzione che rischia di fallire, come abbiamo visto col ninja.

Usiamo quindi Alchemy che è + affidabile.

Defender
7th May 2013, 15:59
Massì dai, charmiamoli e prendiamo possesso della foresta diventando il nuovo Robin Hood, rubando ai ricchi per dare ai Kai (cioè a noi! :nod: )

Sturm
7th May 2013, 16:00
Kai-Alchemy! Bruciamogli il culo!

Jesper
7th May 2013, 16:41
Kai-Alchemy go!



You focus on the brigand leader as you whisper the words of the Brotherhood Spell Mind Charm. You will him to send away his henchmen and, when he is alone, you close in on him from behind without making a sound.

Turn to 119.


:sara:



Like a fleeting shadow, you move through the undergrowth towards the brigand leader. As you draw closer, you hear him cursing the incompetence of his men and you see him beating his clenched fist on the trunk of the fallen bough in frustration. Then you leap upon him, covering his mouth with one hand and locking his arm behind his back with the other. He growls and struggles like an angry bear to break free from your grip, but when you whisper a threat in his ear he quickly ceases to resist. Suddenly his nerve seems to break and he begins to whimper like a frightened puppy. You ease your hand away from his mouth just enough so that he can speak and at once he pleads with you not to kill him. He offers you the contents of his satchel and free passage away from here if you will promise not to harm him.

If you wish to see what he has in his satchel, turn to 113.

If you wish to question him about why he has laid an ambush for you, turn to 75.


Come procediamo :D?

Sturm
7th May 2013, 16:46
Sono curioso,questionamolo come se non ci fosse un domani!

Tibù
7th May 2013, 18:06
question

Defender
7th May 2013, 18:24
io sarei per fare entrambe :nod:

ma dovendo scegliere, anche io opto per questionarlo.

Kat
7th May 2013, 18:34
Loot!

Bortas
7th May 2013, 19:23
:dumb:

Jesper
8th May 2013, 10:29
Incredibile amici! Il question time vince sul :dumb:!!!!

Questo è un giorno storico per Magnamund :nod:



You hold the brigand in a vice-tight armlock and demand to know who sent him here to ambush you.

‘No one sent me,’ he pleads, ‘no one…no one at all. I was plannin’ on robbin’ me a few acolytes, that’s all. Some of ’em has gold and trinkets that’s worth cash in Vakovar. This trail’s been good to me. It’s netted me some rich pickin’s in the past month or so. We weren’t after you in partic’lar…No, you jus’ happened to come ridin’ past, that’s all.’

Your Kai senses inform you that he is speaking the truth. He and his band of robbers have been waylaying Acolytes of Vashna who have travelled this route over the past few weeks. Without slackening your grip, you ask him what he knows about them.

‘They been preparin’ something, over on the…’ he says, but he ceases to speak the moment he sees a group of his men emerge from the surrounding pines.

‘You’re in for it now,’ he hisses. ‘My men are goin’ to do for you good an’ proper.’

Another six of the captain’s men step from out of the trees and begin to move towards you, their swords held ready to strike. Rather than stay and fight them, you shove the captain away and take to your heels, pausing only to snatch up his satchel as you make your escape.

Screaming curses and promising you a slow death, the captain scrambles to his feet and leads his men in a chase, but you are soon lost among the dense pines and, reluctantly, he orders his henchmen to give up the pursuit.

Turn to 247.


AHAHAHA LW è troppo rabighino per lasciare indietro del loot!



When you sense it is safe to do so, you stop to catch your breath and examine the contents of the satchel, which you empty out onto the ground. It contains the following items:


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/small3.png

80 Gold Crowns
Enough food for 3 Meals
Quiver (containing 3 Arrows)
Bottle of Wine
Spyglass
Ruby Ring

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

The area is alive with bandits and you are forced to flee northwards, away from the place where you left Bracer tethered to a tree. You are anxious for his safety and mindful that there are still many miles to be covered before you reach Lake Vorndarol, but you dare not turn back for him. Then you hear something that makes you halt in your tracks: it is the sound of a horse whinnying.

Turn to 223.


Ok truppa, ditemi cosa prendere e cosa lasciare! Ovviamente direi che refulliamo frecce e corone.



Your keen Kai senses detect the warm scent of horse flesh on the air, mingling with the sharp tang of the surrounding pine trees. Hopeful that it is Bracer, escaped from the brigands and come to find you, you push through the densely-packed trees until you stumble upon a clearing. Here you discover that it is not Bracer after all; you have found the brigands’ horses.

They are unguarded and you cannot sense their owners close by, but even so you take every care not to startle them. Silently you untether one of the stallions and lead him away from the rest of the horses, along a trail which is covered with fresh tracks, and soon you come to a wider trail which winds away to the north. Here you mount the horse and set off along this rocky trail, but you have gone little more than half a mile when you smell something that makes you rein your new horse to a halt. From a wooded gully away to your right you detect the scent of death being carried on the afternoon breeze.

If you wish to investigate the wooded gully, turn to 342.

If you choose to avoid it and ride on, turn to 156.


Decidiamo di deviare nuovamente dal LW basics o no :D?

************************************************** ***********************
Lupo Solitario, Sun Lord

CS: 42 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +3 Levelup)
--> 46 (con +4 Mindblast)
--> 50 (con +8 Kai-Surge)

EP: 44/44 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +6 Levelup)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge
- Kai-Screen
- Magi-Magic
- Telegnosis

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

Backpack (8): Rope, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key, Meal, Meal, Laumpspur (cura 4 EP), Wine

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), Statuette of Zagarna, Green Key, Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali), Black Amulet
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 39 Corone, 60 Kika (10=1C), 20 Lune (4=1C)

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: XII
- 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)
- Sparati da un vecchio storpio (Libro XV)
************************************************** ******

Defender
8th May 2013, 10:39
Sticazzi 80 Corone... e poi dicono che il crimine non paga!

Cmq non sfiderei il Lone Wolf Basics due volte di fila... investighiamo dai :D

Sturm
8th May 2013, 10:41
Investighiamo,e per quanto mi riguarda prendiamo su giusto il ring :nod:

Bortas
8th May 2013, 12:18
Refilliamo soldi, frecce, anello con rubino e se abbiamo canocchiale.

Reinvestighiamo 342

Jesper
8th May 2013, 12:47
Si investiga! E prendiamo Spyglass e Ruby Ring droppando due meal



The horse refuses to approach the trees so you dismount and tether him to a boulder before investigating the wooded gully on foot. Beyond the perimeter of trees you discover a clearing where a score of shallow graves are clustered in a circle. You scrape away some of the stones and earth from the nearest grave and uncover the corpse of a man clad in mouldering red robes. A black hood trimmed with skeletal insignia identifies him to have once been an Acolyte of Vashna. He and his brothers were attacked, robbed, and murdered by the brigands when they passed this way some weeks earlier. This clearing is where they disposed of the bodies.

If you wish to search the robes of this corpse, turn to 199.

If you wish to leave this crude graveyard and return to the trail, turn to 156.


:dumb:

************************************************** ***********************
Lupo Solitario, Sun Lord

CS: 42 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +3 Levelup)
--> 46 (con +4 Mindblast)
--> 50 (con +8 Kai-Surge)

EP: 44/44 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +6 Levelup)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge
- Kai-Screen
- Magi-Magic
- Telegnosis

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

Backpack (8): Rope, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key, Spyglass, Ruby Ring, Laumpspur (cura 4 EP), Wine

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), Statuette of Zagarna, Green Key, Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali), Black Amulet
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 39 Corone, 60 Kika (10=1C), 20 Lune (4=1C)

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: XII
- 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)
- Sparati da un vecchio storpio (Libro XV)
************************************************** ******

Sturm
8th May 2013, 12:52
:dumb:

Defender
8th May 2013, 12:56
:dumb:

(cmq il cannochiale imho non ci serve a una ceppa dato che abbiamo già la ubervista ariana...)

Jesper
8th May 2013, 14:00
:dumb:



With your teeth clenched tightly against the fearful stench that is arising from the grave, you scrape away the remaining earth and stones and begin to search through the corpse’s robes. There is little of value to be found here, nothing that the brigands have not already picked over. You are about to abandon this unpleasant task when suddenly you notice something protruding from the corpse’s boot. It is a hexagonal token engraved with strange symbols, and it is made from the same black, metallic substance as the amulet given to you by President Kadharian.

You decide to keep this item. (Record this Special Item on your Action Chart as a Black Token which you carry in your pocket. If you already carry the maximum number of Special Items permissible, you must discard one in its favour.) Having satisfied your curiosity, you leave the gravesite and return to your horse, eager to continue your journey as quickly as you can.

Turn to 156.


More random shit!



Throughout the afternoon, the rocky trail descends through an unlovely landscape of shale hills and crags topped with thorny brambles. It is difficult terrain but your ride passes without incident. Shortly before dusk, you come to the top of a ridge and catch your first glimpse of the River Storn and the snow-capped peaks of the southern Durncrags beyond. The elation of having come this far is sobered when you see that the distant sky is changing rapidly, and only a slender streak of light fringes the horizon. A storm is closing in.

As you make the long, gradual descent towards the river, the air becomes humid and dark clouds appear overhead. The turmoil of moisture quickly charges the atmosphere. Lightning flashes without warning from the clouds to the earth and arcs skyward again, its energy echoing in a slow roll of thunder. Then the heavens open and a deluge of rain saturates the land. You calm your startled horse and urge him through the pouring rain, praying all the while that you will be able to find shelter before night closes in.

You are within a mile of the river when the darkness is almost complete. Yet, aided by your keen vision, you are able to make out two places that can offer some degree of shelter from the storm. The first is a cone-shaped stone hut, perched near the river’s edge; the second is a rocky hollow close to the trail.

If you wish to shelter in the hut, turn to 207.

If you wish to take shelter in the rocky hollow, turn to 91.


Dove ci ripariamo :D? E che Special Item scarto per il Black Token?

http://3.bp.blogspot.com/_qIdxc0EEs44/SjJKLMuSoLI/AAAAAAAAApQ/K2LKmOzuATU/s400/token.jpg


************************************************** ***********************
Lupo Solitario, Sun Lord

CS: 42 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +3 Levelup)
--> 46 (con +4 Mindblast)
--> 50 (con +8 Kai-Surge)

EP: 44/44 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +6 Levelup)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge
- Kai-Screen
- Magi-Magic
- Telegnosis

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

Backpack (8): Rope, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key, Spyglass, Ruby Ring, Laumpspur (cura 4 EP), Wine

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), Statuette of Zagarna, Green Key, Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali), Black Amulet
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 39 Corone, 60 Kika (10=1C), 20 Lune (4=1C)

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: XII
- 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)
- Sparati da un vecchio storpio (Libro XV)
************************************************** ******

Rise-the-Sky
8th May 2013, 14:11
Butta l'action figures..ormai zagarna non va + di moda.
Poi 207.

Defender
8th May 2013, 14:26
Butta l'action figures..ormai zagarna non va + di moda.
Poi 207.

this

Jesper
8th May 2013, 15:00
Ok, ciao ciao Zagarna!



The hut has long been deserted but it still offers you and your horse good protection against the elements. It is watertight and there is sufficient straw on the floor to feed your mount and keep you warm during the night.

Before you settle down to rest, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

Sheltered from the foul storm, you are able to get a good night’s rest. You awake the following morning feeling invigorated: restore 3 ENDURANCE points.

To continue, turn to 285.


Ok, cure inutili ma sembre ben accette.



In the cold light of dawn you see that the River Storn is too deep and fast-flowing to be fordable at this point. The trail follows the river downstream so you decide to follow it in the hope of finding somewhere to cross. Two miles later, you happen upon such a place.

At a point where the river slows and widens, you find a crude rope ferry has been erected. It comprises two rafts attached to two long lengths of rope which are suspended above the river. A crossing can be achieved by boarding a raft and pulling on its guide rope to haul it across to the opposite bank.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/ill17.png
Illustration XVII—A crossing can be achieved by boarding a raft and pulling on its guide rope.

You wait and observe that area for a few minutes. When you feel sure that it is safe to proceed, you place your horse aboard a raft and begin the laborious task of pulling yourself across to the distant shore.

Pick a number from the Random Number Table.

If the number you have picked is even (0, 2, 4, 6, 8), turn to 87.

If it is odd (1, 3, 5, 7, 9), turn to 172.


Oh god, perchè andiamo sempre a infilarci nei fiumi :saddest:

Roll...6!



You are nearing the middle of the river when your acute hearing detects the cawing of birds in the far distance. At first you dismiss the sounds, thinking they are probably birds of prey feeding somewhere high in the mountains, but when the cawing rapidly grows louder you look upwards to try to detect where it is coming from. You do not have to look very far.

One thousand feet above you, a flock of ugly black birds are cawing excitedly as they ride a thermal air current. You recognize them to be Durncrag Scavengers, cruel predators native only to these mountains. Then, with an awful suddenness, they come diving towards you, screeching like demons as they prepare to strike with beak and claw.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/small5.png

If you possess Animal Mastery and have reached the rank of Sun Knight or higher, turn to 249.

