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View Full Version : [LUPO SOLITARIO] Libro XVII: The Deathlord of Ixia



Jesper
24th May 2013, 11:10
LIBRO 17, SERIE GRAND MASTER: THE DEATHLORD OF IXIA
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Una copertina decente? Che è mai successo? :D



You are Lone Wolf—Kai Grand Master of Sommerlund. Far away to the west lies the peninsula of Ixia. It is an icy, desolate wasteland that for 10,000 years has been the domain of Lord Ixiataaga—Masterlord of the Dead. Here he reigns supreme over a horde of lost souls, an undead populace condemned to an eternity in his service.

In The Deathlord of Ixia, you must journey to the forbidden city of Xaagon—the seat of Lord Ixiataaga’s dark power—and confront him in a life-or-death battle which will test your Grand Master abilities to the limit. Will you overcome and defeat this terrifying entity? Or will you fall victim to his undead legions and the terrible new power they wield?


Abbiamo accoppato l'Arcidruido Cadak in The Legacy of Vashna (http://www.wayne2k1.com/showthread.php?t=108894)...è ora di andare a Xaagare a Xaagon!

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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, twenty-seven years 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 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. Their commanders exploited the chaos skilfully 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 established. 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 the training of the Second Order recruits. Your efforts were soon rewarded for 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. The Kai Masters rose to their newfound responsibilities readily, 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.

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

Already your newfound skills have been tested against Naar’s agents and you have, on each occasion, acquitted yourself admirably. But your continuing victories against his minions have enraged the Dark God and inflamed his lust for vengeance. Earlier this year you thwarted Naar’s plans to revive Vashna, the greatest of all the Darklords, whose spirit is trapped deep within the fathomless reaches of the Maakengorge—the Chasm of Doom. Vashna’s spirit has remained there in uneasy entombment ever since the day, long ago, when he and his army were defeated in battle by King Ulnar I of Sommerlund. Your brave and courageous actions prevented Naar’s agents from summoning to Magnamund a Demoness named Shamath from the Plane of Darkness. This supernatural creature possessed the Deathstaff—an artefact of great evil forged by Naar himself—with which she could have resurrected Vashna and his army from the Maakengorge. Yet your timely intervention destroyed the Shadow Gate through which she was travelling, and by so doing, you imprisoned the Demoness Shamath in the limbo which exists between your world and the Plane of Darkness.

Confident in the belief that you had saved Magnamund from the Demoness and the Deathstaff, you returned triumphantly to Sommerlund. Several months later, however, as the year was drawing to a close, Lord Rimoah came unexpectedly to the Kai Monastery seeking an urgent audience. With growing dismay you listened as he relayed ill news—the Deathstaff had reappeared in Magnamund. The threat to the peace of your fragile world was greater now than ever before.

‘When you destroyed the Shadow Gate at Maakengorge, Grand Master,’ said Lord Rimoah, as the two of you discussed the matter in the secure privacy of your vault below the Kai Monastery, ‘you banished Shamath to the void, hopefully for all eternity. Yet, alas, the weapon she possessed did not go with her. Naar’s accursed Deathstaff has since returned to this world through another Shadow Gate, one that lies far away to the west, on a remote and icy peninsula that is called Ixia.’

‘My lord, do you wish me to go to Ixia—to find and destroy the Deathstaff before another of Naar’s agents can use it against us? Is this why you have come seeking my help?’ you replied, expecting Rimoah to affirm your assumption.

‘Partly so, my lord,’ he said, holding you with his steel-grey eyes, ‘but I fear that already it has fallen into the hands of an enemy—and one who is deadlier than even the Demoness Shamath. What do you know of the Deathlord of Ixia?’

You faintly remembered having heard this name before but were unable to recall any detail. Lord Rimoah, seeing that you were unable to give an answer, obliged with an impromptu history lesson:

‘The Deathlord of Ixia was once lieutenant to Agarash the Damned—the most powerful of all Naar’s champions of evil,’ said Rimoah, his head bowed as he paced the granite floor of your vault. ‘During the Age of Eternal Night he conquered much of Northern Magnamund, including the realm of Ixia which was once a rich and very fertile land. He destroyed the native Ixians, transforming them into a legion of undead servants under his command. Many centuries later, when my ancestors defeated Agarash during the Age of War, they magically imprisoned the weakened Deathlord in a secret tomb within the dread city of Xaagon, near to the southern coast of Ixia. For thousands of years his tomb lay undisturbed until the first of the Drakkarim appeared on Magnamund. They entered Xaagon and found the Deathlord’s tomb—yet legend has it that none of them escaped Ixia alive. Perhaps they, too, serve him now. During the Age of the Black Moon, the Darklords conquered all of the territories surrounding Ixia yet they chose to avoid setting foot in the Deathlord’s realm. Mindful of his origins, they feared that if he were released from his sorcerous prison he would seek to dominate and destroy them.’

‘My lord, are you telling me that the Deathlord of Ixia is now free of this prison and in possession of the Deathstaff?’ you asked, fearing Lord Rimoah’s reply.

‘Yes, Grand Master. I’m afraid that is exactly the situation which confronts us. Since the passing of the last moon, I and others of the High Council of the Elder Magi have detected a great imbalance between the forces of Good and Evil in our world. By ill chance or by Naar’s design, the Deathstaff has fallen into the hands of Ixiataaga. Once again the Deathlord is free to indulge his unholy and insatiable appetite for living beings. Already we have heard reports from Lencian fishermen which tell of the destruction of remote Drakkarim settlements around the Gulf of Konkor, and there are even claims of a “death fleet” having been sighted in the waters of the Shakoz Bight. Yes, Grand Master, the Deathlord is free to roam the face of Magnamund once more, and I fear he will not stop until every living creature is enslaved to him in undeath.’

For hours, you and your trusted advisor deliberated over what could be done to prevent this unspeakable disaster from befalling Magnamund. You considered a muster of the Freeland armies and an immediate attack upon Ixia, but such a plan simply could not be executed. The peninsula of Ixia is far too remote and desolate a territory to be reached by any Freeland army on foot, and, with winter already so far advanced, any ship-borne invasion would be doomed to fail. Time was also against you. The Deathlord had to be stopped as quickly as possible before he could unleash an army of undead upon Magnamund, an unkillable army that would grow larger with every battle it fought against the living.

‘Only I can stop this,’ you said, voicing your thoughts.

‘Yes, Grand Master. Only you,’ replied Rimoah quietly.

After a few moments’ silence, Rimoah continued, ‘In expectation of your decision, preparations have already been made for your journey, Grand Master. I trust this doesn’t offend you?’

You smiled your consent.

‘Good. Then I shall call upon Guildmaster Banedon—he knows of the Deathlord’s rise and he has offered his ship Skyrider to hasten your journey westwards. He will tell you more about Ixia and how you will be conveyed there. Godspeed, Grand Master. I shall pray to Kai and Ishir to watch over you on this fateful mission.’


TL;DR: Quando abbiamo bloccato l'arrivo di Shamath, grazie al mistico potere dei "Plot Device", la Deathstaff è finita in un altro shadow gate...e nelle mani del titolare del libro: il Deathlord of Ixia. E' ora di andare a bastonare anche lui.

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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!





In Rossoquelle che gia abbiamo!

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.





Sun Thane

If you are a Grand Master who has reached the rank of Sun Thane (8 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Animal Mastery
Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command, but most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.

Deliverance
Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.

Grand Huntmastery
Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.

Grand Pathsmanship
Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected, and the duration of effect, both increase as a Grand Master rises in rank.

Kai-screen
Sun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.

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

Slow Fall—By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
Breathe Water—Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.


A voi la scelta! :D

Rise-the-Sky
24th May 2013, 11:13
Prendiamo assolutamente Weaponsmastery almeno l'ARCODIDDIO tornerà a punire come è lecito supporsi da cotanta arma.

Bortas
24th May 2013, 11:17
Mettiamo sto assimilance... E spacchiamo il culo al super deathlord of ixia.

Ps: potresti anche depennare dalla lista o marcare magari scrivendole in rosso le discipline che già abbiamo così uno sceglie in relax.

Sturm
24th May 2013, 11:54
Mah direi weapon mastery anche io :nod: che l'arcodiddioh risorga!

Jesper
24th May 2013, 12:05
Ps: potresti anche depennare dalla lista o marcare magari scrivendole in rosso le discipline che già abbiamo così uno sceglie in relax.

Giusto :D Fatto!

Kaluisurrr
24th May 2013, 12:17
prendiamo deliverance, non ce l'ha mai chiesta fino ad ora come minimo adesso joe si ricorderà di questa disciplina

Lupoazzurro
24th May 2013, 12:28
Deliverance! Voglio vedere i Kai-esorcismi!

Defender
24th May 2013, 12:35
Ci vuole l'Esorciccio! Che Deliverance sia!