If you do not possess this Discipline, or if you have yet to attain this level of Grand Mastery, turn to 180.


Niente Animal Mastery!



The birds attack at such a tremendous speed that you dismiss the idea of using a Bow. Swiftly you draw your weapon—it has barely cleared its sheath when the first of the Scavengers swoop in for the kill. You are forced to release your grip on the guide rope and step back a few paces, for you are not the target of their attack: they are after your horse.

Durncrag Scavengers: COMBAT SKILL 42 ENDURANCE 18

If you win this combat, turn to 317.


Notare come questi piccioni avrebbero potuto spezzare le reni alla maggior parte dei Darklords :nod:

COMBAT RATING: +8 (con Kai-Surge)

Roll...6
Lupo Solitario -1 (-1)(42)
Durncrag Scavengers -12 (6)

Roll...5
Lupo Solitario -2 (-1)(39)
Durncrag Scavengers -11 (morti!)



The few scavengers that survive the attack wheel away and return to the mountains, cawing with frustration, their wings bloodied and their hunger unsatiated. You manage to regain control of the raft and, at length, you reach the far side of the river and disembark safely. A stony trail runs along the bank, heading north, and you follow it with high hopes of reaching Lake Vorndarol before sunset. All day the sun blazes supreme in a cloudless sky and waves of heat create a shimmering, distorted view of the trail ahead. The distant horizon is streaked with myriad colours and the dry air crackles with electricity, a legacy of last night’s violent storm. Late in the afternoon you come to the ruins of an ancient settlement and stop here to allow your horse to rest awhile in the shade.

If you possess Grand Pathsmanship, turn to 102.

If you do not possess this Discipline, turn to 260.


Ce l'abbiamo!



You sense that you are not alone; you can feel the presence of another living creature close by. Silently you draw your weapon and set off on foot to investigate. Your Kai senses lead you directly to a derelict hut on the perimeter of this ancient settlement. You call out, demanding whoever is inside to show himself, but there is no reply. You repeat your demand but again it goes unanswered. With weapon raised you rush in through the door, expecting to have to fight a skulking brigand or an Acolyte of Vashna, but you find neither. You are confronted instead by something wholly unexpected.

Turn to 47.


Sappiamo tutti cos'è a sto giro...



In the far corner of this hovel are a man and a woman. They are huddled close together, wide-eyed and shivering with fear. Their once-fine clothes are tattered and caked with mud, and in their midst you see that they are cradling an infant who is clearly sick with fever. You lower your weapon and offer them an assurance that you mean them no harm but, even though you can tell that they understand your words, they still look at you with terror in their eyes.

If you possess some food and wish to offer it to them, turn to 122.

If you do not have any food, turn to 217.


Dite che il vino conta :D? Nel caso, glielo offriamo :D?

Sturm
8th May 2013, 15:12
Stavo già sperando in una bella orgia di gruppo :nod: btw siamo caritatevoli e diamogli da mangiare,dopotutto ormai andiamo avanti a sorci e piccioni :nod:

Jesper
8th May 2013, 15:16
Come specificato: non abbiamo Meal. Volete contare il vino come cibo? :D

Rise-the-Sky
8th May 2013, 15:20
Non ci chiede specificamente Meal come quando è obbligatorio per non perdere Ep.
Quindi imho il vinello va bene.

Sturm
8th May 2013, 15:20
Si in fondo in fondo è uva tritata e trattata,può valere come cibo per un pargolo,poi fa passare i malanni che è una bellezza :nod:

Earenia
8th May 2013, 15:34
vino e birra SONO cibo :nod:

Defender
8th May 2013, 16:03
boh in tutta onestà considerare una bottiglia di vino come CIBO me pare un po' na cazzata :D

Semmai possiamo dire che avendo Grand Huntmastery tempo 10 minuti e gli portiamo una lepre e un fagiano ^^

Jesper
8th May 2013, 16:54
Ok, mentre si bevono il vino, cacciamo un triceratopo e ne facciamo trippaceratopo :nod:



You place the food before their feet and step away, but they do not touch it until you sheathe your weapon and taste it yourself to prove that it has not been poisoned (erase it from your Action Chart). Ravenously they consume the humble meal in seconds and, when they have finished, they allow you to approach and examine their sickly child. You tell them that you can help their son. Using your innate healing skills, you place your hands upon the boy’s chest and let your Kai power flow through into his fever-wracked body. Within a few moments he stirs to consciousness and gives a healthy cry; you have saved his life.

Turn to 277.


Siamo meglio di Giasù!



Tearful with gratitude, the boy’s parents kiss your hands and thank you with all their hearts for saving their child’s life. The man asks if there is anything they can do to help you in return and you respond by asking who they are, and how they came to be hiding here.

You learn that they once lived in the hamlet of Vorn where the man, whose name is Bayan, made a humble but honest living fishing the waters of Lake Vorndarol. Then one fateful night, some weeks ago, the Acolytes of Vashna came and destroyed Vorn. They managed to escape with their lives but they fear that the rest of their community were slaughtered in the attack, or perished in the dreadful storms which followed. For the past few weeks they have been hiding in the hills to avoid the acolytes and the marauding bands of robbers who have come from Vakovar looking for loot.

You tell them that you have been sent here by President Kadharian to find out what is going on at Lake Vorndarol. Bayan replies that he knows a safe route through the hills which leads directly to the ruins of his old home. He says he is willing to act as your guide and you accept his offer gratefully.

Turn to 335.


E fidiamoci dell'hillybilly!



Bayan says farewell to his wife, warning her to stay hidden here with the child until he returns. She thanks you once more for curing her son and she wishes you a safe journey; then Bayan leads you to another hovel where he has hidden a donkey. It is a stubborn, flea-bitten old ass, but it serves Bayan well as the two of you follow his secret trail into the foothills of the southern Durncrags.

It is a long and tortuous route but it is also a safe one. At dusk you come to a cave whose entrance is hidden by clumps of loose brushwood. Bayan and his family have used it several times over in the past few weeks and they have stocked it with a buried cache of roots and berries. These, together with some live game which you catch at a nearby stream, make for a filling and nutritious meal which you both enjoy before settling down to a long sleep.

You may restore your ENDURANCE points score to its original level. To continue, turn to 64.


Ah beh.



You strike camp and set off shortly after dawn. Come mid-morning, you arrive at a high pass from where you see Lake Vorndarol for the first time. You call on your Magnakai skill of Huntmastery to intensify your vision and, as your view of the lake grows sharper and clearer, you make out the ruins of Vorn on the southern shore. The hamlet is blackened and desolate, but it is not without signs of life. There are men moving around in the streets, and a square-rigged boat is moored at the quay.

Bayan is anxious for his family’s safety and keen to return to them now that he has guided you to within sight of Vorn. You thank him for his help and offer him some money which he gratefully accepts. Pick a number from the Random Number Table (0=10). The number you have chosen is equal to the number of Gold Crowns you give to Bayan. If you have insufficient money, you must give him all the Gold Crowns you have, plus an item from your Backpack.

To continue, turn to 8.


Ahahahah no Joe.

Comunque: Roll...4!

Morto di fame!



You have ridden to within five miles of the hamlet when you are forced to leave the trail and take cover. Ahead, you see a group of Vakovarian bandits encamped on a bridge which carries the trail across a fast-flowing stream. Rather than risk a confrontation, you follow this tributary of the River Storn a mile downstream until you happen upon a shallow bend where the water is fordable on horseback. You cross here, make a wide detour, and then return to the trail a mile beyond the Vakovarian’s encampment.

The trail gradually descends towards the burnt and derelict hovels of Vorn, clustered in squalid disarray around a greystone quay. Vakovarian bandits occupy the ruined hamlet and you decide it wise to leave the trail in case they have posted a lookout. A copse of stunted firs offers you a good hiding place for your horse. You tether him here, and then gather some grasses and roots for him to eat while you are away scouting the hamlet.

You have no difficulty entering Vorn unseen. From the first-floor ruins of a burnt-out inn on the outskirts of the hamlet you make a careful observation of the Vakovarians. They seem to be systematically looting the ruins and transporting their ill-gotten booty to a fishing boat which is moored at the quay. You are watching this boat closely when suddenly your concentration is broken by the sound of a yapping dog.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/small10.png

If you possess Animal Mastery, turn to 281.

If you do not possess this Discipline, turn to 2.


Da quando siamo diventati Grand Master gli animali ci odiano :saddest:



An ugly, one-eyed mongrel is standing in front of the inn, barking defiantly at the first-floor window through which you are observing the Vakovarians. You curse it under your breath and mentally you command it to go away, using your innate Kai skill of Animal Kinship. The hound ceases its infernal yapping and runs off, whimpering pathetically, but its noise has already attracted the unwanted attention of some brigands who are looting the ruins nearby. They surround and enter the ground floor of the inn, eager to discover what it was that made the dog run away so abruptly.

Pick a number from the Random Number Table. If have the Grand Master Discipline of Assimilance, add 3 to the number you have picked.

If your total score is now 9 or less, turn to 329.

If it is 10 or more, turn to 211.


Niente Assimilance, quindi rolliamo secco!

Roll...1 :lol:



The Vakovarians search the inn thoroughly. They fail to find you on their first sweep, but when they return to search again, one of them discovers your hiding place when he accidentally treads on your foot.

You react quickly and with fatal effect. A blow to the throat silences the brigand for good and prevents him from ever warning his confederates that you are here. They do not notice that he is missing and they leave the inn to go elsewhere. By the time they realize they are one man short, you have searched and hidden his body and made good your escape from the inn.

Among the items you discover on the brigand are the following:

Bow
Quiver with 4 Arrows
Dagger
Short Sword
13 Gold Crowns
Rope
Small Sack

After leaving the inn, you make your way down through the ruins towards the lake, taking care to avoid other Vakovarians who are out looting. The burnt-out shell of a meeting hall offers you an unobstructed view of the quay and its flagstoned square. You hide here, invisible among the charred roof timbers, and watch as a curious scene unfolds on the quayside.

Turn to 163.


Ok ditemi che prendere oltre alle Corone e alle frecce!



Tied to a stone obelisk in the centre of the quay square are three Acolytes of Vashna. They are guarded by two Vakovarian brigands who keep themselves amused by bullying and tormenting them.

For the past hour the sky overhead has become increasingly grey and thundery, with occasional storm flashes illuminating the northern shore. Now this storm is crossing the lake and the lightning is beginning to strike dangerously close to the quay. The brigands seemingly ignore this danger, so preoccupied are they with their petty cruelties, but then something appears on the surface of the lake which commands their attention.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/ill9.png
Illustration IX—Suddenly, a massive longboat emerges from the wall of fog and comes speeding towards the quay.

A massive bank of grey-white fog is rolling across the water towards the quay at an unnatural pace. When it is just a few hundred yards from the shore, a volley of lightning bolts comes hurtling from its core to explode against the quayside wall with devastating effect. Several brigands are incinerated where they stand, leaving nothing but glowing piles of ash to mark their passing. Then, suddenly, a massive longboat emerges from the wall of fog and comes speeding towards the quay. Glowing bolts of energy dart from its prow to explode upon the deck of the Vakovarian ship. One of these bolts passes high between the masts and arcs through the air towards the quay. You watch with mounting horror as it comes speeding directly towards you.

If you possess the Sommerswerd and you wish to use it, turn to 176.

If you do not possess this Special Item or do not wish to use it, turn to 149.


Oh fuck! Pirati!

Che si fa :D?

Rise-the-Sky
8th May 2013, 17:02
Spada del sole e via

Tibù
8th May 2013, 18:08
spada del sole obv

Sturm
9th May 2013, 00:58
Summersword abbestia! Urlandogli in faccia a spregio totale e mano sul pacco : E SE NON TEMI QUESTA POTENZA ALLORA FATTI AVANTI!

Bortas
9th May 2013, 04:14
Eccomi sono mancato un pomeriggio è successo di tutto...

BTW, Spada galattica solare spaccaculi! 176

Jesper
9th May 2013, 08:32
SPADA DEL SOLE GOOOOOOOOOOOOO!



You unsheathe the sun-sword and strike out at the approaching bolt in a desperate attempt to deflect it away. It strikes the edge of the blade and you are blinded by an eruption of searing white light. The Sommerswerd has negated the force of the bolt, rendering it harmless, but the shock of the impact sends you reeling backwards. As you fall you knock your head on a charred timber: lose 2 ENDURANCE points.

To continue, turn to 200.


Grazie Joe. "La spada del Sole ti ha protetto dalla cannonata magica; per compensare, ecco dei danni random" <.<



You stagger to your feet and shake your head to clear your blurred vision. The first thing you see when your sight returns to normal is the attacking longboat as it collides with the Vakovarian ship. With a deafening screech of twisting metal and shearing timbers, it shudders along the length of the starboard side, sending the brigands who are aboard cartwheeling helplessly across the deck. Grappling lines are cast and boarding planks lowered, and before the Vakovarians can recover, a screaming horde of red-robed acolytes are amongst them, slaying all without quarter.