Jesper
24th May 2013, 15:19
E con una risicata maggioranza, la prossima disciplina è Deliverance (http://www.youtube.com/watch?v=D-PaT0Bgj-Y)!

Si parte! (solita cosa dell'equip: refilliamo frecce, prendiamo Laumpspur e Meal(s)!)



Lord Rimoah removes a sphere of crystal from a pocket of his robe and holds it up to the lantern light. It is filled with a swirling grey mist. Softly he murmurs the words of an ancient spell and the mist clears to reveal the anxious face of your friend—Guildmaster Banedon. Rimoah speaks briefly to Banedon’s image, requesting that he come to the Monastery at once.

I will be with you within the hour, says the voice of Banedon, a whisper in your mind.

Your friend is in Toran, sixty miles to the north, yet he holds true to his word. In less than an hour he arrives at the Monastery aboard Skyrider—his sleek flying ship. Two excited young Kai Aspirants bring word of his arrival to the vault and you respond by making your way swiftly to the surface. Banedon’s Skyrider is hovering above the training park, the hum of its magical engine amplified by the surrounding walls and battlements. It is dusk on this wintry evening and a shower of feathery snow is illuminated by the craft’s lanterns. A rope ladder hangs from the bow rail to the frost-hardened earth.

‘Go aboard, Grand Master,’ urges Rimoah. ‘Banedon will advise you and provide you with what you’ll be needing. I shall stay here and pray for your safe return.’

You bid a hasty farewell to your mentor before climbing the dangling rope ladder with the legendary speed and grace that sets you apart from lesser warriors. Banedon is waiting as you haul yourself aboard. He greets you with a glad smile, yet his face cannot hide his deep concern for what may await you in Ixia. You wave a final farewell to Lord Rimoah; then you retreat to the warmth of Banedon’s cabin as the Skyrider glides over the Monastery’s southern wall and ascends into the leaden sky.

Your friend Banedon has already set a course for Vadera, the principal city of Lencia, a destination which is more than a full day’s flight west of Sommerlund. Were this not the first stage of a longer voyage to Ixia you would gladly welcome the chance to visit Vadera, for you have many friends there in the court of King Sarnac of Lencia.

During the flight, Banedon details the plans which have been made on your behalf. King Sarnac himself has promised his help; he will provide you with a boat and a pilot to sail you from Vadera to Azgad Island, a desolate Lencian outpost in the Tozaz Sea. On your arrival there you will be transferred to a Lencian ice-boat, a craft specially built to withstand the power of the treacherous pack-ice which clings to the Ixian shoreline at this time of the year.

‘The ice-boat will land you on the coast of Ixia, Lone Wolf,’ says Banedon, ‘and then it will wait at anchor for you to return upon the completion of your mission.’

‘How long will the ice-boat wait for me?’ you ask, apprehensively.

‘If you do not return within seven days, the pilot has orders to set sail for Vadera without you. The Tozaz in winter is a cruel and terrible sea—no ordinary man could hope to survive there for much longer than a week, no matter how strong his ship or plentiful his supplies. Which reminds me—if you are to survive your visit to Deathlord Ixiataaga’s frigid realm, you will be needing some special protection.’

If you possess a Platinum Amulet, turn to 166.

If you do not possess this Special Item, turn to 282.


Abbiamo l'Amuleto!



Banedon reaches for a small wooden box which lies half-buried on a shelf, amongst a clutter of scrolls and charts. As he does so, he is momentarily distracted by the Platinum Amulet which you wear on a cord around your neck. You notice the suddenly inquisitive look in his eye.

‘How did you come by that?’ he asks, as he stares fixedly at the amulet.

‘It was given to me by Gwynian—the Sage of Varetta. I’m sure its powers kept me safe from the perils of the Maakengorge. Tell me, my friend, have you heard of this sage?’

‘Oh yes,’ replies Banedon, thoughtfully, ‘I know Gwynian. If the amulet you wear was given to you by him then, perhaps, you do not need the special protection I had in mind after all.’

Banedon takes the small wooden box and hands it to you. Upon opening it you discover it contains a platinum amulet, almost identical to the one you are already wearing.

‘I see what you mean,’ you say, as you close the lid and return the box to Banedon.

Turn to 57.




Banedon tosses the box back onto the cluttered shelf and continues with his briefing. Having satisfied himself that you have adequate protection, he turns his attention to your weapons.

‘It concerns me greatly that so little is known of Xaagon—the Deathlord’s city. There is no way of knowing what unholy breed of creature awaits you there. It seems that you can be confident of only one thing, Lone Wolf: whoever or whatever inhabits that dreadful place will surely be hostile to your presence. If you are to defeat the Deathlord of Ixia and his minions, you will need a weapon of exceptional power—a weapon capable of destroying that which is already dead.’

If you possess the Sommerswerd, turn to 339.

If you do not possess this Special Item, turn to 220.


Ovviamente abbiamo la Sommerswerd :metal: ...



‘You need have no fear, Banedon,’ you reply, unsheathing the sun-sword, ‘for you know that I possess such a weapon—the Sommerswerd.’

Banedon stares at the shimmering golden blade and calmly nods his head. ‘Yes, Grand Master. Your divine sword is ideally crafted for the task, but you must use it with discretion. Unsheathed, the Sommerswerd radiates a powerful aura of goodness—in the darkness of Ixia, such power would be like a blazing beacon. It could readily alert the Deathlord to your presence.’

If you possess a Korlinium Scabbard, turn to 101.

If you do not possess this Special Item, turn to 194.


SI GIO', ABBIAMO GIOCATO TUTTI I LIBRI PRECEDENTI



You show Banedon your Korlinium Scabbard and tell him how you came by it. The seemingly plain belt and scabbard were given to you several years ago by Lord Rimoah, for a similar purpose—to conceal the power of the Sommerswerd from the Darklords of Helgedad.

‘I trust it will serve you just as well in Ixia,’ says Banedon, nodding his approval.

Turn to 22.


Sperem.



It is in the thirtieth hour of your air voyage that the Skyrider’s eagle-eyed lookout catches his first glimpse of Vadera. Word spreads quickly and a hubbub of excitement grips the dwarven crew as the flying ship draws ever closer to the fortified walls and turrets of the great northern Lencian port.

Skilfully Bo’sun Nolrim lands the Skyrider on the paved courtyard in front of the Vadera Citadel, which has been cleared of crowds in expectation of your arrival. Awaiting you is a party of stern-faced Vadera officials who, with a minimum of fuss, escort you and Banedon directly to the court of King Sarnac.

‘We are honoured to welcome you once again to our city, Grand Master,’ says the silver-haired King. ‘My only regret is the reason for your visit. I’d have hoped our meeting would have been in less ominous circumstances.’

Formally you acknowledge the King’s greeting; then you turn to face the elderly man who is standing beside the King’s throne. You recognized him as soon as you entered the King’s chamber—he is Lord Ardan, an Elder Magi from Dessi, one of Lord Rimoah’s countrymen.

‘Well met, my Lord,’ you say, and Ardan returns your greeting with a smile. Sadly, his smile soon fades when he says: ‘No doubt your able companion, Guildmaster Banedon, has told you of the rise of evil in Ixia. Dire news indeed, Grand Master, for it threatens our very existence, most especially the existence of our Lencian friends. If the Deathlord’s power is allowed to grow unchecked, Lencia will be the first Freeland state to suffer his wrath.’

‘I pledge to do all in my power to prevent such an outcome, my lord,’ you reply earnestly.

‘We have every faith in you, Lone Wolf,’ says King Sarnac, ‘and we shall help you accomplish your mission in whatever way we can.’ He signals to one of his silver-armoured bodyguards and the soldier leaves the chamber. He returns shortly in the company of another man, clad in the court uniform of a Guard Captain.

If you took part in the Battle of Cetza or have visited the city of Darke in any previous Lone Wolf adventures, turn to 305.

If you did not, turn to 129.


OMFG! Solo un'uomo può portare quei baffi...



You recognize the officer at once—it is your friend and former guide, Captain Prarg.

‘We meet again, Captain,’ you say, as you shake his hand gladly in friendship.

‘Aye, Grand Master. It is an honour to serve you once more.’

Turn to 83.


E' tornato :saddest:

Ora manca solo Paido...



King Sarnac dismisses his guardsmen before ushering you, Banedon, Lord Ardan, and Captain Prarg, into an adjoining antechamber. An oaken table commands the centre of this opulent room, upon which is spread a detailed map of northwestern Magnamund.

‘In response to Lord Ardan’s request, I have made provision for your journey to Ixia, Grand Master,’ says the King, as the five of you gather around the map table. ‘As we speak, a man-o’-war is standing by in Vadera harbour, awaiting my order to set sail. Captain Prarg will accompany you during the first part of your sea voyage to our outpost, which is here on Azgad Island.’ King Sarnac points to the map, indicating a remote island near to the Gulf of Konkor.