On the quayside the Vakovarians are gripped by panic. Many flee to the ruins, but there is a core of battle-hardened ex-mercenaries who band together and attempt a counterattack. Bloody fighting rages along the quayside as the acolytes try to recapture the three who are tied to the stone obelisk. The prisoners are eventually saved by a trio of Acolyte Elders, each of whom is armed with a glowing wand that discharges an incinerating blast of energy against any brigand foolish enough to stand in their way. The Elders retreat to the long boat with the freed prisoners, but the fighting has started to spread beyond the quay. There is a sudden noise to your left, and when you turn to face it, you see two Acolytes of Vashna racing along the street towards you with bloodied swords held ready to strike you down.

If you possess a Bow and wish to use it, turn to 183.

If you possess Kai-alchemy and wish to use it, turn to 40.

If you possess Magi-magic and wish to use it, turn to 288.

If you have none of these or choose not to use them, turn to 140.


Ah-ah! Scelte multiple!

PS: tra poco mi inizia un corso di aggiornamento che mi occuperà con buona probabilità tutta la giornata :rando:

Di conseguenza, gli update potrebbero subire un drastico rallentamento, per oggi :sneer:

Sturm
9th May 2013, 09:20
Io vorrei dare fiducia stavolta a lui:

Arcodiddiooooooooh!

Rise-the-Sky
9th May 2013, 09:25
Io invece userei Magi Magic visto che praticamente non l'abbiamo mai usata in 2 libri e vorrei dare un perchè alla sua esistenza.

Defender
9th May 2013, 10:19
Io invece userei Magi Magic visto che praticamente non l'abbiamo mai usata in 2 libri e vorrei dare un perchè alla sua esistenza.

Stavo pensando la stessa cosa..

Magi-magiciamo!

Earenia
9th May 2013, 10:55
uppo anche io x il magigimagic

Kaluisurrr
9th May 2013, 11:23
lol pd non sto sul forum per 2 giorni e devo leggermi sto pacco di roba, comunque go di magi magic!!!

Bortas
9th May 2013, 12:22
Magicabula bidibibula

Jesper
9th May 2013, 13:19
(pausa pranzo lol)

Magi-Magic: Invisible Fist GO!



Coolly you stare into the eyes of the advancing acolytes as you summon forth the power-word of the Elder Magi: Gloar!

The sound hits them like a massive, invisible hammer. It crushes their ribs and leaves their bodies lying broken and lifeless amongst the charred debris.

Turn to 325.


:lol:

Gloar AHAHAHAHAHAHAHAHAHAHAHA

:lol:



Suddenly a piercing note blares out above the din of battle: it is a war-horn and it is sounding the recall to the acolyte longboat. You see those Acolytes of Vashna who are fighting in the ruins suddenly break off their combat and race back to the quay in answer to this command. Their mission has been achieved. They have recaptured their three brothers and now the time has come for them to depart.

As you watch them streaming along the body-strewn quay, a bold plan springs to mind, a plan that could enable you quickly to discover the truth about what is happening at the Maakengorge. If you were to don a red robe from one of the acolytes you have slain, you could infiltrate the ranks of those acolytes who are now fleeing back to the longboat.

If you wish to put on a red robe and attempt to get aboard the acolyte longboat, turn to 76.

If you decide that it is too dangerous a plan, you can watch the acolyte retreat from the safety of the ruins by turning to 275.


Che si fa :D?

Sturm
9th May 2013, 13:26
Modalità Solid Wolf /on! 76

Ladro di anime
9th May 2013, 13:55
Pagina 2

Il tiro non era necessario senza la disciplina non si poteva fare 10 e questo mi sa era uno dei pochi casi in cui avere una disciplina ti portava ad una pagina peggiore...

Your mastery of the Kai camouflage skills makes you virtually undetectable. The Vakovarians search the inn thoroughly but they fail to find you, even though one passes so close that he treads on your foot.

You wait until they have gone; then you leave the inn and make your way down through the ruins towards the lake, taking care to avoid those other Vakovarians who are out looting. The burnt-out shell of a meeting hall offers you an unobstructed view of the quay and its flagstoned square. You hide here, invisible among the charred roof timbers, and watch as a curious scene unfolds on the quayside outside.

Bortas
9th May 2013, 14:38
Solid wolf attivo travestimento... 76 "Sono io Lupozzi"

Kaluisurrr
9th May 2013, 16:13
go di travestimento

Tibù
9th May 2013, 18:31
travestimento

Jesper
10th May 2013, 10:34
Pagina 2

Il tiro non era necessario senza la disciplina non si poteva fare 10 e questo mi sa era uno dei pochi casi in cui avere una disciplina ti portava ad una pagina peggiore...

Your mastery of the Kai camouflage skills makes you virtually undetectable. The Vakovarians search the inn thoroughly but they fail to find you, even though one passes so close that he treads on your foot.

You wait until they have gone; then you leave the inn and make your way down through the ruins towards the lake, taking care to avoid those other Vakovarians who are out looting. The burnt-out shell of a meeting hall offers you an unobstructed view of the quay and its flagstoned square. You hide here, invisible among the charred roof timbers, and watch as a curious scene unfolds on the quayside outside.


Ogni tanto Joe si fuma il rosmarino.

Accento Svedese!



You don a red robe, taken from one of the dead acolytes, and raise its black hood to keep your face hidden. The folds of this voluminous garment cover your weapons as well as your clothing, and a haversack taken from another acolyte battle-corpse is large enough to conceal your Backpack. Confident that you can pass for one of them, you run to the quayside and join with those acolytes who are now climbing aboard the longboat.

When your turn comes, you leap from the quay onto the deck of the ship. You land very close to the sandalled feet of one of the three Acolyte Elders and he glares at you angrily, though he does not see through your disguise. You take your place on a bench alongside the others and use your Kai camouflage skills to avoid their attention. You notice that a bank of oars stands upright in the gunwales of the boat, and it strikes you as odd that no order has been given to man them. When the last of the acolytes are safely aboard, you discover why.

Turn to 93.


why?



With the returning acolytes aboard, an Elder gives the order that the grappling lines and planks—which hold the longboat secure to the Vakovarian ship—be cut and tossed into the lake. The moment this is done, the three Elders raise their glowing wands of power and touch them together to form a triangle.

There is a flash of greenish light and a swirling cone of vapour coils into the sky, pouring from the tip of this triangle. It creates a howling wind which fills the sails and catapults the longboat away from the quayside at tremendous speed. It takes just a few minutes for the ruins of Vorn to disappear over the horizon.

Aboard the longboat the victorious acolytes busy themselves as the cold waters of Lake Vorndarol speed by beneath the keel. Some are attending to those who were wounded in the battle; others are chanting a sombre dirge or sitting quietly with their heads bowed, lost in unholy prayer; the remainder clean their weapons or stare vacantly at the distant mountains.

You keep your head bowed and pretend to be praying. The deception seems to be working until a hand suddenly grips your shoulder and you hear a gruff voice bark a command in a language you do not readily understand.

If you possess Grand Pathsmanship, turn to 243.

If you do not possess this Discipline, turn to 184.


Come la nota ci conferma, bastava anche solo la disciplina Magnakai...



You turn your head slightly and see a pair of sandalled feet standing on the deck by your side. They belong to the Elder whom you almost collided with when you jumped aboard the longboat. He repeats his command and this time, aided by your Kai Mastery, you understand what he says. He is commanding you to get up and go forward to the bow and help with the carrying of some wounded acolytes to the stern.

You nod to signify you acknowledge his order yet you do not raise your head—to do so would risk him seeing your face. Unfortunately, as you rise from the bench, your robe gets snagged on a splinter and is pulled up to reveal your boots and scabbard. The Elder becomes suspicious and he demands to know how you came to be in possession of these items.

If you possess a Runic Disc, turn to 55.

If you wish to say that you took them from a dead Vakovarian during the battle at the quay, turn to 82.

If you choose to pretend that you did not hear him, turn to 22.


Lingue Aliene? No problem! Probabilmente sto qua parla Navajo. Non abbiamo il disco! Che si fa? :D

Rise-the-Sky
10th May 2013, 10:43
Siamo dei ninja looter e ce ne vantiamo!

Defender
10th May 2013, 11:31
I paid the iron price for them! (cit.)

82

Jesper
10th May 2013, 11:50
The Elder becomes angry. He scolds you for taking a ‘forbidden’ weapon and he orders you to hand it over to him at once. Aware that most of the acolytes in this section of the boat are watching you, and that any resistance would be sure to lead to the revealing of your true identity, you reach inside your robe and undo the buckle of your weapon’s belt. It clatters to the deck, and the Elder snatches it up and hurls it into the lake. (Erase from your Weapons List any hand weapons you possess. If you have a Bow, you may still keep it.)

Still fuming, the Elder orders you to go to the rear of the ship where a score of acolytes are kneeling in prayer, and plead to the spirit of Vashna for forgiveness.

Turn to 124.


Nuooo la spada dello scarlet warrior :(

PS: per un attimo ho temuto che ci facesse buttare la Sommerswerd.



You kneel between two praying acolytes and begin to mumble along with their sonorous prayer-dirge. A shiver runs along your spine and you begin to feel queasy; a strong aura of evil surrounds the group and your psychic senses are struggling to shield your mind from its insidious influence.

You notice that some of the acolytes are shaking uncontrollably, and sweat drips from their faces despite the icy wind which howls across the deck. You recognize that they are suffering the after-effects of using Adgana, a potent and highly addictive potion which increases skill and ferocity in combat. You hazard a guess that many of the acolytes were made to take this narcotic before the assault on the quay, to stir them into battle-frenzy.

You have been kneeling among the praying acolytes for barely a minute when suddenly the war-horn blares a long, discordant tone. All eyes turn to the east where the shoreline can now be seen on the horizon. The longboat is speeding towards the wooden jetty where a large group of red-robed figures are awaiting its return. The prayer-dirge ceases and everyone gets to their feet in readiness to disembark as soon as the boat docks at the jetty.

Turn to 150.


Siamo arrivati!



The longboat glides to a halt beside the jetty and attendant acolytes make it secure with ropes and hawsers. An Elder oversees the disembarkation, allowing the wounded off first, followed by the rest in descending order of rank and superiority. You join in the queue with the lowly initiates and follow the line as it files off the jetty and up a torchlit hill track to a hall of stone. It is a grand building which shows signs of having only recently been constructed.

The interior of the hall is a dark and forbidding place, decorated with the ritualistic trappings of the Acolytes of Vashna. Spluttering candles dimly illuminate a central altar and a sickly-smelling incense saturates the air. The acolytes encircle the altar several ranks deep and listen intently as two of their Elders conduct a liturgy in praise of Darklord Vashna, and the victory he has seen fit to grant them. They conclude their sinister ceremony by crying out the words, ‘We celebrate this eve of the “Great Welcoming”. May Lord Vashna, our master, vanquish his enemies and rule unchallenged ever more!’

The acolytes respond spontaneously by repeatedly chanting their master’s name. ‘Vashna! Vashna! Vashna!’ they cry, as they slowly shuffle out of the hall in single file. At the door, each acolyte is handed a burning torch and made to parade past the Elders who give them their unholy blessing. You take care to keep your face concealed within the raised hood of your robe as your turn comes to pass before them.

Pick a number from the Random Number Table. If you possess Kai-alchemy, Kai-screen, or Assimilance, add 2 to the number you have picked (these bonuses are cumulative).

Also, if you possess a Runic Disc, add 1; if you possess the Sommerswerd, deduct 3; and for every rank you have attained above that of Kai Grand Guardian, add 1.

If your total score is now 4 or less, turn to 322.

If it is 5 or more, turn to 192.


Allora, abbiamo Alchemy e Screen (+4), ma anche -3 per la Sommerswerd; e +2 per il Rank. Per un totale di +3 al Roll.

Roll...9!



You pass before the Elders without incident and follow the procession as it winds its way through the settlement. As it nears the perimeter, you pass beside some smaller huts where a few of the doors are open. Most of the huts are empty, but you notice one where a table near the door is stacked with captured weapons.

If you wish to slip away from the procession and enter this weapons hut, turn to 24.

If you do not, turn to 218.


:dumb:?

************************************************** ***********************
Lupo Solitario, Sun Lord

CS: 42 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +3 Levelup)
--> 46 (con +4 Mindblast)
--> 50 (con +8 Kai-Surge)

EP: 44/44 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +6 Levelup)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge
- Kai-Screen
- Magi-Magic
- Telegnosis

Weapons (2):

Backpack (8): Rope, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key, Spyglass, Ruby Ring, Laumpspur (cura 4 EP), Wine

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), Statuette of Zagarna, Green Key, Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali), Black Amulet
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 39 Corone, 60 Kika (10=1C), 20 Lune (4=1C)

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: XII
- 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)
- Sparati da un vecchio storpio (Libro XV)
************************************************** ******

Bortas
10th May 2013, 12:04
Ovviamente 24 :dumb:

Rise-the-Sky
10th May 2013, 12:34
I visigoti erano dei principianti in fatto di saccheggio rispetto a LW.

Jesper
10th May 2013, 12:37
:dumb:



You slip out of the line and enter the hut unseen. Inside you discover the following weapons:

Broadsword
Axe
Short Sword
Quiver
4 Arrows
Bow
3 Daggers
Quarterstaff

If you wish to keep any of the above, remember to make the appropriate adjustments to your Action Chart.

Having satisfied your curiosity, you leave the hut and rejoin the procession as it leaves the settlement.

Turn to 218.


Ok ciurma! Scegliete 2 armi dalla lista per rimpiazzare quelle che ci hanno fatto buttare!



Beyond the perimeter of the settlement the path steadily gets steeper as it ascends into the hills. The torch-bearing line of acolytes illuminates the rocky landscape with flickering shadows as slowly they zigzag their way eastwards. Another storm is brewing; the eastern sky is alive with electrical activity and thunder booms beyond the horizon. Your ears pop as the air pressure fluctuates wildly and the howl of the wind seems to be growing ever louder. Then you notice something strange. Your torch does not seem to be affected by the storm; it is burning as smoothly as if you were in an enclosed room. You glance over your shoulder and see that the same is true of every other torch. It is as if the procession is being protected from the outside elements by an invisible tunnel.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/small7.png

Two miles from the settlement you pass a group of acolyte youths, all in their early teens, who are calling encouragement, chanting, and waving the line onwards. Then the path bends and you see a wayside altar and a large marble trough filled with stagnant green water. As they file past, every acolyte dips his right hand into the trough and touches it to his heart.

If you possess a Black Token, turn to 349.

If you do not possess this Special Item, turn to 121.


Certo che l'abbiamo!



As you approach the trough, you feel the token getting hotter in your pocket. Your Magnakai skill of Nexus protects you from the heat, yet it does not prevent the glowing token from setting your tunic alight. Immediately you smother the flames but the resulting smoke causes a commotion among the acolytes following behind.

If you possess Kai-alchemy and wish to use it, turn to 86.

If you possess Grand Huntmastery and have attained the rank of Sun Lord, and wish to use your Discipline, turn to 237.

If you have neither of the above or choose not to use them, turn to 186.


Cosa usiamo :D?

Earenia
10th May 2013, 12:45
dagger, quarterstaff, grand hunt 237!

Rise-the-Sky
10th May 2013, 12:49
Usiamo Alchemy...non capisco a cosa potrebbe servirci la SUPERVISTA ARIANA in questa situazione.

Defender
10th May 2013, 12:52
OMG L00T!

:dumb:

edit: too late!

per le armi va bene tutto tanto sono useless.

Per la scelta, Kai Alchemy mi ha stufato, non siamo mica dei maghi in fondo, usiamo Grand Huntmanship per variare un po'!

Bortas
10th May 2013, 13:04
Broad e daga, refill di frecce se le abbiamo ridotte...

Poi usiamo Alchemy che è bello fare i fighi... 86

Sturm
10th May 2013, 13:28
Sono curioso di vedere cosa tiriamo fuori con grand huntmanship!

Jesper
10th May 2013, 14:27
Usiamo Grand Huntmastery! E prendiamo Dagger e (pari quartestaff, dispari broadsword: 7!) Broadsword!



Using your advanced Kai Mastery you can tell that, along with the heat, the token is giving off intense ultraviolet radiation. It is a cursed relic which has been activated by its proximity to the pool of stagnant water. The closer you get to the pool, the hotter and more reactive the relic becomes. Another few steps and it will explode. Knowing this, you fumble to retrieve it from the smoking pocket of your tunic, and hurl it away.

Pick a number from the Random Number Table.

If the number you have picked is 0–1, turn to 96.

If it is 2–9, turn to 316.


Oh, ecco cosa fa il Rank nuovo di Huntmastery :D

Roll...4!



You cast the glowing Token into the darkness and it explodes with a dull boom among the boulders, showering the path with dirt and slivers of stone. (Erase this Special Item from your Action Chart.)

The sudden flash and bang cause a moment of panic among the acolytes. They fear that they are being attacked by Vakovarians and many of them drop their torches and run back along the path, screaming excitedly. Using this confusion to your advantage, you attempt to tag on to the end of the line of acolytes who are still advancing up the path.

Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Kai-screen, add 2.

If your total score is now 6 or less, turn to 245.

If it is 7 or more, turn to 41.


Abbiamo +2 al Roll, quindi ci serve almento 5!

Roll...0 :(



As you hurry towards the end of the procession, an Elder steps out from behind a boulder and grabs you by the shoulder, commanding you to halt. Then you feel a tingling sensation, as if a horde of spiders were crawling in a line from your shoulder to the nape of your neck; the Elder has psychic abilities and he is attempting to probe your mind.

If you possess Kai-screen, turn to 126.

If you do not possess this Grand Master Discipline, turn to 74.


Yes!



Drawing on your mastery of psychic defence, you are able to construct a shield around your mind which absorbs the Elder’s probe. He learns nothing from his attempt to read your psyche and, rather than admit to failure, he dismisses you as an empty-headed cretin.

With a growl of disdain, he orders you to rejoin the end of the procession and pushes you out of his way as he strides back to rally those acolytes who are fleeing down the path.

Turn to 250.


Ahahah bellissimo :D



For three miles you trek stolidly through the hills towards a deep magenta glow that is bathing the horizon. Then as you round a knoll of rock shaped like an accusing skeletal finger, you are confronted by a spectacle which leaves you staring open-mouthed with awe and horror.

An expanse of dead land, littered with cracked and shattered rocks, slopes down to the edge of an immense chasm that stretches more than a mile from rim to rim. It is the Maakengorge. Hordes of screeching Vortexi ride a violent electrical storm which rages in the clouds above this vast abyss, and the earth shudders in echoing response to the booming thunder. Near the rim of the chasm there stands a towering arch, hewn of stone, that shimmers with such a supernatural brilliance that you cannot fully focus upon it. Peering closer you see before the arch an elaborate, multi-tiered dais constructed entirely of crystal. Around it kneel hundreds of acolytes who are chanting devoutly. Their dreary voices add to the dreadful noise.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/ill15.png
Illustration XV—You follow the procession as it winds its way towards the dais.

You follow the procession as it winds its way towards the dais and soon you see that a solitary figure is standing upon its uppermost tier. He faces the shimmering arch, his hands outstretched, and with every movement of his fingers there is a subtle shift in the spectrum of colours within the angry clouds above. It is as if he is manipulating the storm as a conductor would an orchestra. With a grand sweep of his arms he calms the turbulent sky; then he turns to face his kneeling congregation.

If you have ever been to Kaag or Mogaruith, turn to 224.

If you have never been to these city-fortresses, turn to 295.



Siamo stati in entrambi i posti...questo può voler dire solo una cosa!



You intensify your vision and focus upon the figure who commands the crystal dais. Shock freezes your spine when you recognize at once the face and flowing platinum hair of Arch Druid Cadak, ruler of Mogaruith, the usurper lord of Kaag. He has grown strong since your last fateful encounter, and now it seems that he is poised to fulfil the Dark God Naar’s lust for vengeance by releasing Vashna and his hordes from the depths of the Maakengorge.

You take your place among the throng kneeling before the dais, and hear Cadak’s voice ring out above the howling storm.

‘I summon forth from the Vortex of the Planes the Deliverer of Vashna, Mighty Lord of Darkness, Prince of the Legions of the Restless Dead. Come to us. Come to us now and fulfil our destiny. We, the worthy, now prove our faith in the undying power of Vashna.’

With these words, the acolytes utter a chilling cry of affirmation and rise to their feet. By rank they follow the Elders in single file towards a smaller, shimmering metallic arch which stands to one side of the crystal dais, almost obscured by the glare of the larger one. One by one they file through this archway, under the watchful gaze of Cadak, and then return to their places where they kneel and pray.

As you approach the smaller arch, you sense a curtain of power drawn across it. Anxiously you pray to the Gods Kai and Ishir to protect you as you prepare to pass through this invisible barrier.

If you possess the Sommerswerd and you wish to use it, turn to 166.

If you do not possess this Special Item or do not wish to use it, turn to 204.


Cadak! Che si fa :D?

************************************************** ***********************
Lupo Solitario, Sun Lord

CS: 42 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +3 Levelup)
--> 46 (con +4 Mindblast)
--> 50 (con +8 Kai-Surge)

EP: 44/44 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +6 Levelup)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge
- Kai-Screen
- Magi-Magic
- Telegnosis

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key, Spyglass, Ruby Ring, Laumpspur (cura 4 EP), Wine

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), Statuette of Zagarna, Green Key, Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali), Black Amulet
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 39 Corone, 60 Kika (10=1C), 20 Lune (4=1C)

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: XII
- 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)
- Sparati da un vecchio storpio (Libro XV)
************************************************** ******

Rise-the-Sky
10th May 2013, 14:32
E' tempo di mostrare la nostra ARIANA superiorità a questi bifolchi.

SPADADIDDIO MASSIMA POTENZA.

Bortas
10th May 2013, 14:36
Spada che altro vuoi fare mica si possono combattere a parolacce, quindi alzando la spada al cielo intoniamo "per il potere di grey... Herm no... del KAY!!!"

http://upload.wikimedia.org/wikipedia/it/thumb/3/37/He-Man.jpg/280px-He-Man.jpg

Defender
10th May 2013, 14:45
Drawing on your mastery of psychic defence, you are able to construct a shield around your mind which absorbs the Elder’s probe. He learns nothing from his attempt to read your psyche and, rather than admit to failure, he dismisses you as an empty-headed cretin.

in sostanza questo è ciò che ha visto ---> :dumb:

Buahahahah in effetti non si è allontanato molto dalla nostra vera essenza! :D

In tutti i modi... la scelta di adesso imho è una non-scelta... in quanto non penso che ci venga chiesto se vogliamo adoperare o meno la Sommerswerd, ma passando sotto quella specie di metal detector vuole sapere se abbiamo o no la Spada del Sole, e l'unica risposta possibile è "sì, ce l'abbiamo, fa parte di noi.... E FRA POCO FARA' PARTE ANCHE DI TE!!"

166 :D

Jesper
10th May 2013, 17:28
The moment you step through the archway you feel an electrifying jolt run through your body, and snake-like tendrils of blue-white energy arc from the rim of the arch to the hilt of the Sommerswerd. A gasp of astonishment arises from the acolytes, audible even above the howling wind.

‘We have an intruder in our midst!’ screams Cadak, levelling his wizard’s staff at you accusingly. You fight the paralysing effect of the current and tug the sun-sword free of its scabbard. For a moment the current weakens as it is absorbed and neutralized by the Sommerswerd’s divine energy, but then the tip of Cadak’s staff ignites with a crimson flame and the current intensifies anew, numbing your limbs with its insidious effect.

‘Ha! I know you, intruder,’ yells Cadak maniacally. ‘You are Lone Wolf, the doomed hero of a doomed realm. You are a fool to come here, Kai Lord. Your powers are no match for those of Naar, the King of the Darkness.’

With this he turns to the acolytes and throws up his hands triumphantly.

‘This night we shall celebrate a double victory, my brethren. The resurrection of Lord Vashna and the destruction of Grand Master Lone Wolf!’

The acolytes scream their approval, but their cheer is drowned by the ever-increasing noise of the storm. Then you see that the storm itself is changing. A huge vortex of whirling cloud is descending from the heavens, a tornado whose deadly funnel is reaching down towards you. Then the tip of the roaring plume touches the ground at your feet and, with a terrifying suddenness, you are torn from the energy curtain and sent hurtling through the air towards the dark centre of the towering arch.

Turn to 60.


Alla faccia del Korlinium Scabbard...



For countless minutes you hurtle into a whirling abyss of darkness and howling gales, torn by freezing winds that cut to the marrow despite your Magnakai protections. Then, as if waking from a dream, the sensation of falling abruptly ceases and you find yourself standing on a plateau of black volcanic rock, cratered and split by rivers of blazing lava. You take a tentative step forwards and feel the ground sag beneath your feet. The thin crust of cooled lava wrinkles and tears, and a jet of flickering yellow flame shoots upwards to engulf your legs.8

Your Nexus skills are sufficiently developed to protect you from the flames and hellish temperature, but you are amazed that your boots and clothing have not ignited. Then you sense that your entirety is being protected by a field of energy radiating from the Platinum Amulet given you by Gwynian the Sage. Silently you thank him for his gift, for you suspect now that even your Kai skills would be hard-pressed to keep you safe in this alien domain.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/ill4.png
Illustration IV—Suddenly, a trio of horny-skinned creatures emerge from the dark hollow.

With difficulty you cross the semi-molten terrain and reach an island of blue-grey basalt rock, strewn with cubes of obsidian and jet. At the island’s centre you discover a huge, untidy pile of cubes which make a crude temple. There is a yawning hollow at its base and, as you draw closer, you sense something is lurking there. Suddenly, a trio of horny-skinned creatures emerge from the dark hollow and take to the air on wings that glimmer like burnished gold. You watch them ascend, but you have difficulty following their flight when their bodies begin to flicker in and out of existence.