‘The garrison on Azgad Island is commanded by Captain Lanza. Word has been sent of your coming, and Lanza has a crew and an ice-boat ready to place at your disposal. They will transport you across the stormy Tozaz Sea and land you on the southern coast of Ixia. From there you must make your way on foot to the city of Xaagon, where you will find the Deathlord and his accursed weapon—the Deathstaff.’

You study the map and, with growing dismay, you appreciate the difficult voyage which lies ahead. ‘Very well, sire,’ you reply. ‘I understand how I am to reach Ixia in order to find and defeat the Deathlord, but can you tell me how I am to return once my mission has been accomplished?’

Turn to 248.




Having heard your question, King Sarnac turns to Ardan and says: ‘My lord, perhaps you could say something to allay Grand Master Lone Wolf’s fears?’

‘Certainly, sire,’ replies Lord Ardan, turning to address you.

‘My lord, as Guildmaster Banedon may already have told you, the coast of Ixia is a hellish place. The ice-boat will be able to anchor in this region for seven days at most. If you do not return within this time, it will be forced to go back to Azgad Island. But do not let this cause you undue concern, my lord. At present there is a great imbalance between the forces of Good and Evil in our world, yet upon the instant that you defeat the Deathlord and destroy his staff of power, this balance will surely be resumed. I, like my kinsman Lord Rimoah, will know the moment that the balance has been righted. If your quest takes longer than one week to accomplish, the ice-boat will be sent out once more to collect you from Xaagon.’

Turn to 140.


Joe ha dimenticato che in un Librogame ci sono delle scelte.



With your briefing now concluded, King Sarnac ushers you all into his court chamber. There you bid him, Lord Ardan, and Guildmaster Banedon farewell, and they in turn wish you good luck and godspeed before Captain Prarg escorts you to the harbour. It is snowing heavily, and few of Vadera’s inhabitants notice as the two of you are welcomed aboard the Maycastle, the square-rigged man-o’-war which will carry you to Azgad Island.

You leave Vadera within the hour and begin the long, cold voyage northwards. During the voyage, Captain Prarg tells you about the raids which have destroyed several small Drakkarim settlements along the Gulf of Konkor and the coast of the Shakoz Bight. On the twelfth day of your two-week sea journey, you catch a glimpse of one such settlement, near to the mouth of the River Lenag. All that remains is a wispy pall of smoke which hangs above the burnt-out hovels, darkening an already stormy sky.

For most of the voyage, a host of seabirds have accompanied the Maycastle, attracted by the scraps of food regularly thrown out by the ship’s galley. But at dawn on the thirteenth day, as the ship enters the Gulf of Konkor, the usual flocks of shrieking gulls are nowhere to be seen. It is as if they have suddenly become aware of impending danger and have turned back, eager to stay out of harm’s reach. Later in the day, a fierce squall arises from the east which whips the iron-grey waters of the gulf into a maelstrom. The crew fight desperately to control their ship as the storm rages all day and all night, not abating until dawn of the following day. As the wind gradually dies and the sea settles, the lookout is able to resume his post atop the mainmast.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/ill8.png
Illustration VIII—You see a few stone buildings around a fortified stone tower.

‘Land ahoy!’ he cries, and all eyes scan the northern vista. There, perched on the wintry horizon, is a grey strip of barren, frost-covered rock. You magnify your vision and see, on the western side of this island, a few slate buildings clustered around a fortified stone tower.

‘That’s Fort Azgad,’ says Captain Prarg, with relief in his voice. ‘At last we’ve arrived.’

Turn to 321.


At last, indeed.



As the Maycastle cuts through the icy waves towards the fort, a beacon flares into life, its guttering yellow flame marking the entrance to the outpost’s slate-walled harbour. A Lencian flag is raised atop the watchtower and the crew give a cheer—for them it is a welcoming sight after two cold and difficult weeks at sea.

The Maycastle docks at the harbour wall, alongside the iron-bowed ice-boat which will take you to Ixia. The excited garrison have gathered to greet the crew; they have been looking forward to receiving fresh provisions and news from their homeland for several weeks. You disembark with Prarg and are met on the quay by a bearded sergeant clad in a fur-trimmed leather tunic. He escorts you to the watchtower, where you are welcomed in person by Captain Lanza, the garrison commander.

Turn to 117.




Lanza is a stocky, hard-nosed soldier whose leathery, frost-bitten face bears living testimony to the five years he has spent as commander of this bleak, godforsaken outpost. His posting here had been his punishment for a drunken brawl in a Vadera tavern in which he had killed, albeit in self-defence, the brutish elder son of Haglar, the mayor of the city. At his court-martial he had been allowed to choose his fate—command of the notorious Azgad Island garrison, or death by hanging. Lanza readily admits that there have been times when he has felt that he made the wrong choice.

Lanza’s private quarters comprise a sparsely-furnished chamber near the top of the watchtower. You warm yourself in front of an open grate and listen as he and Prarg discuss your onward passage to Ixia aboard the garrison’s ice-boat. At length, Lanza voices his fears about recent sightings at sea—strange craft which sail beneath the waves and ships crewed by the living dead. As you listen to his chilling account, you look out through the chamber’s slit window at an icy mist which is creeping in from the north. It swirls knee-deep around the watchtower and the harbour wall.

If you possess the Discipline of Grand Huntmastery and have reached the rank of Sun Lord (or higher), turn to 39.

If you possess Kai-alchemy and wish to use it, turn to 61.

If you do not possess these Disciplines or choose not to use them, turn instead to 233.


Lanza :lol:

Comunque, che si usa :D?


************************************************** ***********************
Lupo Solitario, Sun Thane

CS: 43 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +4 Levelup)
--> 47 (con +4 Mindblast)
--> 51 (con +8 Kai-Surge)

EP: 46/46 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +8 Levelup)

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

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), Meal

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), 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
24th May 2013, 15:27
39 abbiamo grado e disciplina, partiamo dalle basi...

Rise-the-Sky
24th May 2013, 15:29
Ma poi in realtà non ci lasciava scelta xD

Defender
24th May 2013, 15:49
Usiamo la Vistadiddio! 39

Jesper
24th May 2013, 16:26
Vistadiddio!



Drawing on your Kai Mastery, you focus on the encroaching mist and detect strange movements in the ultraviolet spectrum of light. You cannot discern exactly what is moving out there, but you are certain of one thing: it is evil and it is drawing ever closer to Fort Azgad.

You warn Captain Lanza and at first he does not believe you. He chuckles, saying that it is not uncommon for new arrivals to imagine they have seen all manner of spectres in the sea mists which swirl around the fort. But then a loud, discordant bell rings out from above, and Lanza’s face is transfixed with shock.

‘By the gods!’ he splutters. ‘It’s the alarm bell—we’re under attack!’

Turn to 181.


Era da un po' che la Death Aura se ne stava calma...



From out of the eerie mist there looms a high-prowed ship, wrought of age-blackened timbers which glisten with ice and frost. It speeds into the harbour and a morbid terror grips the hearts of the Lencian garrison when they see that it is crewed by a cadaverous host of skeletal warriors. A ghastly wail arises from the invading ship, an unholy shriek that shatters the garrison’s will to resist. As one, the shocked Lencians turn and flee from the quayside, dropping and discarding their supplies and weapons in their hurry to get away.

‘Ishir preserve us!’ cries Lanza, as he takes up his sword belt and hurries towards the door. ‘My men are routing. I must rally them to the defence before all is lost!’


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/ill11.png
Illustration XI—A high prowed ship glistening with ice and frost looms out of the eerie mist.

Prarg unsheathes his sword and rushes after Lanza. Outside the door you see a circular stone staircase which leads up to the roof, or down to the base of the watchtower. Lanza descends the stairs but Prarg does not follow. Instead, he begins to climb the steps to the roof.

If you wish to follow Captain Lanza, turn to 264.

If you decide to go after Captain Prarg, turn to 14.


Seguiamo il Baffo, o vogliamo andare col Capitano di Panza, Capitano di Sostanza?

Defender
24th May 2013, 16:30
Seguiamo Prarg, é immune alla nostra Death Aura e dall'alto potremo sfrecciare in libertà su tuttoilcazzodeltutto

Bortas
24th May 2013, 16:40
Io sarei per Lanza, vediamo quanto resiste, Prarg è rodato...

Lupoazzurro
24th May 2013, 16:49
Prarg se la cava da solo, andiamo a fare strage di scheletri al pianterreno con lanza

Jesper
24th May 2013, 17:21
Fanculo a Prarg e ai suoi baffi!



You follow Captain Lanza as he races down to the base of the watchtower and hurries off along the slate-cobbled avenue which leads directly to the harbour. As he runs he curses and barks orders at the garrison soldiers who are fleeing from the quay, but they are wide-eyed with terror and all appear deaf to his commands. As you reach a bend in the road, you see the great black ship shuddering to a halt alongside the harbour wall. Instantly, a horde of undead warriors leap onto the quay and come rushing in pursuit of the routing Lencians. Their eyes burn with an unnatural fire and they howl like unchained demons as they mercilessly hunt their human prey.