If you possess Grand Huntmastery and have reached the rank of Sun Lord, turn to 158.

If you do not possess this Discipline, or if you have yet to attain this level of Kai rank, turn to 52.


Ah, la vista ultravioletta torna a colpire!



You scan the brooding sky, using your ability to see in the ultraviolet and infrared light spectrums. Your advanced Kai skills enable you to see and track the flying creatures as they circle slowly around their lair and come swooping down to attack you.

You draw your weapon and, in the ultraviolet spectrum, you detect that an aura of protection is sheathing it from the extreme temperature of this domain. Then a hideous shriek splits the air as the first of the beasts dives upon you.

Lavas: COMBAT SKILL 44 ENDURANCE 42

You may evade this combat after five rounds by turning to 276.

If you win the combat, turn to 3.


Volete che evada, nel caso? O li accoppiamo?

Rise-the-Sky
10th May 2013, 17:49
KILL'EM ALL!

Cmq ridicolo Cadak col suo "You are Lone Wolf, the doomed hero of a doomed realm"

Sembra uscito direttamente da "Invader Zim" lol

Bortas
10th May 2013, 17:57
Ma meniamoli è na vita che non si pesta qualcuno...

Defender
10th May 2013, 18:39
YYqXQO6jkpc

penso sia chiaro

Sturm
10th May 2013, 21:36
Ammazziamoli tutti!

Tibù
11th May 2013, 00:44
viuuleenzaa

Kaluisurrr
11th May 2013, 13:20
viulenza massima

Jesper
13th May 2013, 10:39
Se mena!

COMBAT RATING: +6 (con Kai-Surge)

Roll...4
Lupo Solitario -2 (-1)(41)
Benny Lavas -9 (33)

Roll...5
Lupo Solitario -2 (-1)(38)
Benny Lavas -10 (23)

Roll...6
Lupo Solitario -1 (-1)(36)
Benny Lavas -11 (12)

Roll...6
Lupo Solitario -1 (-1)(34)
Benny Lavas -11 (morti!)



The moment you slay the first two of these strange creatures, their bodies dissolve into a swirling cloud of steamy vapour. Now, upon the death of the third beast, the vapours unite and expand with breathtaking speed until the basalt island and the entire fiery plain beyond are engulfed by a thickening grey fog.

You walk through this sea of mist for what seems like an eternity until your senses detect that something is circling high above you. At first you suspect that more of the golden-winged creatures have come hunting for you, but then you detect that it is something completely different. There is only one creature, and you sense that it is using a highly-developed psychic probe in order to seek you out.

If you possess Grand Nexus and have reached the Kai rank of Sun Knight or higher, turn to 31.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 106.


Non abbiamo Feign Death :D



You draw on your psychic defences to keep you hidden from this creature. You cannot see it in the dense fog but you can hear it swooping down, and you are nearly flattened by the draught of its mighty wings as it roars past close overhead.

As first it seems to be going away into the distance, but then you sense it turn about and come gliding back for a second pass. Suddenly you realize that your psychic defences are not hiding you from this creature at all; it is locking on to your life-force, not your mind.

If you have a Bow and wish to use it, turn to 254.

If you do not possess this Weapon or do not wish to use it, turn to 152.


Che si fa :D?

Rise-the-Sky
13th May 2013, 10:48
9947

Bortas
13th May 2013, 10:52
Incontrato Dever 2 giorni fa, anche lui ribadisce che il "lore" è corretto compreso di Arcodiddio (a breve vi posto la foto con lui che dice "turn left")

Btw Arcodiddioooooo!!!

Sturm
13th May 2013, 10:57
ARCODIDDIOOOH!

http://wall.facebookvideotomp3.com/uploads/Mazinger-Z-Cartoon.jpg

Jesper
13th May 2013, 13:02
Incontrato Dever 2 giorni fa, anche lui ribadisce che il "lore" è corretto compreso di Arcodiddio (a breve vi posto la foto con lui che dice "turn left")

Btw Arcodiddioooooo!!!

Ahahah dove l'hai beccato? :D

Io l'ho incontrato a Lucca un paio di volte - ci ha rifilato un sacco di menate su una "versione riveduta e corretta" che non uscirà mai :nod:



You draw an Arrow and take aim in the direction you can hear the beast approaching from. It sounds as if it is no more than twenty yards away when you release the straining bowstring and send the Arrow streaking into the fog. The shaft has travelled barely a few yards when it ignites with a flash and is instantly transformed into a line of glowing splinters which float away on the mist.

As soon as the Arrow passed beyond the perimeter of the protection of your Platinum Amulet, it was subjected to the true temperature of this domain: a temperature which reduced it to glowing embers in less than a second.

Suddenly, with a deafening roar, the unseen beast is upon you. You drop your Bow and unsheathe your weapon as it tries to rake you unmercifully with fang and claw.

Zarthyn: COMBAT SKILL 48 ENDURANCE 50

If you win this combat, turn to 90.


Mmm...COMBAT RATING +2 (con Kai-Surge)

Roll...8 :metal:
Lupo Solitario -0 (-1)(35)
Zarthyn -11 (39)

Roll...9 :oldmetal:
Lupo Solitario -0 (-1)(34)
Zarthyn -12 (27)

Roll...3 :(
Lupo Solitario -3 (-1)(30)
Zarthyn -6 (21)

Roll...3 :(
Lupo Solitario -3 (-1)(27)
Zarthyn -6 (15)

Roll...1 :( :(
Lupo Solitario -5 (-1)(21)
Zarthyn -4 (11)

Roll...2 ammazza...
Lupo Solitario -4 (-1)(16)
Zarthyn -5 (6)

Roll...7
Lupo Solitario -1 (-1)(14)
Zarthyn -10 (morto!)

Ammazza che roll di merda <.<



The great winged beast ekes out its death-throes for several minutes after you strike the fatal blow. Aching with the fatigue of your combat, you stagger away from its carcass and stumble blindly through the fog. Soon you sense the temperature beginning to drop, and the great grey wall of fog gradually condenses and falls as rain. This rain freezes and you quickly find yourself surrounded by a wall of glittering ice which stretches like a range of jagged glass mountains from horizon to horizon.

Turn to 187.




In the distance you see a dim light flickering and twinkling at the heart of these ice mountains. You strike out towards it, across the frost-encrusted ground, and find yourself covering the distance far quicker than would ever be possible on Magnamund. A mile slips by at a single step and the surrounding terrain becomes impossible to focus on. Suspecting that you are the victim of some powerful illusion, you stride up to the flickering ice wall and thrust your hand against it. Effortlessly, your palm sinks into the glassy blue surface and you fall headlong into the icy mountainside.

Turn to 44.


E' dura scrivere 350 paragrafi, eh Joe?



You are standing inside a mountain of ice. A dim, blue vista stretches away in every direction, and here the light appears bent and fractured by the myriad frozen facets of the water. You are encased yet you can still move; you are able to stride forwards through the seemingly solid walls as if you are moving through air.

Confidently you walk through the strange and terrible beauty of this crystal world, striding on towards the distant dim, twinkling light that first drew you to the mountains. Slowly the icy vastness begins to change and you see new wonders. There are treasures—veins of gold, raw gemstones, chests of coins, pearls, and rubies. And there are graves and lost tombs, where corpses watch your passing with burning eyes. Their ghastly stares bleed the warmth from your body and leave you shivering with psychic shock: lose 4 ENDURANCE points.

At length you pass beyond the ice and emerge into the shadowy recesses of a vast cavern. Here you discover the source of the light, and in its dim glow, you witness a scene that makes you tremble with fear.

Turn to 327.


Siamo stati puniti :(



Before you stretches a gigantic cavern. Its walls of ancient obsidian rise to a high-arched roof where hangs a circle of stalactites—twelve huge luminescent spears of lime-green stone. Bathed in their pulsating glow is a many-tiered crystal dais, identical to the one on which Arch Druid Cadak stood before the great shimmering archway at the edge of the Maakengorge. To the right of this dais you see a dark tunnel. The entrance appears like a black semicircular shadow upon the cavern wall.

Standing upon the uppermost tier of the dais is a creature which both mesmerizes and repulses you. It has the semblance of a human female, yet she stands more than twenty feet tall. She is strikingly beautiful but you sense at once that she is also wholly evil. Her skin has a deathly, corpse-like pallor and she is clad in a flowing black costume which trails thin wisps of smoke. Cloaked figures scurry around the lower tiers of the dais, carrying out their mistress’s commands and attending to her every whim. If they fail or displease her she crushes them like lowly insects in her elegant, deadly hands.

You watch in silent fascination as this demonic creature makes preparations, as if for a long journey. Then, in a flash of a sudden realization, you know her purpose. She is getting ready to enter the tunnel, a tunnel which will transport her to the archway at the edge of the Maakengorge. She is the deliverer of Vashna of whom Cadak spoke, the one who will raise the spirit of Lord Vashna from the Chasm of Doom!


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/ill19.png
Illustration XIX—You find yourself looking into the impish face of a young, teenage girl.

Suddenly you are aware that someone is standing behind you. Instantly, you unsheathe your weapon and spin around to face them, half-expecting to see the grotesque face of a demonic minion. Instead, you find yourself looking into the impish face of a young, teenage girl.

Turn to 173.


Piccola nota storica: Dolores O'Riordan, qui presente, è un personaggio dei romanzi (si ci sono i romanzi) di LW, è totalmente una "Mary Sue" inserita dall'autore del romanzo (leggasi: un personaggio che fa tutto meglio dei personaggi "ufficiali" e che è probabilmente la personificazione dell'autore stesso). E' ovviamente incagabile.



The young woman smiles at you and begins to laugh.

‘You can’t harm me, Lone Wolf,’ she says, full of confidence. ‘You may as well sheathe that weapon for now, though you’ll be needing it later I fancy.’

‘Who are you? What do you want?’ you hiss, still clutching your weapon defensively. ‘Are you some cursed illusion, some mind-trick of Naar’s sent to entrap me? Well, demon, maybe this will wipe the smile off your face.’

You strike the young woman a savage blow to the head but to no effect. She laughs again and says, with a mocking tone, ‘Now do you believe me?’

You back away, looking to either side for a way of escaping this creature, but there is none. She advances, and you regard her with fearful caution. She is wearing a worn leather jerkin and ragged trousers which are cut short at the knees, and does not appear to be armed with a weapon.

‘You should be more respectful,’ she says. ‘After all, if I should decide to leave, who’ll keep you hidden from the gaze of Shamath?’ She points to the giant Demoness to illustrate who she means. ‘Trinket or no,’ she continues, motioning to the Platinum Amulet you wear, ‘you wouldn’t last long against her without my help.’

‘What do you want from me?’ you reply, uneasily.

‘Your attention would be a good start. Strange as it may seem, I wish to help you, Lone Wolf.’

If you possess Telegnosis, turn to 221.

If you do not possess this Discipline, turn to 286.


Abbiamo appena preso Telegnosis, vacca insopportabile.



Your Kai Mastery informs you that this creature is telling the truth. You also sense that she is not human; she is a supernatural creature, not of your world or this. You scan her mind but it is impossible for you to penetrate her psychic defences. She seems to possess contradictory qualities; she is both good and evil.

Turn to 286.

Your Kai senses inform you that this creature comes from the Land of Insufferable Bullshit.



Very well,’ you say. ‘How do you intend to help me?’

The young woman begins by confirming your suspicions. The Demoness Shamath is indeed preparing to go to the Maakengorge in response to Cadak’s summons. She will make the journey by entering the tunnel; it is a Shadow Gate which will transport her from this plane of existence to Magnamund, to the great shimmering archway through which you were hurled by the storm. She will take with her an artefact of great evil—the Deathstaff—a device forged by the Dark God Naar himself and imbued with the power to resurrect the spirit of his long-lost champion, Lord Vashna, from the depths of the Chasm of Doom.

‘Naar has laboured long and hard to create the Deathstaff,’ says the young woman. She points once more towards the crystal dais and says, ‘Can you see, Lone Wolf? It is there, resting beside Shamath’s feet.’

Turn to 63.




You look towards the dais and see a staff of twisted black metal. Its six-foot length looks insignificant lying beside the huge, booted foot of the Demoness.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/small6.png

‘The time has nearly come for the transference,’ says the young woman. ‘Shamath must be stopped, and only you can stop her.’

‘But how?’ you reply, bemused.

‘Simple! You must steal the Deathstaff and enter the Shadow Gate before her. Use the staff to destroy Cadak’s crystal dais—this will close the gate and prevent the Demoness from entering Magnamund. But I warn you, Lone Wolf. You will have precious little time to accomplish this, so do not delay once you return to your world. You must destroy Cadak’s dais as quickly as possible or Shamath will get through. She has great strength and power here, but on Magnamund her powers would make her invincible.’

The young woman looks over her shoulder, as if she is being pursued by some invisible hunter. ‘I wish I could help you more, Lone Wolf,’ she says, anxiously, ‘but I have my own battle to fight. Be brave, Grand Master, but most of all—be swift!’

And with these words she begins to fade before your eyes. The moment she vanishes completely, the cavern echoes to a deafening roar. It is the angry cry of Shamath. She has seen you!

Turn to 50.




The dreadful gaze of Shamath falls upon you and your blood runs cold. She points a black-gloved finger at your hiding place and speaks a thunderous phrase in the Dark Tongue that rings like metallic thunder throughout the vaulted cavern. Then, slowly, she raises her other hand and levels it beside the first. A crackling mass of electrical energy explodes into being, arcing between her outstretched palms. She flicks her massive wrists and the sparking coils of power come writhing towards you. Before you can dodge them, they swirl around and encircle your body, imprisoning you in a cage of living energy.

Shamath throws back her head and the floor shudders rhythmically beneath the weight of her laughter. You peer through the gaps in the swirling force field and see that her attendants are now rushing towards you.

If you possess the Dagger of Vashna, turn to 273.

If you do not possess this Special Item, turn to 179.


AHEM!



Shamath’s laughter becomes a hideous screech. She mouths a word of power and a flood of psychic energy comes washing across the cavern towards you. Fortunately, it hits the force field and breaks like a wave against it, sparing you from its full effect. Even so, the residue which penetrates the wall is enough to leave you stunned and gasping for breath: lose 3 ENDURANCE points.

The Demoness flicks her fingers and instantly the wall is gone. But now you see that you are surrounded by a ring of her sinister, robed attendants.

If you possess the Sommerswerd and wish to use it, turn to 58.

If you do not possess this Special Item or do not wish to use it, turn to 97.


CHe si fa :D?

Inoltre: abbiamo 19EP. Ci beviamo la Laumpspur?


************************************************** ***********************
Lupo Solitario, Sun Lord

CS: 42 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +3 Levelup)
--> 46 (con +4 Mindblast)
--> 50 (con +8 Kai-Surge)

EP: 19/44 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +6 Levelup)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge
- Kai-Screen
- Magi-Magic
- Telegnosis

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key, Spyglass, Ruby Ring, Laumpspur (cura 4 EP), Wine

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), Statuette of Zagarna, Green Key, Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali), Black Amulet
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 39 Corone, 60 Kika (10=1C), 20 Lune (4=1C)

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: XII
- 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)
- Sparati da un vecchio storpio (Libro XV)
************************************************** ******

Lupoazzurro
13th May 2013, 14:11
SPADADIDDDDIOOOOOOOHHHHHHHHHHHHH

e laumspur

Rise-the-Sky
13th May 2013, 14:20
Usiamo TuttoH!

Cmq la tizia lì non è una specie di semidio? La tizia dei romanzi (almeno per quello che mi ricordo del romanzo della spada del sole letto quasi 20 anni fa) mi pare fosse una normalissima umana (ma magari mi sbaglio...ho la strana impressione di confondermi con qualcos'altro)

Sturm
13th May 2013, 14:33
Spadona del sole in iour feis!
E meno male che il dagger non serviva più :gha:

Jesper
13th May 2013, 14:58
Usiamo TuttoH!

Cmq la tizia lì non è una specie di semidio? La tizia dei romanzi (almeno per quello che mi ricordo del romanzo della spada del sole letto quasi 20 anni fa) mi pare fosse una normalissima umana (ma magari mi sbaglio...ho la strana impressione di confondermi con qualcos'altro)

Non è la tizia base e, si, è sostanzialmente un semidio <.<



You unsheathe the Sommerswerd and a halo of golden light engulfs its god-crafted blade. The dim, shadowy cavern is flooded with its goodly glow and the attendants of the Demoness Shamath waver before it. The hilt is warm in your hands and a strange feeling of miraculous ecstasy floods up your arms and courses through your body. You no longer feel as if you are wielding the sword; you are acting in concert with it. Restore 5 ENDURANCE points.

To continue, turn to 85.


Yay, cure random!



At Shamath’s command, the attendants draw slivers of steel and come rushing to hack you down. You essay a wide sweep of the sword and scythe the front rank down as easily as if they were ripened corn. Your sword strokes feel effortless; it is as if you are merely holding the Sommerswerd and the blade itself is fighting of its own accord. Within the space of a few minutes you have slain every last one of Shamath’s attendants, over a hundred in number.

Turn to 242.


O__o Ok.



Slowly the cavern begins to darken and the towering body of the Demoness shimmers and changes into a new and totally repugnant form: she has taken on the guise of a huge crawling worm. Her slimy flanks are studded with a multitude of tiny tendrils, and her head is equipped with a sphincter-like maw which drips loathsome green saliva. She slithers closer and, in the half-light, you catch sight of her ghastly face. It is like that of an infant, wholly black, save for the eyes which are aglow with a hellish red fire.

The worm-thing rears up and, as the head sweeps past your eyes a second time, you suddenly recognize the facial features and a paralysing blast of psychic shock rips through your mind. It has the face of your long-dead brother Jen.

If you possess Kai-screen, turn to 68.

If you do not possess mastery of this Discipline, turn to 101.


Abbiamo Kai-Screen!



The unexpected sight of your dead brother’s face leaves you dry-mouthed and shaking, but fortunately your Kai Mastery of psychic defence protects your mind from the full effects of this psychic shock: lose 2 ENDURANCE points.

Turn to 195.


<.<



The face of the worm is changing. It no longer resembles your brother Jen; it has taken on the haughty visage of the Demoness Shamath.

‘Ha!’ she snorts. ‘How puny and insignificant you mortals are. There can be no sport for me in the easy slaying of your kind, for it is too easy. There is no challenge. Therefore I, Shamath, Mistress of the Gates of Darkness, shall devise one. I challenge you to a duel…a duel of intellect!’

The great worm-thing retreats towards the dais and the darkened walls of the cavern are suddenly illuminated by a thousand jets of flame, which roar from jets set into the smooth, glassy floor.

‘Very well,’ she says, fixing you with her supernatural eyes. ‘Let the combat begin.’

Turn to 189.


BRING IT ON, BITCH!



‘Attend with care to what I say, mortal,’ says the face of Shamath. ‘When I have finished, I shall ask you this question: “While I am here to do Naar’s bidding, how many loyal servants guard my throne of power?” ’

Shamath notes the look of concentration on your face and she allows herself a sneering laugh at your expense before she continues. She is confident that you will not defeat her in this intellectual contest. She begins:

‘I possess two Dwellers of the Abyss. My loyal servants are equal in number to the months in a Magnamund year, less the number of my Dwellers of the Abyss.’

‘When the loyal servants and the Dwellers of the Abyss were counted together, their total number was doubled when my Lieutenants of Night arrived.’

‘But when my Lieutenants of Night arrived, the Dwellers of the Abyss had to leave.’

‘Exactly half of the remaining number also departed, for they were beholden to the Dwellers.’

‘From the remainder I picked the loyal servants to guard my throne of power. I chose them all, except for one who was known to me as a traitor. I executed the traitor before I set my loyal servants to guard my throne.’

‘So, mortal, answer my question: while I am here to do Naar’s bidding, how many loyal servants guard my throne of power?’

Study the words of Shamath’s riddle carefully. When you think you have the answer, turn to the entry which bears the same number as your answer.

If you cannot answer Shamath’s riddle, turn to 216.


Ok, questo enigma non sono mai riuscito a risolverlo senza barare! Ci riuscirete voi? :D


************************************************** ***********************
Lupo Solitario, Sun Lord

CS: 42 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +3 Levelup)
--> 46 (con +4 Mindblast)
--> 50 (con +8 Kai-Surge)

EP: 31/44 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +6 Levelup)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge
- Kai-Screen
- Magi-Magic
- Telegnosis

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key, Spyglass, Ruby Ring

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), Statuette of Zagarna, Green Key, Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali), Black Amulet
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 39 Corone, 60 Kika (10=1C), 20 Lune (4=1C)

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: XII
- 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)
- Sparati da un vecchio storpio (Libro XV)
************************************************** ******

Rise-the-Sky
13th May 2013, 15:07
‘I possess two Dwellers of the Abyss. My loyal servants are equal in number to the months in a Magnamund year, less the number of my Dwellers of the Abyss.’
‘When the loyal servants and the Dwellers of the Abyss were counted together, their total number was doubled when my Lieutenants of Night arrived.’

‘But when my Lieutenants of Night arrived, the Dwellers of the Abyss had to leave.’

‘Exactly half of the remaining number also departed, for they were beholden to the Dwellers.’

‘From the remainder I picked the loyal servants to guard my throne of power. I chose them all, except for one who was known to me as a traitor. I executed the traitor before I set my loyal servants to guard my throne.’

‘So, mortal, answer my question: while I am here to do Naar’s bidding, how many loyal servants guard my throne of power?’



I mesi dovrebbero essere 12 come da norma.
I Dweller sono 2
Quindi i loyal servants sono 10.
I Lieutenants of Night sono 12

Quando erano 24 i 2 dweller se ne sono andati insieme a 5 ls e 6 ln

Dei 5ls 1 era un traditore.

Quindi rimangono 4 LS.

Se i mesi fossero un numero divero da 12 il risultato cambierebbe

Bortas
13th May 2013, 15:17
Ahahah dove l'hai beccato? :D

Io l'ho incontrato a Lucca un paio di volte - ci ha rifilato un sacco di menate su una "versione riveduta e corretta" che non uscirà mai :nod:

L'ho trovato a Firenze abbiamo discusso dei vecchi tempi, di quanto fosso più semplice se vuoi più ingenuo il mondo 30 anni fa quando io ero un bimbo e lui era un giovane...

Stasera vi metto la foto come promesso.

Per il riddle non ho tempo materiale oggi lavoro come un bove...

Rise-the-Sky
13th May 2013, 15:24
L'ho trovato a Firenze abbiamo discusso dei vecchi tempi, di quanto fosso più semplice se vuoi più ingenuo il mondo 30 anni fa quando io ero un bimbo e lui era un giovane...
Stasera vi metto la foto come promesso..

Messa così ci aspettiamo che la vostra foto sia davanti a un cantiere ghgh

Ladro di anime
13th May 2013, 15:27
I mesi dovrebbero essere 12 come da norma.
I Dweller sono 2
Quindi i loyal servants sono 10.
I Lieutenants of Night sono 12

Quando erano 24 i 2 dweller se ne sono andati insieme a 5 ls e 6 ln

Dei 5ls 1 era un traditore.

Quindi rimangono 4 LS.

Se i mesi fossero un numero divero da 12 il risultato cambierebbe




Se ne sono andati via i dweller e poi metà dei rimanenti ((24-2)/2) e di questi uno l'ha ucciso.

Rise-the-Sky
13th May 2013, 15:36
Se ne sono andati via i dweller e poi metà dei rimanenti ((24-2)/2) e di questi uno l'ha ucciso.



Si però una parte erano leali servitori e gli altri luogotenenti della notte. Io presumo che i luogotenenti della notte non confluiscano nei leali servitori ma che siano due tipologie distinte di 'truppe'.

Ladro di anime
13th May 2013, 16:03
Si però una parte erano leali servitori e gli altri luogotenenti della notte. Io presumo che i luogotenenti della notte non confluiscano nei leali servitori ma che siano due tipologie distinte di 'truppe'.



‘Exactly half of the remaining number also departed, for they were beholden to the Dwellers.’

Parla di metà in generale.

Rise-the-Sky
13th May 2013, 16:15
‘Exactly half of the remaining number also departed, for they were beholden to the Dwellers.’

Parla di metà in generale.



Ah è vero fosse come pensavo io avrebbe dovuto dire remaining numberS (e forse cambiava anche altro nella frase)

Sturm
13th May 2013, 20:22
:dumb:

Jesper
14th May 2013, 09:06
:dumb:


ahahahahah

:lol:


Ok ciurma, la risposta è piuttosto convoluta, sopratutto perchè a volte Joe beve e non si ricorda cosa dice 2 paragrafi dopo. La risposta "corretta" è sbagliata <.<

La risposta che vuole è in realtà molto più semplice: come calcolato da Rise è "Quindi i loyal servants sono 10."

Pare che Joe si sia semplicemente scordato di aver aggiunto altre 4-5 righe all'enigma :lol:

Io sarei per darvela buona, visto che comunque la risposta è stata data. Se non siete d'accordo, ditemelo che rewindiamo!



Upon hearing you utter the correct solution to her riddle, Shamath recoils in horror. You have beaten her challenge and the humiliation she feels cuts her as sharply as any sword.

She begins to whimper. Then, quite suddenly, a geyser of flame shoots from the floor and engulfs her wormlike body. You watch with disbelief as the tendrilled flesh blackens and flakes away in a matter of seconds, to leave nothing but a coiled heap of glowing cinders.

Turn to 261.




The blazing cavern walls grow dim, and shimmering waves of the crimson light begin to sweep across the floor towards the crystal dais. Suddenly Shamath reappears in her female form at the base of the dais. In front of her booted legs there stand a dozen powerful warriors, armoured and helmeted as if for war, but their stern faces have no eyes and their mouths have no lips. Behind her, a score of new attendants emerge from the shadows carrying large pieces of shiny black armour. She begins to strap this armour to her limbs and, by the sluggishness of her movements, you can tell that she must have been weakened by your earlier conflict.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/ill16.png
Illustration XVI—Suddenly Shamath appears in her female form at the base of the dais.