Lanza manages to rally a dozen of his best men to form a defensive line across the narrow avenue. With their shields overlapping and their swords poised ready to thrust, they brace themselves to receive the first wave of undead. The pugnacious captain shouts words of encouragement to stave off their fear but it is clear to you that every single one of them is terrified. Their faces are drenched with sweat despite the biting cold.

With a hideous howl, the advancing mass of undead fall upon their line, hacking and stabbing at their shield-wall with their rust-dulled blades. The Lencians fight back furiously, shattering bones and cleaving skulls, but they are forced to give ground before the pressing onslaught.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/ill16.png
Illustration XVI—The Lencian’s sword is corroded by the creature’s foul blood.

Then, from the midst of the enemy ranks, a grisly creature clad in mouldering black robes comes bursting through the shield-wall. A Lencian turns to thrust his sword into the creature’s wormy flesh. His attack releases a gout of venom and instantly his sword crumples—corroded by the foul blood. The venom splashes him and he falls screaming to the ground, clutching at the smouldering stump that was once his hand. The creature howls with malicious glee as it leaps over his writhing body. It rushes towards you, its eye sockets blazing and its black claws extended to rake your flesh.

Cabalah: COMBAT SKILL 47 ENDURANCE 45

This undead creature is immune to Mindblast, Psi-surge, and Kai-surge.

You may escape from this creature after three rounds of combat by turning to 76.

If you stay and win the fight, turn to 209.


1) Le illustrazioni sono migliorate parecchio
2) Joe si conferma un membro della fratellanza ariana, visto il nome del mostro <.<

Comunque sia, la nostra COMBAT RATING è EDIT: SONO SCEMO E NON SO LEGGERE! VEDI OLTRE!

Defender
24th May 2013, 17:31
Mmhh mi sa che dobbiamo rifare il combat (o proseguirlo tenendo buoni i tiri), dice che é immune a Kai surge...

Rise-the-Sky
24th May 2013, 17:33
Sebbene abbiamo un cazzo durissimo e di dimensioni particolarmente notevoli decidiamo che è il momento di sconfiggere l'avversario creando una situazione comica.. percui tagliamo la corda d'arrembaggio.

Jesper
24th May 2013, 17:39
Mmhh mi sa che dobbiamo rifare il combat (o proseguirlo tenendo buoni i tiri), dice che é immune a Kai surge...

Fuck, Deffo ha ragione!

Comunque sia, la nostra COMBAT RATING è -4! Però è non morto, quindi danni doppi!

Roll...3
Lupo Solitario -5 (-1)(40)
Cabalah -6 (39)

Roll...9
Lupo Solitario -0 (-1)(39)
Cabalah -18 (21)

Roll...3
Lupo Solitario -5 (-1)(33)
Cabalah -6 (15)

Vogliamo finire il combat? O fuggiamo?

Rise-the-Sky
24th May 2013, 17:44
Ormai finiamolo..almeno sistemiamo la cosa.

Defender
24th May 2013, 17:56
Stand & fight, sempre!

Jesper
24th May 2013, 18:08
Finish him!

Roll...5
Lupo Solitario -4 (-1)(28)
Cabalah -10 (5)

Roll...6
Lupo Solitario -3 (-1)(24)
Cabalah -12 (morto!)

Back to the old update!



You strike your killing blow and the creature’s tongue flickers in and out as it hisses like a sleeting gale. It drops to its knees, its talons scrabbling for your legs, and its eyes flaring brightly with evil fire. Quickly you step back and watch the flames that are its eyes flicker and go out. Then it crumples to the icy ground, its body transforming swiftly into an evil-smelling pool of bubbling black venom.

The destruction of the Cabalah seems to weaken the attacking horde. They falter, and Lanza’s men seize the opportunity to counterattack. You rush forward and join them as they fight their way valiantly back towards the quay.

‘Look there, Grand Master!’ shouts Lanza, pointing to the ice-boat. A score of undead have clambered aboard the vessel and it is clear by their actions that they intend to destroy and sink it.

‘They must be stopped!’ you cry. You break free from the battle and run headlong towards the stricken ship. You are halfway along its gangplank when you find yourself confronted by a wedge of skeletal warriors, armed with crude axes and swords.

You leap into their midst, striking them down with blurring speed and deadly accuracy. As the last one falls, its corpse-like body almost severed at the waist, you hear a noise behind you which makes you spin around in fearful expectation.

Turn to 78.




Standing on the quayside, close to the gangplank, is a ghastly creature which exudes the cloying stench of death and decay. It towers over you by more than an arm’s length, and its long spindly limbs are covered with grey-white fur. From its skull-face bulge three milky-white eyes, set above a lipless maw edged with dozens of barbed fangs. In its claw-like hand it clutches what appears to be a stalactite. It raises this icy rod and a bolt of cold, orange fire leaps from its tip and comes crackling towards your chest.

If you possess the Sommerswerd, turn to 346.

If you do not possess this Special Item, turn to 170.




You grasp the hilt of the sun-sword with both hands and turn the flat of its golden blade towards the onrushing bolt of energy. There is a loud crack! and you feel a numbing jolt run the length of your arms as the crackling bolt is deflected away. It hits the surface of the sea, close to the harbour wall, and instantly the patch of briny water freezes over.

The ghastly creature shrieks with fury and frustration. It comes lumbering down the gangplank, wielding its icy rod like a sword. Calmly you raise the Sommerswerd and steel yourself to receive its unnerving attack.

If you wish to attack the creature the moment it steps aboard the ice-boat, turn to 277.

If you wish to attempt to sever the gangplank before the creature can come aboard, turn to 151.


Dove lo gankiamo :D?

Defender
24th May 2013, 18:17
Le cadute nel Magnamund si sa sono mortali.. Facciamogli subire questa sorte impietosa et orrenda!

151

Tibù
24th May 2013, 19:15
151
comunque i disegni è tipo dal 9 che sono migliorati :sneer:

Kaluisurrr
25th May 2013, 13:03
famolo affogare

Bortas
25th May 2013, 18:08
151

Jesper
27th May 2013, 08:54
The advancing creature sees that you are preparing to strike the gangplank and quickly it retreats to the quayside. You deal the plank a mighty blow, splitting it cleanly in two, and both sections collapse and splash into the harbour’s freezing water. But the danger is not over.

The creature turns its icy rod around and points the blunt end towards your head. There is a brilliant flash of light and a guttering ball of flame comes speeding from the base of the rod towards your face. Your reflexes save you—you dive for cover behind a tool chest and the fireball whistles over your head to explode into the decking. Howling with anger, the creature launches a second fireball, but this one is not aimed at you—it is targeted at the ice-boat’s waterline. The deck shudders and flames leap up all around, spreading with unnatural speed. Within seconds you are engulfed by roaring flames.

If you wish to escape from this burning ship by jumping into the harbour, turn to 42.

If you wish to attempt to reach the quayside by swinging from the rigging, turn to 201.


Mmm entrambe le opzioni paiono parecchio pericolose...che si fa :D?

Defender
27th May 2013, 09:29
Pericolo per pericolo, facciamo la mossa più coreografica, andiamocene dondolandoci dal sartiame Tarzan-style urlando come ossessi!

201

Sturm
27th May 2013, 10:03
Capitan Sparrow style! 201 urlando : c'ho il cazzoduro e l'arcodiddioooo!

Rise-the-Sky
27th May 2013, 11:26
Jump!

Jesper
27th May 2013, 11:29
You climb the rigging rapidly until you reach the middle section of the mainmast. Here you cut free a guide rope and use it to swing clear of the burning ship. Your Kai skills enable you to see through the billowing clouds of smoke and, as your swing begins to lose momentum, you get ready to release your grip and make your jump to the quayside—a distance of more than fifty feet.

Pick a number from the Random Number Table. If you have Grand Huntmastery, add 1 for every level you have attained above that of Kai Grand Defender.

If your total score is now 5 or less, turn to 132.

If it is 6 or more, turn to 317.


Abbiamo +4 al Roll, quindi failiamo solo con 0 e 1!

Roll...5!



You arc through the smoke and flame towards the harbour wall and land on the quayside with a jolt that leaves you breathless. Fortunately, your agility and Kai skills save you from injury and you quickly regain your composure. Minutes later you are joined by Captain Lanza and his men, all of whom are clearly amazed that you are still alive.

‘We have this enemy beaten,’ yells Lanza. ‘We’ve slain more than half their number and the rest have their backs to the sea. Will you help us finish the job, Grand Master?’

‘Gladly,’ you reply. ‘For Kai and Ishir, we’ll dispatch them all to meet their unholy maker!’

Turn to 340.


Gli spacchiamo il culo!



Lanza orders his men to arm themselves with warhammers from a nearby hut.

‘Normally my men use these to break up harbour ice in the dead of winter,’ he says, as together you help to distribute the heavy two-handed hammers among the garrison, ‘but now they can be put to good use smashing up the bones of our foes!’