With a single word she commands the warriors to attack you. They raise their short swords and come marching slowly forwards, their movements stiff and machine-like. Beyond their advancing line you catch sight of the Deathstaff still lying near the base of the dais, and a bold plan springs to mind. If you could evade the oncoming line of automatons, you could reach the dais. Then you would be able to take the Deathstaff and enter the Shadow Gate before Shamath recovers her strength.

Turn to 171.


Ok il piano è semplice: evitare i soldatini, prendere la Deathstaff, fuggire tramite lo shadow gate :nod:



Inspired by your plan, you run towards the advancing line of automatons, taking care to keep a watchful eye on Demoness Shamath, and your goal—the distant Deathstaff.

Pick a number from the Random Number Table.

If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Pathsmanship, add 1. If you possess Telegnosis, add 1. Also, for every level of Kai Mastery you have attained above the rank of Kai Grand Defender, add 1.

If your total score is now 5 or less, turn to 334.

If it is 6 or more, turn to 34.


Abbiamo +5 al roll, quindi failiamo solo con 0!

Roll...4!



Swiftly you sidestep the oncoming wave of automatons and leave them hacking uselessly at the air with their swords. The Demoness is putting on an armoured breastplate of varnished black steel, and she is kneeling to allow her attendants to fasten the straps. They are clumsy, and she is distracted and does not see you approaching dangerously close to the dais and the Deathstaff until it is too late. You grab the staff’s cold, metallic haft and instantly you feel the terrible power that is locked within its core.

If you possess Helshezag—the sword of Darklord Kraagenskûl, and you wish to use it, turn to 94.

If you do not possess this Special Item or do not wish to use it, turn to 225.


Che si fa :D?

Rise-the-Sky
14th May 2013, 09:23
Visto che questa non l'abbiamo ancora distrutta...usiamola.

Bortas
14th May 2013, 09:44
Usiamo Spadaeldiavoloooooooo!!!

Ladro di anime
14th May 2013, 10:13
Visto il risultato in questo caso la possibilità o meno di usare l'arma non può essere data.

Jesper
14th May 2013, 10:44
Visto il risultato in questo caso la possibilità o meno di usare l'arma non può essere data.



ero certo dell'esito del voto lol :D Non ricordavo i danni, però.




There is a thunderous crack! as a bolt of white lightning leaps from the Deathstaff and connects with the hilt of Helshezag. You feel an agonizing pain wrack your body from skull to toe: lose 5 ENDURANCE points. Then, with a breathtaking suddenness, the pain ceases.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/small6.png

You open your eyes and look down, and to your astonishment you see the scorched remains of Helshezag lying at the foot of the dais, the sword obliterated by the power of the Deathstaff (erase Helshezag from your Special Items list).

To continue, turn to 318.


:saddest:



You step back from the glowing remains of Helshezag and feel yourself sagging beneath the unnatural weight of the Deathstaff. The sound of the bolt attracts Shamath’s attention and she spins around to stare at you, sending her attendants flying in all directions. Then she screams with unholy anger and the noise of her wrath lifts you bodily and sends you skidding across the floor.

Desperately you fight to maintain your grip on the Deathstaff as the furious Demoness gets to her feet. She comes striding towards you, bolts of energy darting from her fingertips to rip open the ground as you stumble away towards the yawning black tunnel. The deafening shriek of her voice rings in your ears as you clutch the Deathstaff to your chest and leap head-first into the oblivion of the Shadow Gate.

Turn to 270.


SEE YOU, BITCH!



The screaming winds of the abyss rip and tear at you unmercifully as you are sucked through the heart of this whirling black vortex. All the while you cling to the Deathstaff, although its chill touch is far colder than even the frigid gales of the void and it drains you of warmth like some evil vampire (lose 5 ENDURANCE points).

Turn to 345.


More random damage!



Time passes and you sense flashing motes of light streaking past your closed eyes, and faint far away sounds come dimly to your ears through the howling wind. Then, as suddenly as it began, the sensation of falling ceases and you feel yourself lurching forwards onto wet, rocky soil. Rain spatters your face and, when you open your eyes, you see that you have returned to Magnamund…and to terrible danger.

‘Kill him!’ It is the voice of Arch Druid Cadak. You have emerged from the Shadow Gate and now you lie on the ground between the great shimmering arch and Cadak’s crystal dais. You have only just found your feet when a growling horde of vengeful acolytes close in upon you, eager to fulfil their leader’s wish.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/ill20.png
Illustration XX—A growling horde of vengeful acolytes close in upon you.

Acolytes of Vashna: COMBAT SKILL 40 ENDURANCE 45

If you choose to use the Deathstaff as your weapon during this fight, you may add 10 to your COMBAT SKILL.

If you win the combat (using the Deathstaff), turn to 26.

If you win the combat (without using the Deathstaff), turn to 324.


Vogliamo usare la Deathstaff? O ci affidiamo alla Sommerswerd? :D

************************************************** ***********************
Lupo Solitario, Sun Lord

CS: 42 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +3 Levelup)
--> 46 (con +4 Mindblast)
--> 50 (con +8 Kai-Surge)

EP: 27/44 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +6 Levelup)

Discipline Grand Master
- Grand Huntmastery
- Grand Pathmanship
- Kai-Alchemy
- Kai-Surge
- Kai-Screen
- Magi-Magic
- Telegnosis

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Signet Ring, Brass Key, Spyglass, Ruby Ring

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), Statuette of Zagarna, Green Key, Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali), Black Amulet, Deathstaff
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 39 Corone, 60 Kika (10=1C), 20 Lune (4=1C)

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: XII
- 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)
- Sparati da un vecchio storpio (Libro XV)
************************************************** ******

Bortas
14th May 2013, 10:49
Bastoniamoli con la staffa la roba nuova va provata.

Rise-the-Sky
14th May 2013, 10:51
Famoli secchi con la nostra fida spada, sta staffa per me era il dildo preferito di Shamath , non mi pare il caso di usarlo.

Sturm
14th May 2013, 10:52
Bastonate sul culo!

Lupoazzurro
14th May 2013, 11:10
SPADADIDDIOOOO sempre e comunque

Jesper
14th May 2013, 11:41
2 a 2 :D

Il prossimo voto, anche se duplicato, decide!

Rise-the-Sky
14th May 2013, 11:50
SPADADIDDIO WIn

Dildo del male lose

Jesper
14th May 2013, 12:17
Ok usiamo la Sommerswerd!

COMBAT RATING: +10 (con Kai-Surge)

Roll...9 :metal:
Lupo Solitario -0 (-1)(26)
Acolytes of Vashna INSTAKILLATI!



The few acolytes who survive the fight count themselves lucky and flee for their lives. ‘Fools!’ screams Cadak, at his routing acolytes. ‘Must I do everything myself!’

With these words he bangs the tip of his staff three times against the floor of the dais and a gout of crackling energy arcs through the rain-laden air towards you. Instinctively, you raise the Deathstaff and catch the arcing bolt on its haft. There is a flash of sparks; then the crackling energy flickers and disappears.

Cadak curses loudly and promises that you are about to die, but for all his bravado you sense that he is scared. He recognizes the Deathstaff for what it is and he fears that, in your hands, it could lay waste to all his meticulous plans. The aged druid looks to the stormy clouds and screams a command to the circling Vortexi to help him finish you once and for all.

Turn to 65.


Vortexi? Sembra il nome di un'aspirapolvere :nod:



The howling phantoms come swirling out of the storm. They encircle the great shimmering arch in a long, unbroken chain, and then, one by one, they peel away to dive at the place where you are standing.

Your Kai instincts inform you that the Deathstaff possesses the power to repel these psychic phantoms, if you have the courage to use it. You also sense that there will inevitably be a price to pay if you use a weapon forged by the King of all Darkness.

If you wish to use the Deathstaff, turn to 263.

If you decide not to use this weapon, turn to 83.


Cosa facciamo ora :D?

Bortas
14th May 2013, 12:26
Aridaje, via mo usiamolo sto bastone, altrimenti cassonetto del riciclo...

Rise-the-Sky
14th May 2013, 12:39
No al dildo demoniaco. Ci avvderte pure che a usarlo ci sarebbe un prezzo da pagare e la nostra verginità anale ci sta a cuore.
Abbiamo la spada del sole e i poteri di difesa mentale..sti stronzi di fantasmi possono andare a cercare qualcun'altro da inculare.

Sturm
14th May 2013, 12:52
Io invece sono curioso,bastoniamo abbestia! Bastonediddioooh!

Jesper
14th May 2013, 14:19
Dildo mortale go!



Guided by your Kai instincts, you raise the Deathstaff and whirl it around your head—once, twice, three times…

An ominous hum radiates from its haft. There is a crackle of static electricity and the damp air seethes with restrained, undischarged power. A thread of mist issues from the staff’s tip and builds rapidly into a spinning cyclone that ensnares the Vortexi and prevents them from reaching you. In desperation, you sense them pooling their immense psychic energies in an attempt to break out of this whirling prison and attack you.

Pick a number from the Random Number Table.

If you possess Kai-surge, add 4 to this number. If you possess Kai-screen, add 2. If you possess Assimilance, add 1.

Also, if your current ENDURANCE points total is 18 or more, add 1; if your current ENDURANCE points total is 17 or less, deduct 1.

If your total score is now 3 or less, turn to 206.

If it is 4–8, turn to 305.

If it is 9 or more, turn to 138.


Abbiamo +7 al Roll!

Roll...6!



You wield the Deathstaff with strength and confidence. The whirling cyclone ruins the Vortexi attack and bleeds them of their psychic powers, rendering them harmless.

However, by using the Deathstaff to accomplish this, you have left yourself vulnerable to its insidious power: lose 3 ENDURANCE points.

Make the necessary adjustments to your Action Chart and turn to 46.


Beh dai, poteva andare molto peggio...



You have destroyed the power of the Vortexi horde. They shrink and fade, and their faint, wispy remains are whipped up and dispersed by the winds of the raging storm. For a few moments there is a break in the roiling clouds and a few rays of sunlight burst through to bathe you in a warm, yellow glow. This warmth greatly invigorates your body and your mind: restore your ENDURANCE points score to its original level.

To continue, turn to 29.


Fuck yeah, Full Health pill!



Gradually, the clouds knit together and shut out the sun, and once again you are plunged into the teeth of the storm. You hear a low scream carried on the wind and turn to see Cadak, blazing with anger, come striding down from his crystal dais, wielding his staff like a fiery lance. He approaches to within twenty paces and bangs the butt down twice upon the rain-drenched earth. On the second strike, an umbrella of spectral light explodes overhead and falls to earth to encompass you both.

‘Nothing can stop the arrival of Shamath!’ screams Cadak, his eyes bright with madness. ‘You have delayed her, Lone Wolf, that is all. You have not stopped her. Soon she will set foot upon the soil of Magnamund and Lord Vashna will have his revenge!’

You scan the flickering walls of this rainbow-coloured prison of light, searching for a chink in its armour through which you can escape.

‘You will not escape this time!’ shouts Cadak, as if he has been reading your mind. ‘Not while I am alive!’

If you possess the Sommerswerd and you wish to use it, turn to 135.

If you wish to attack Arch Druid Cadak using the Deathstaff, turn to 213.

If you wish to attack Cadak with a Bow and Arrow, turn to 109.

If you wish to do none of the above, turn to 252.


Mmm...che faremo ora :D?

Rise-the-Sky
14th May 2013, 14:36
Usiamo la SpadaDIDDDDDIO .
Finalmente mettiamo le mani sul nostro arcinemico dopo 3(?) libri, dobbiamo usare la nostra arma più iconografica.

Lupoazzurro
14th May 2013, 14:46
E infiliamogli la sommerswerd nella sua entrata posteriore una buona volta!

Bortas
14th May 2013, 15:07
http://upload.wikimedia.org/wikipedia/it/thumb/3/37/He-Man.jpg/280px-He-Man.jpg Spadadiddio

Sturm
14th May 2013, 15:32
Spadadiddiooooh in azioneeeeh!

Jesper
14th May 2013, 15:37
You draw the Sommerswerd from its scabbard and point it accusingly at the Arch Druid, expecting him to wither in the face of its goodly light. But the blade does not glow as radiantly as before: it is as if its powers are being subdued by Cadak’s spectral prison.

With loathing in your heart, you advance upon your despised enemy. He weaves his hands before his face and his image fades. He is using a spell of invisibility but it does not keep him entirely hidden: you can still see the outline of his staff and his body flickering as he moves against the background wall of light.

Arch Druid Cadak: COMBAT SKILL 50 ENDURANCE 35

Arch Druid Cadak is immune to Mindblast and Psi-surge, but he is vulnerable to Kai-surge.

If you win this combat, turn to 298.


Ok, Cadak è piuttosto badass, ma non ha molti EP. La nostra Combat Rating attualmente è +0, ma siamo full vita e (credo) abbiamo ancora IP. Se mena!