Freshly equipped and fired by the taste of victory, Lanza and his men set about hammering the remnants of the attacking enemy. They drive them all the way back to their ship, literally shattering all who dare stand in their way. Within the hour the outpost is secured—the enemy have been destroyed.

You survey the aftermath of the battle with mixed emotions. You feel elated at having helped Lanza to win, but the ice-boat, which was to have conveyed you to Ixia, is now a burned wreck lying at the bottom of the harbour. All that can be seen of it is a few feet of its mainmast protruding at an angle above the surface of the sea. As you stare at this blackened masthead, you are joined by Captain Prarg.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/ill19.png
Illustration XIX—The ice-boat is now a burned wreck lying at the bottom of the harbour.

‘What in Ishir’s name can we do, Grand Master?’ he says, staring dejectedly at the icy water which is swirling in eddies around the submerged wreck. ‘That ice-boat was the only vessel capable of transporting you to Ixia.’

‘Never fear, Prarg,’ you reply, confidently. ‘I’ve just had an idea that could be the answer to our problem.’

Turn to 177.


Ao, son tutti più tarri di noi, i nostri compari :saddest:



‘There’s the answer,’ you say, pointing to the Ixian ship.

‘B…b…but…’ stammers Prarg, clearly taken aback by the suggestion.

‘I grant you, it is a strange craft,’ you say, ‘but it looks well-suited for passage through icy waters. It served the enemy’s purpose well enough—I say it’s time we put it to better use.’

Prarg gives a weak smile and follows hesitantly in your wake as you leap aboard the deck of the Ixian ship.

‘First we’d best make sure it is empty,’ you say, as you unsheathe your weapon.

‘Very well,’ replies Prarg, ‘which end do you wish to search, Grand Master, the bow or the stern?’

If you wish to search the stern of the ship, turn to 240.

If you choose to search the bow, turn to 73.


Quale parte setacciamo? :D

Defender
27th May 2013, 11:52
A buffo dico poppa, 240

Sturm
27th May 2013, 12:59
Pruadiddiooooh!

Lupoazzurro
27th May 2013, 13:30
a poppe! a poppe!

Jesper
27th May 2013, 13:39
Puppe a pera!



You advance slowly along the slippery foredeck towards steps which ascend to the raised stern of this alien vessel. Every inch of its coal-black timbers are decorated with strange and intricate carvings, and archaic symbols embellish the metal rails which encircle its gunwales. Drawing on your Grand Master Disciplines, you determine that this vessel was not constructed by the unhuman creatures who crewed it, but that it is an ancient ship, built and crafted by a race of mariners who have long since disappeared into the mists of time. Closer examination of the timbers reveals it to be more than eleven thousand years old.

You climb to the wheelhouse, which stands in the centre of the stern deck, and discover there a large, glassy sphere mounted upon an ornate base of glittering black stone. A low hum and a faint greenish glow radiate from this sphere, which in turn is connected by silver tubes and strands of braided metal to the wheel which steers the craft. After careful study of the controls you feel confident that you could sail the vessel.

Prarg enters the wheelhouse and announces that, having thoroughly searched the bow and below deck areas, he is sure that it is empty—no hidden enemies are lurking aboard.

‘Well, Grand Master,’ he continues, staring bemusedly at the strange workings of this craft, ‘this is a rum craft and no mistake. Are you sure it can carry you to Ixia?’

‘Yes, I’m sure,’ you reply. ‘In fact I’m certain that it will be safer to sail the Tozaz in this ship than to attempt the crossing in any ice-boat bearing the Lencian flag.’

Prarg looks out of the wheelhouse window at the sunken remains of the ice-boat, and says: ‘I hope you’re right, Grand Master. I sincerely hope you’re right.’

Turn to 18.


More than eleven thousand years old <.<



You leave the Ixian ship and go in search of Captain Lanza. You find him with his men by the watchtower—they are building a bonfire out of rags and broken bones. A toothless sergeant empties a gallon of skark oil onto the heap and a burning torch sets the whole thing ablaze.

You stride over to Lanza and slap him heartily on the back. ‘Well fought, captain. You and your men have brought honour to Lencia this day.’

Captain Lanza greets your compliment with a sombre face. ‘Nay, sire,’ he says, sadly. ‘ ’Tis the enemy who’ve won. The ice-boat is sunk and we cannot sail you to Ixia.’

‘We can use the enemy ship, Captain,’ you reply. ‘It is perfect for the task. All I need of you are some provisions and a crew.’

Lanza’s face brightens. He orders his men to prepare the Ixian ship and within the hour you are ready to set sail.

‘May the gods watch over you, Grand Master,’ says Prarg, as you bid him and Lanza farewell.

‘Do not fear,’ you reply. ‘I shall soon return.’

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 332.

If it is 5–9, turn to 224.


Random! 3!



You leave the harbour and set a northerly course to Ixia. It is less than an hour past noon and yet the winter night has already closed in. You share this icy darkness with a crew of six Lencian outposters, all of whom volunteered for this perilous mission. Lanza has ordered them to land you on the coast of Ixia and wait at anchor for seven days for you to return; they must wait no longer.

The blackness is lit only by the throbbing green glow which radiates from the sphere. You stare at this mesmerizing light and you are gripped by a feeling of unease. Your Kai senses warn you that there is a lingering aura of evil aboard this ship.

If you possess Deliverance and have reached the rank of Sun Thane, turn to 155.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 291.


L'esorcicciooooo!



You draw upon your newly-achieved mastery of Deliverance and feel yourself slip into the trance-like state which is necessary in order to perform a Kai Exorcism. Soundlessly you mouth the words of the evocation and feel your goodly powers, like a warm electrical current, flow out from your fingertips. Within seconds this aura sweeps through the ship and engulfs the evil entity. You sense resistance but it is short-lived; the evil succumbs to your exorcism and quickly vanishes.

You may restore any ENDURANCE points lost during your adventure so far.

To continue, turn to 345.


O_O



You hand over the wheel to one of the crew and settle down on the floor to sleep. A few hours later you are woken by one of the crew.

‘We’ve a problem, my lord,’ he says, nervously rubbing the backs of his calloused hands. The darkness has given way to an eerie dawn which casts its watery light upon this problem. In the grey half-light you see thousands of icebergs ahead, stretching across the horizon as far as the eye can see. Your heart sinks—navigating a course through this icy maze could well prove impossible.

If you wish to take control of the ship’s wheel as you approach the field of icebergs, turn to 51.

If you wish to go forward to the prow and act as ship’s pilot, turn to 189.


Dove vogliamo essere durante il rifacimento del Titanic :D?

Defender
27th May 2013, 13:53
Andiamo a prua e diamo direttive su dove andare!

Occhio a non cozzare che la nave è nuova.. :nod:

Lupoazzurro
27th May 2013, 14:02
l'esorciccio rulla!!!

al timone, prendiamo il controllo di questa bagnarola.

Rise-the-Sky
27th May 2013, 14:04
Con gli occhi di Dio sapremo sicuramente dare le giuste direttive

Sturm
27th May 2013, 15:13
Guidiamo!

Jesper
27th May 2013, 15:57
Beh dai...nuova di 11mila anni :D



Quickly you instruct the helmsman to listen out for your directions; then you leave the wheelhouse and make your way forward to the bow. The vast bulk of any iceberg lies hidden beneath the surface and, with this chilling thought in mind, you lean over the prow and keep a careful watch on the waterline. This ship is strongly built but a collision with a submerged ridge could easily rip its hull wide open.

Guided by your telepathic directions, the helmsman steers the vessel towards a passage that is over-shadowed on either side by two monstrous mountains of ice.

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

If your total score is now 4 or less, turn to 182.

If it is 5–8, turn to 11.

If it is 9 or higher, turn to 284.


Abbiamo +3 al Roll!

Roll...8!



You pilot the ship cautiously along a string of narrow fjords which cut an uncertain route through this treacherous field of icebergs. Using hand signals and telepathy, you send directions to the helmsman at the stern of the ship. It is a gruelling ordeal which takes its toll on all aboard. Every few minutes your vision is obscured by gusts of powdery snow which swirl across the prow, blown down from the tops of the surrounding ice cliffs. During these fierce blasts you often lose sight of the way ahead and are forced to rely solely upon your Kai instincts to see you through.

The wind howls incessantly, accompanied by the tortured screech of the hull as it skims and grazes vast banks of submerged ice. The sounds send shivers of dread coursing down your spine. The crew are also clearly terrified by the noises; they cower beside the ship’s rail and stare up at the encroaching walls of ice, mouthing prayers to Ishir, their eyes haunted with fear.

Then, almost without any warning, the snow-laden wind abates and the ship emerges from the iceberg field into the open waters of the Tozaz Sea. The crew give a hearty cheer, relieved that their icy ordeal has at last come to an end. One man pulls the cork from a bottle of black rum which he has been keeping for a special occasion. He takes a mighty swig, and then passes it to you. Just as you are raising the bottle to your lips, unexpectedly you hear one of the crew shout: ‘Ship ahoy!’