Roll...8 :metal:
Lupo Solitario -0 (-1)(43)
Arch Druid Cadak -10 (25)

Roll...2 :(
Lupo Solitario -4 (-1)(38)
Arch Druid Cadak -4 (21)

Roll...4
Lupo Solitario -3 (-1)(34)
Arch Druid Cadak -6 (15)

Roll...8 :metal:
Lupo Solitario -0 (-1)(33)
Arch Druid Cadak -10 (5)

Roll...4
Lupo Solitario -3 (-1)(30)
Arch Druid Cadak -6 (morto!)

Vecchio dimmerda!! :oldmetal:



As you strike your killing blow, Cadak shudders and crashes to the ground, clutching his staff tightly to his chest. He finds just enough strength to utter a dying curse; then, before your disbelieving eyes, his body slowly disintegrates. The skin is quickly criss-crossed by thousands of wrinkles, and the drying flesh falls from his skull, leaving it bare boned with a tattered layer of leathery skin stretched over it. Then, in the next instant his body collapses into naked bone. His staff breaks into chalky chunks and, finally, bone and staff blacken and fall away to dust.

Turn to 72.

Forse l'abbiamo menato troppo forte :nod:



The umbrella of light quickly fades to leave you standing in a torrential rain-storm, close to the base of the crystal dais. Through the downpour, you can see that the acolytes are slowly returning. They are anxious for the safety of their leader and hungry for the successful summoning of their banished lord.

Despite the chill, you tighten your grip on the icy cold Deathstaff and climb the tiers to the top of the dais. You sense that the crystal dais commands the opening and closing of the Shadow Gate, and you know you must try to close the gate before Shamath appears. In frustration, you raise the Deathstaff and bring it crashing down upon the floor of the upper tier, but it does little damage. It could take forever to destroy the dais this way.

Then a wave of electrical energy crackles around the rim of the great arch and your blood runs cold, for you know that in a dim and distant cavern upon the Plane of Darkness, the Demoness Shamath has just stepped into a Shadow Gate. Her journey to Magnamund has begun!

Turn to 164.


FUCK! Questo potrebbe essere un problema...



Galvanized into action by the fear of what will happen should the Demoness be allowed entry to this world, you cast your eyes and Kai senses across the symbols which are engraved upon the crystal surface of the uppermost tier. Then, in a sudden flash of inspiration, you realize that the symbols themselves are the key to the activation of the Shadow Gate.

You study the symbols and determine that a sequence must be completed in order for you to be able to close the Shadow Gate.

Study the following grid of numbers carefully. When you think you know the missing number, turn to the entry which bears the same number as your answer.13


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/small13.png

If you cannot solve the problem, turn to 235.


Riusciremo a fermare gli Occulti Supersovrani dell'Universo :D?

http://www.i400calci.com/wp-content/uploads/2010/05/osdu.jpg

Bortas
14th May 2013, 16:24
io la butto li secondo me è 9, se il primo rigo fa 26 e il terzo rigo fa 32 la media è 29, quindi il numero mancante potrebbe essere 9, mi è sembrata la relazione più logica, così al volo, lasciando perdere moltiplicazioni e divisioni.

Jesper
15th May 2013, 12:38
Allora ragazzuoli, oggi parto per le ferie per 1 settimana :D

C'è caso che riesca a updatare ogni tanto, ma gli update riprenderanno al ritmo usuale giovedì prossimo!

(nel mentre avete tempo per provare a risolvere l'enigma :nod:)

Sturm
15th May 2013, 13:05
Io io io ho la soluzione :
:dumb:

Jesper
23rd May 2013, 10:50
Eccomi di ritorno :D

Speriamo che Bortas ci abbia preso, perchè altrimenti siamo nella cacca <.<



With weapon in hand, you climb out of the window. You are expecting the archer to attack you the moment you appear, but the balcony is deserted: he has disappeared. Then your keen eyes catch a glimpse of movement on the roof of a building opposite. It is the archer. He has leapt the narrow street from the rail of the balcony and he is now making his escape across the rooftops of the north quarter.

With the grace of a springing panther, you leap from the balcony and land on the roof opposite. Without breaking your stride, you set off after the fleeing assassin and pursue him to the edge of a flat-topped warehouse at the end of Tavern Lane. Here a plank of wood had been laid down to span the gap of ten yards to the rooftop opposite. The man makes a sure-footed escape across the plank, and then kicks it away to prevent you from following him.

If you are determined to follow him and wish to try to leap across the gap, turn to 42.

If you do not wish to make the jump, turn to 191.


:saddest:

Nove non era la risposta esatta!

La risposta corretta era *EDIT*




our first attempt at deciphering the secret of the crystal dais was not successful and a new sequence of numbers materializes upon the surface of the upper tier.

This time the sequence appears to be harder. Now you will need to bring to bear all your Kai skill and intelligence if you are to break the code and close the Shadow Gate in time. Or will you be defeated by your old enemy, Arch Druid Cadak, even after his death?

Study the following grid of numbers carefully. When you think you know the missing number, turn to the entry which bears the same number as your answer.15


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/small14.png

If you cannot solve the problem, turn to 141.


Ok ciurma, abbiamo un'altra possibilità! Il metodo di soluzione dell'enigma è lo stesso, ma i numeri sono tutti diversi. Ce la faremo questa volta :D? Non credo ci convenga andare al 141... :nod:

Kaluisurrr
23rd May 2013, 10:56
settordicimila

Rise-the-Sky
23rd May 2013, 10:59
La soluzione non è la stessa... solo il metodo per trovarlo è lo stesso. Io però me lo ricordo ancora da quando avevo giocato all'epoca il libro per quello non ho risposto (rispetto agli standar di LW questo quesito era di una bastardaggine insensata).

Metto la risposta precedente così per dare un aiutino ai valori compagni che volessero cimentarsi nel trovare la combo

6

Jesper
23rd May 2013, 11:06
Ho editato il post di prima perchè per come avevo scritto faceva casino :D

Effettivamente Cadak era un membro del Mensa di Magnamund, considerando gli enigmi medi di LW...

Defender
23rd May 2013, 14:58
Tornato pure io da New York :D

La risposta per me é 6

La somma dei primi 3 numeri di ogni riga dev'essere uguale a quella degli ultimi 2


...forse :look:

Rise-the-Sky
23rd May 2013, 15:04
La soluzione non è la stessa... solo il metodo per trovarlo è lo stesso. Io però me lo ricordo ancora da quando avevo giocato all'epoca il libro per quello non ho risposto (rispetto agli standar di LW questo quesito era di una bastardaggine insensata).

Metto la risposta precedente così per dare un aiutino ai valori compagni che volessero cimentarsi nel trovare la combo

6

Rise-the-Sky
23rd May 2013, 15:05
Altro aiutino..

la risposta cercata ora è un numero a 3 cifre



dai tiriamoci fuori da sto stallo di merda..qualcuno rispondaaaaaa

EDIT: ma che cazzo perchè mi ha postato il post di stamattina pure O_o

Jesper
23rd May 2013, 15:11
Il forum ha deciso che era da un po' che nessuno postava e ti ha replicato il post lol :D

Sturm
23rd May 2013, 15:51
E' tutto il giorno che ci penso credo di avere la soluzione anche se mi pare na stronzata,ma pare che torna:

dunque la somma dei primi 3 numeri della prima colonna e quella degli ultimi 2 della stessa è uguale:

Prima colonna :23+41+55=119 e 88+31=119

Terza colonna: 141+192+220=553 e 216+337=553

Quindi la soluzione corretta è : 129+135-(86+68)= 110

Dopo questa,qualunque mia scelta futura sarà ---> :dumb:

Bortas
23rd May 2013, 15:54
seguendo l'int di Deffo il numero è 110 che è quello che manca ai primi due per raggiungere la somma degli ultimi 2 che è 264

Si cmq enigma der cazzo...

Jesper
23rd May 2013, 17:22
Sarà la risposta giusta???



The instant you correctly complete the second sequence, a deep hum resonates from inside the upper tier and slowly it opens to reveal a hexagonal crystal plinth with a circular hole at its centre. Your Kai senses inform you that by inserting the tip of the Deathstaff into the hole, you will cause the Shadow Gate beneath the great arch to close.


http://www.projectaon.org/en/xhtml-less-simple/lw/16tlov/small6.png

Trembling with fear and exhilaration, you raise the Deathstaff above your head and bring it down with one mighty thrust, driving it deep into the hole.

Turn to 246.


:metal:



A shudder runs through the dais and fingers of green electrical fire shoot from the tip of the Deathstaff into the ground below. There is a moment of dreadful silence when even the storm and the rain abate; then the air shakes with a terrific implosion as the great shimmering arch collapses inwards and slowly disintegrates. Sparkling sheets of energy buckle and fuse as segments of the arch fall to the ground, crushing everything beneath, rock and man. For an instant you catch a glimpse of a huge booted foot stepping through a silvery sheet of energy and you tremble at the thought of what will happen next, for you recognize only too well to whom the foot belongs. But in the very next instant the keystone of the arch falls away and, with a grating cry of tortured rock, the whole edifice comes crashing to the ground.

Then, as if from nowhere, a raging whirlwind arises in mid-air, at the centre of where the arch stood. This whirling vortex quickly builds in power until it is sucking everything into its spinning black core. Screaming acolytes tumble past and disappear into its maw as you desperately hang on to the dais to stop yourself from being sucked to your doom.

Pick a number from the Random Number Table.

If your current ENDURANCE points score is 14 or higher, add 2 to the number you picked.

If your current ENDURANCE points score is 13 or lower, deduct 1 from the number you picked.

If you possess Kai-alchemy and have attained the Kai rank of Sun Knight or higher, add 5 to the number you picked.

If your total score is now 4 or less, turn to 313.

If it is 5 or more, turn to 350.


La sempre utile Kai-Alchemy ci da un +5 e quindi successo automatico!




Suddenly, the raging winds cease and you fall unconscious to the floor of the dais. When you awaken you discover that you are entirely alone. The collapse of the Shadow Gate and the whirlwind which followed have consumed everything, save yourself and the crystal dais: no acolytes, no trace of the grand archway, no Deathstaff, not even the storms remain. Virtually all trace of Cadak’s evil plan has been wiped from the surface of your world.

Congratulations, Grand Master Lone Wolf. You have triumphed. You have defeated the plan to resurrect Vashna and saved Magnamund from his rule of terror. But the fight against Evil is not yet over. The collapsing Shadow Gate destroyed everything it consumed…everything, that is, with one exception. That exception returns to haunt you in the next Grand Master adventure, entitled:

The Deathlord of Ixia

Fuck yeah! :metal:

E si: l'ultimo boss di questo libro era LA MATEMATICA :nod:

Un po' di tempo per il GIOCO DEL SE FOSSE e poi si passa al prossimo libro!

Defender
23rd May 2013, 18:01
Ehm chiedo scusa, mi sono accorto ora che tapatalk ha sbarellato e non mi faceva leggere tutti i post.. Di conseguenza quando ho postato ero convinto di rispondere la primo quesito..

Poi visto che non capivo le risposte successive ho usato il browser per visualizzare tutto e ho visto che c'era altra roba. Cnq avevo ragione era 6! :D

Per il SE FOSSE, cosa succedeva se avessimo avuto il Dagger of Vashna invece di averlo rotto per aprire una serratura arrugginita? :p

E se non avessimo saputo rispondere all'ultimo quesito?

Jesper
23rd May 2013, 18:13
cosa succedeva se avessimo avuto il Dagger of Vashna invece di averlo rotto per aprire una serratura arrugginita?

Che lo infilavamo nel muro e si spaccava (sia il Dagger che il muro) :saddest:


E se non avessimo saputo rispondere all'ultimo quesito?

Instadeat <.<

Sturm
24th May 2013, 08:28
che succedeva se acchiappavamo il ninja nella taverna?

al 243 come cambiava la situazione se avevamo il runic disc? E se sceglievamo l'ultima opzione?

Jesper
24th May 2013, 10:40
che succedeva se acchiappavamo il ninja nella taverna?


Se facevamo il salto, arrivavano altri 3 ninja e ci immobilizzavano con dei tentacoli magici e fuggivano :nod: Però si dimenticavano il disco runico per terra


al 243 come cambiava la situazione se avevamo il runic disc? E se sceglievamo l'ultima opzione?


Se avevamo il disco ci riconosceva come una assassino della Gilda di Rhem, i ninja che per l'appunto droppavano il disco. Se lo ignoravamo ci afferrava con rabbia e vedeva i nostri vestiti; potevamo usare Kai Alchemy per charmarlo, Magi Magic per buttarlo fuori bordo con Invisible Fist (GLOAR!), oppure buttarlo fuori bordo a mano (con un 50% di instadeath).

Rise-the-Sky
24th May 2013, 10:57
In pratica voleva fare una pulizia delle armi magiche...per fortuna si è dimenticato del nostro fido ARCODIDDIO!

Jesper
24th May 2013, 11:11
Gia :D

Il nuovo thread è up! QUI (http://www.wayne2k1.com/showthread.php?t=109011&p=1954731#post1954731)