Fear returns to tie a knot in your stomach as you turn and focus your eagle eyes upon the distant vessel.

Turn to 195.


Altro che Schettino...



Less than a mile to the north, like some nightmare apparition surfacing from the deep, you see a broad-prowed vessel of prodigious size breaking low in the stormy water. You magnify your vision and see that its main deck is completely enclosed by a canopy of overlapping green-grey timbers, affording it the appearance of some gigantic fish. Two glassy portholes and a jagged line which stretches around its prow complete this chilling illusion.

For its shape and size it moves towards your ship at an unnatural speed. You call the crew to arms, fearing it to be an enemy vessel closing to attack, and you sense a shudder run through them when, for the first time, they clearly discern its alien design. You focus your Kai senses upon the oncoming craft and suddenly you realize its purpose. It is an Ixian vessel, come to rendezvous with your ship, believing it still to be manned by the undead horde which attacked Fort Azgad.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/ill12.png
Illustration XII—It is as if you are looking into the ghastly maw of a hungry sea predator.

‘Stand firm!’ you shout, attempting to rally the nervous Lencians as the craft speeds ever nearer. When less than a hundred yards distant, its great prow begins to creak open. It is as if you are looking into the ghastly maw of a hungry sea predator. The fearful sight alarms the Lencian crew and they flee towards the bow of the ship in panic: ‘Save us!’ they cry. ‘Ishir save us! It’s going to eat us alive!’

Turn to 236.


O__________________o



The great alien vessel looms towards your ship, its jaw-like prow hinged open as if in readiness to bite you in half. Then, with stunning swiftness, your entire craft is consumed by this onrushing vessel, swallowed up in its great jaws. There is a moment of deadly silence. Then, in the morbid, greenish gloom, you hear a bubbling rush of icy water echoing through the vast depths of this gullet. With fearful anticipation you unsheathe your weapon, move towards the ship’s rail, and then look down. The surrounding seawater is fast draining away, leaving your ship dry-docked upon a long, V-shaped plinth which glistens like polished bone. The bubbling subsides, to be replaced by another noise—the sound of a great portal grinding open. Bright light streams across the deck, blazing down from an archway which is opening close to the starboard bow. Silhouetted in this light are a hundred moving forms, each man-sized and armed with a sword or a spear. A ghastly howl of anger arises from their ranks when they see unexpectedly that the ship is crewed by living men. As the first of their number leap from the arch and crash upon the deck, you recognize their form. Once these creatures were Drakkarim warriors; now they are undead slaves in the service of the Ixian Deathlord. You shout to the Lencians to prepare for battle as the first wave of undead Drakkarim comes surging forwards.

If you wish to stand and fight the first wave of Drakkarim undead, turn to 260.

If you choose to evade their attack, turn to 163.


Che si fa :D?

Defender
27th May 2013, 16:21
Stand and fight SEMPRE, anche 1 vs 100!

Bring it on, fuckers!

Sturm
27th May 2013, 16:41
A spadate nelle ossa come se non ci fosse un domani :metal:
Yippe ki yay motherfuckers!

Bortas
27th May 2013, 22:38
Massì botte dure

Jesper
28th May 2013, 08:45
As the first line of screeching Drakkarim hurl themselves forwards, you advance to meet their attack, your weapon dealing them destruction in a wide arc. Resistance meets your weapon’s keen edge, though it is not the touch of armour or flesh. Your powerful blows shear through Drakkarim bodies with the sickening feel of clinging jelly. It is as if you are fighting against a horde of bloodless phantoms possessed of a rubbery strength in their rotting, wasted limbs. The first line falls, but a second is poised ready to throw itself upon you with a mindless fury.

Drakkarim Marines (undead): COMBAT SKILL 42 ENDURANCE 42

These undead beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat in five rounds or less, turn to 37.

If you win the combat in six rounds or longer, turn to 124.


I Marines! COMBAT RATING +9 (con Kai Surge)

Roll...4
Lupo Solitario -2 (-1)(43)
Crepi Ho Chi Minh -22 (20)

Roll...6
Lupo Solitario -1 (-1)(41)
Viva il Corpo dei Marines -28 (morti!)

:metal:



The moment you slay the second wave of undead, a third wave presses forward. They clamber awkwardly over the heaped bodies of those you have destroyed, their bony hands brandishing rusty blades and their eyes burning with a cold, devilish fire.

Seizing your only chance, you retreat from this onrushing horde and evade them by descending a stair which leads down into the ship’s hold. Above, you can hear the frenzied shouts of the Lencian crewmen as they are engaged by the undead Drakkarim in fierce hand-to-hand combat. Then the clatter of steel-shod boots on the steps alerts you to the fact that the Drakkarim have not given up the chase. As they begin to descend, you quickly scan the gloomy hold for a place to hide.

If you possess Assimilance, turn to 208.

If you do not possess this skill, turn to 26.


Niente Assimilance!



You crouch down amongst the foul-smelling debris which litters the floor of the hold, watching with bated breath as a dozen undead warriors enter by the stairs and begin a systematic search. Your Kai camouflage skills make you virtually invisible to the eye, but these undead Drakkarim no longer have eyes—they are using powerful psychic probes in an effort to locate you.

If you possess Kai-screen and have reached the rank of Kai Grand Guardian or higher, turn to 267.

If you do not possess this skill or have yet to reach this level of Kai Mastery, turn to 2.


Ma abbiamo Kai-Screen e il rank!



The undead warriors carry out a thorough search of the hold, passing several times within inches of where you are hiding, yet they fail to find you; your Kai Mastery keeps you safe from detection. As you wait patiently for them to leave the hold, your thoughts are with the Lencian crewmen. The sound of fighting on the deck above has ceased and you are fearful that all the crew may have been slain by these merciless enemies.

If you wish to follow the undead when they leave the hold, turn to 186.

If you choose to stay hidden in the hold, turn to 314.


Li seguiamo, o rimaniamo imboscati :D?

Defender
28th May 2013, 10:05
Seguiamoli e vediamo gli effetti impietosi della nostra Death Aura su quei poveracci che ci hanno accompagnato ç__ç

Sturm
28th May 2013, 11:25
Ma si cazzo,la death aura non sta facendo il suo dovere da fin troppi libri! Seguiamo gliundeadcosibrutti!

Jesper
28th May 2013, 12:14
You climb the stairs cautiously and peer over the lip of the hatch in time to witness a scene that shocks you to the core. You see that the undead Drakkarim warriors have slain all of the Lencian crew and have heaped their bodies around the base of the mainmast. One of the undead, clad in a filthy grey cloak embroidered with alien symbols, utters a chilling liturgy over the corpses of the slain. The chill air crackles with power and sparks of evil energy whirl around their bodies. When at last the liturgy ends, you see the dead Lencians rise up and take their places alongside the Drakkarim undead.

Numb with shock, you slowly retreat down the stairs and hide yourself in a corner of the ship’s hold while you consider a new plan of action.

Turn to 298.


Shockante! Gli zombie erano fatti con gente morta!



For five hours you remain in hiding, listening to the noises which echo through distant parts of the vessel which has swallowed your ship. During this period, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

Gradually you become aware that this mysterious craft is slowing down as if in preparation to dock. Anxious to escape, you leave your hiding place and climb the stairs to the deck above. Over the past few hours your shock at having witnessed the unholy resurrection of the Lencian crew has gradually turned to anger. You vow to avenge the souls of the crewmen and draw your weapon in readiness to attack the host of Drakkarim undead who are standing in rows upon the deck. But before you can act, you feel a shudder run through the steps as the host vessel comes lurching to a halt. There is a dull boom and then several portals open in the surrounding wall, spilling beams of white light across the deck of your captive ship. Scores of Drakkarim undead emerge from these portals and descend upon the ship like a host of hungry ghouls. You are forced to abandon your plan for vengeance for there are now far too many of the enemy. Yet all is not lost. In the milling confusion, you seize an opportunity to get away from the ship and escape into one of the many light-filled portals.

Turn to 320.




The portal opens out into a domed chamber where several great orbs of fire-filled crystal, mounted on mechanical plinths, generate the intense light which is flooding the deck of the captive ship. You cross to a tunnel which leads out of the chamber and follow along a series of dingy, ice-caked corridors that wend their way deeper into the bowels of this vast alien vessel. You explore a maze of empty holds where the walls are braced with gleaming crystal girders, and pass through countless low-ceilinged chambers that, despite the biting chill, reek of death and decay. At length you come to a junction where the corridor splits in two directions.

If you wish to take the left branch of this corridor, turn to 106.

If you decide to take the right branch, turn to 292.


:dumb:

Defender
28th May 2013, 12:40
:dumb:

Bortas
28th May 2013, 12:42
Go Left!

Sturm
28th May 2013, 13:39
A sinistra sempre e comunque!

Jesper
28th May 2013, 16:43
The corridor gradually ascends to a high gallery which overlooks a chamber two storeys deep. A dozen undead slaves clad in silvery robes are busy attending to a vast machine constructed of quartz-like crystal and black metal. Through holes in its side they probe and manipulate long glassy rods which reach into the machine’s core. From these holes there radiates a brilliant, ghostly light.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/small6.png

If you possess Grand Huntmastery and have attained the Kai rank of Sun Lord or higher, turn to 313.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 127.


Yes!



Using your Kai Mastery, you are able to see patterns in the ultraviolet spectrum of light. You recognize that the light which is pouring from the holes in the side of this diabolical machine is very similar to that which normally radiates from the sun, but it is abnormally intense. A tingle of fear runs along your spine the moment you realize that the ghostly rays are a deadly threat to any living creature.

Turn to 127.


Siamo sempre più tarri...



Fearing detection by the undead attendants, you hurry from this high gallery by means of a sloping tunnel which descends to an empty hallway. All along the left wall of this narrow passage are glassy portholes that are caked with ice and grime. Vigorously you scrape the encrusted filth from one of these circular windows and peer through it. Your curiosity is rewarded by a stunning sight.

Turn to 198.


Paido nudo aleee oh ohoooooooo



Outside of this vessel is a vast subterranean lake enclosed within a titanic cavern of ice. Several ice-boats, similar to the one on which you set sail from Fort Azgad, are moored in a long line at the lake’s edge. Scores of undead warriors attend to these ships, and many more can be seen marching along the frosty walkways which go all around the lake’s shoreline.

Quickly you realize that these ships are part of a great invasion fleet. Constructed by the slaves of Deathlord Ixiataaga, they can only have been built for one purpose—to carry his armies of undead warriors to the lands of the living. Rimoah and Ardan were correct—the Deathlord does intend to wage a bloody war upon Magnamund—yet even their gloomiest predictions failed to estimate just how advanced his plans are.

Shocked by the revelation of your discovery, you reaffirm your vow to thwart the Deathlord’s monstrous scheme. You move away from the porthole and hurry along the hallway in search of a way out of this alien submarine.

Turn to 69.


:saddest:



At the end of the hallway you arrive at a flight of metal stairs which ascend to a heavy, bronze-banded door. This sealed door appears to be a recent addition to the vessel; it is secured by a curious combination lock which you recognize to be Drakkarim in design.

The lock comprises three raised blocks, each of which is divided into four equal squares. In each square, except one, there is a number. You have encountered this type of lock before and are aware that by tapping the empty square a correct number of times, you will cause the lock to disengage and the door to open.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/small13.png

Consider the grid of numbers. When you think you have determined the missing number, turn to the entry that is the same number as your answer.9

If your answer is incorrect, or if you cannot solve this lock puzzle, turn to 139.


Il nostro arcinemio: Il puzzle! :D

Riusciremo a risolverlo, a questo giro?

Rise-the-Sky
28th May 2013, 16:48
Questo è facilerrimo rispetto a quello dello scorso libro

è 10, la somma dei numeri delle diagonali è uguale in tutti i quadrati

Defender
28th May 2013, 17:05
nuoooooo la mitica serratura che basta premere N volte per aprirla... Quando impareranno questi enigmisti Magnamundiani a fare le cose per bene? :sneer:

cmq imho la soluzione è 10

nei primi due quadrati la somma delle diagonali è uguale... presumo sia la chiave anche per il terzo

Sturm
28th May 2013, 21:21
Ho catarro che mi esce anche dal buco del culo e sono peggio che ---> :dumb: indi per cui per me hanno ragione i due gaglioffi qua sopra :nod:

Jesper
29th May 2013, 08:38
Ho catarro che mi esce anche dal buco del culo e sono peggio che ---> :dumb: indi per cui per me hanno ragione i due gaglioffi qua sopra :nod:

O__________________o

Comunque andiamo al 10 :sneer:



With a dull clunk, the lock disengages and the heavy portal creaks ajar. Immediately you are greeted by a blast of frozen air as you push open the door and step out onto a viewing platform which is fixed to the outer metallic skin of this huge alien submarine. Away to your right you can see a line of ice-boats at anchor at the lake’s edge, and to your left you notice a column of skeletal warriors. These are being led by a black-robed Cabalah, marching in mechanical fashion along a jetty towards the mouth of a tunnel which leads out of the vast ice cavern. Your keen Kai senses tell you that you have arrived in Ixia, and that the distant tunnel leads to the surface.

You commit the position of the ice-boats to memory; if your mission is successful, you will be needing some means by which you can escape from Ixia. Then you carefully observe the area immediately surrounding the submarine, and notice that there are only two ways by which you can reach the distant tunnel—by the adjacent jetty, or by entering the icy waters of the lake and swimming to the shore.

If you wish to attempt to reach the tunnel via the jetty, turn to 30.

If you choose to attempt to reach the tunnel entrance by swimming from the submarine to the shore, turn instead to 161.


Hurray!

Ora ci si presentano due strade potenzialmente letali :D Che scegliamo? :D

Defender
29th May 2013, 08:57
Nonostante ora possiamo camminare sulle acque Jesus style, preferisco non avventurarmi in nuotate varie... meglio il molo.

30

Bortas
29th May 2013, 10:00
Nuotata della mortehhh 161

Sturm
29th May 2013, 10:54
Ma si va andiamo ad affogare al 161! :metal: ma mi sono perso il baffuto companion...è morto prarg (paido 2.0)? :sneer:

Rise-the-Sky
29th May 2013, 11:16
No il baffuto non ha voluto salire sulla barca vecchia di 11k anni quindi (purtroppo) è ancora vivo (si presume).

Cmq nuotare è contro natura per LW che ha mangiato da piccolo il frutto del diavolo ARIANO ARIANO.

Dunque andiamo al 30.

Jesper
29th May 2013, 11:18
Siamo 2 pari :D E Prarg è ancora vivo e più baffuto che mai!

Il prossimo voto, anche se duplicato, decide!

Lupoazzurro
29th May 2013, 11:39
Acqua cattiva. niente nuotate.

ot: ma paido che fine aveva fatto? dever seè lo è dimenticato ancora incaprettato da qualche parte?

Kaluisurrr
29th May 2013, 11:40
Nuotiamo cazzo

Jesper
29th May 2013, 11:57
Niente acqua!

PS: Paido è stato rapito una seconda volta, l'ultima volta che l'abbiamo visto...



Using your Kai camouflage skills to minimize the risk of being seen, you climb down from the viewing platform and grab hold of a steel hawser which is securing the stern of the alien submarine to the jetty. Slowly you make your way along this great steel rope until you reach the jetty, where hurriedly you take cover among a stack of wooden crates and barrels. The jetty is teeming with undead soldiers who, under the direction of some spindly, black-clad creatures, are busily transferring materials to and from the open mouth of the submarine. Getting past them in order to reach the shore looks, at first sight, a near-impossible task. You are contemplating a swim to the shoreline, when suddenly you notice a means by which you could achieve your goal without getting wet.

Turn to 207.


Un cartone vuoto :nod:



Less than fifty yards away you see a shaggy, grey-furred beast of burden which is harnessed to a wooden wagon. A troop of undead soldiers is unloading shiny metallic containers from the back of this wagon which they then carry, cradled in their bony arms, into the open mouth of the submarine.

Stealthily, you make your way closer to the wagon and await the chance to climb aboard as soon as the final container has been off-loaded. At last the opportunity arrives; you leap aboard and hide yourself from sight beneath a greasy, foul-smelling tarpaulin.

After a few minutes you feel a jolt as the wagon moves off. Through a crack in its ancient wooden planks, you watch with trepidation as the wagon trundles along a causeway towards the distant tunnel entrance. It enters the tunnel, unchallenged by the skeletal warriors who stand guard here, and ascends a gentle gradient to another ice-walled cavern. Several passages connect here from all directions, like the spokes of a giant wheel converging at the hub.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/ill13.png
Illustration XIII—The undead soldiers unload metallic containers into the open mouth of the submarine.

An undead Drakkarim soldier steps forward, takes hold of the shaggy beast’s harness, and leads the wagon towards a stockpile of metallic containers. Clearly he intends to load these onto the wagon for transportation back to the submarine. Fearing discovery, you leap from the rear of the moving wagon and hide yourself among a stack of empty wooden crates. From here you observe two possible ways by which you could leave this busy cavern: by an unguarded staircase in the north wall, or through an open archway in the east wall.

If you wish to leave this cavern by the staircase, turn to 141.

If you choose to leave through the open archway, turn to 7.


Da dove passiamo? :D

Sturm
29th May 2013, 12:02
Andiamo per le scale va,che mi pare più sicuro! 141 oieah!

Defender
29th May 2013, 12:14
A me invece ispira quell'apertura che mi ricorda qualcosa... :P

Andiamo al 7!

Bortas
29th May 2013, 12:25
Anche io voto 7, andiamo verso l'apertura.

Jesper
29th May 2013, 13:26
In guerra ogni buco è trincea :nod:



Drawing on your Magnakai skills of camouflage and psychic defence to shield your body and mind, you leave your hiding place and hurry through the open archway. Several hundred yards beyond, you come to a wide stone staircase which ascends to a landing, positioned high above the underground lake and ice cavern. As you climb the steps, the sub-zero temperature plummets even further, making you shiver involuntarily, despite the combined protection of your Platinum Amulet and your Magnakai skills.

At length you reach the landing to be greeted by the sight of two undead Ixian warriors standing guard at the mouth of a cave. Instinctively, you sidestep into the shadows to avoid being seen, but the Ixians show no reactions; it is as if they have both been cast in stone.

Beyond the open cave mouth you see a bleak and desolate wasteland of rock and ice. A blizzard is raging, whipped up by a fierce electrical storm that blazes above a distant mountain range. The jagged peaks are illuminated by the flashes of the storm’s ghostly, blue-white fire.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/small3.png

Your Kai senses tell you that the evil sorcery which animates and controls the guards is temporarily dormant: these two skeletons currently pose no threat to your safety. However, the same cannot be said of the troop of undead Drakkarim warriors who, at this moment, are marching up the stairs behind you. Reluctantly, you leave the cave mouth and set off into the raging blizzard in search of the city of Xaagon.

Turn to 44.




For an hour you trek through a swirling white oblivion of a blizzard, trusting solely to your keen survival instincts to keep you safe from rock falls and hidden crevasses. Yet, despite your skills, it proves to be a difficult and treacherous journey: lose 3 ENDURANCE points.

Gradually, the storm lifts its heavy yoke. Although snow continues to fall, the wind loses its angry intensity, and for the first time since you left the cave mouth, you are able to see more than a mile distant. As you crest an icy ridge, you stop to get your bearings. You look to the south and see the brooding, grey-black waters of the Tozaz Sea lapping at the ice-locked Ixian coastline. To the north and west you are surrounded by unfriendly mountains, and to the east, directly ahead, lies a pass which cuts between two viciously sharp peaks. Beyond the pass you catch your first tantalising glimpse of Xaagon—the city of the Deathlord.

You establish that you are less than three miles from the crystal walls and monstrous towers of Xaagon. You resolve to try to reach the city before the storm resumes but, as you enter the pass, the blizzard returns with malicious vigour. Finding it impossible to continue, you stop and use your Kai skills in order to seek sanctuary from the raging storm.

In this narrow pass you detect only two possibilities for shelter: a cave on the north side, and a circle of fallen rocks a few hundred yards away to the south.

If you wish to take shelter in the cave, turn to 253.

If you choose to seek shelter among the rocks, turn to 197.


Mi sono sempre chiesto se qualcuno è mai morto per questi danni a cazzo matto...

Comunque sia, dove ci infrattiamo :D?

Sturm
29th May 2013, 13:56
Beh visto che la via del buco è quella prediletta,andiamo a imbucarci nella caverna al 253 senza invito!

Defender
29th May 2013, 14:52
Caverna!

Kaluisurrr
29th May 2013, 15:17
pietre

Jesper
29th May 2013, 15:35
You lower your head and tug your cloak closer about your shoulders as you climb stoically towards the distant cave. You are within a few dozen yards of its inviting entrance when suddenly a crackling arc of lightning streaks down and hits you between the shoulder blades. The impact burns a hole clean through your Backpack and hurls you face-first into the snow and ice.

If you possess the Discipline of Grand Huntmastery and have reached the Kai rank of Sun Thane, turn to 312.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 184.


FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU



The lightning strike leaves you dazed and shaken yet you have survived it without lasting injury. Your improved Kai Mastery enabled your body to withstand the massive jolt of electricity and discharge it away harmlessly into the ground.

You stagger to your feet and unsling your smouldering Backpack. After smothering with snow the parts which have been scorched by lightning, you unbuckle the flap to discover that two items have been completely destroyed. (Erase two items of your own choosing from your Backpack list.)

Thankful to have survived the strike unharmed, you shoulder your Backpack and hurry the remaining few yards towards the welcoming shelter of the cave.

Turn to 146.


Andiamo in una caverna e veniamo colpiti da un fulmine -.-

Cosa ci lasciamo dietro? :D


************************************************** ***********************
Lupo Solitario, Sun Thane

CS: 43 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +4 Levelup)
--> 47 (con +4 Mindblast)
--> 51 (con +8 Kai-Surge)

EP: 46/46 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +8 Levelup)

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

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), Meal

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), 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)
************************************************** ******

Defender
29th May 2013, 15:49
Signet Ring, Brass Key, Spyglass, Ruby Ring <--- definire sta roba useless è farle un complimento, scartiamo random da ste cianfrusaglie e speriamo che negli ultimi 10 metri non ci piombi in testa una meteora :gha:

Bortas
29th May 2013, 16:27
Boia che bucodiculo, prendersi un fulmine, due oggetti? Brass Key e Spyglass per me

Sturm
29th May 2013, 18:20
Brass key e spyglass anche per me dai,era meglio dormire all'addiaccio :gha:

Jesper
30th May 2013, 08:41
Buttiamo gli inutili Brass Key e Spyglass e procediamo!



The instant you set foot inside the cave entrance, you hear a noise which makes you freeze in your tracks. A ghastly half-gibbering, half-growling sound issues from the dark recesses of the cave—a warning from the creature which dwells here that you are not a welcome visitor. You scan the inky darkness and see the glint of two yellow eyes as they emerge from a fold in the rock wall. Slowly the eyes advance. You use your ability to see in the infrared spectrum of light, in order to discern the outline of this shadowy creature, but it is to no avail. You can detect no heat patterns. The reason for this is simple—the creature now advancing towards you gives off no heat because, like everything else in this wretched land, it is already dead.

If you wish to escape from the cave while you can, turn to 206.

If you choose to draw your weapon and defend yourself, turn to 28.


Manowariamo o teliamo :D?



************************************************** ***********************
Lupo Solitario, Sun Thane

CS: 43 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +4 Levelup)
--> 47 (con +4 Mindblast)
--> 51 (con +8 Kai-Surge)

EP: 46/46 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +8 Levelup)

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

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, Ruby Ring, Laumpspur (cura 4 EP), Meal

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), 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)
************************************************** ******

Sturm
30th May 2013, 08:56
Stand and fight! Spadaddiddioooh!

Bortas
30th May 2013, 09:57
Qui c'è un istadeath clamorosa, però è tanto che non si muore quindi stand and fight spadadiddio & sguardo spacchiamo tutto il cazzo di tutto.

Defender
30th May 2013, 10:36
Chevvelodicoaffà :D

Jesper
30th May 2013, 10:38
As the evil yellow eyes of the creature slowly draw closer, you are suddenly engulfed by a fetid corpse-like stench which makes you retch and recoil.

If you possess the Sommerswerd and wish to use it in your defence, turn to 219.

If you do not possess this Special Item or choose not to use it, turn to 89.


Ok, normalmente andrei avanti, ma mi fermo perchè la scelta è specifica nel libro e non inserita da me :D

Bortas
30th May 2013, 10:56
Spadadiddio, se è un istadeath facciamola con stile

Lupoazzurro
30th May 2013, 11:06
niente spadaddiddio che se la tiriamo fuori qui ci sgamano tutti nel raggio di 800km!!!!

Sturm
30th May 2013, 11:16
Spadaddiddioh e dellamadonnaaaah!

Defender
30th May 2013, 11:19
mmhh in effetti la scelta è sospetta, non vorrei che finissimo in un mare di merda nera perchè ci sgamano tutti i mostri schifosi da qui all'oceano...

E' poco metal ma dico di tenere imboscata la nostra fida spada.

Tanto abbiamo i pugni nelle mani!! è___é

Jesper
30th May 2013, 12:09
E' in pareggio, ma vista la natura del paragrafo 219, lo posto :D



As your hand closes around the hilt of the sun-sword, you suddenly recall Guildmaster Banedon’s words of warning: Use the Sommerswerd with discretion. In the darkness of Ixia its power will be like a blazing beacon…it could readily alert the Deathlord to your presence.

For a moment you hesitate in drawing the sun-sword from its Korlinium Scabbard. But the cave creature is now almost upon you—it is closing swiftly for the kill. You must act immediately if you are to defend yourself from its attack.

If you choose to unsheathe the Sommerswerd and use it in your defence, turn to 110.

If you decide to leave the Sommerswerd in its scabbard and use another Weapon instead, turn to 275.


Votate! :D

Kaluisurrr
30th May 2013, 12:11
lasciamo la sommerswerd nella fodera

Sturm
30th May 2013, 12:19
Vabbe doppio warning vuol dire che c'è la fregatura,prendiamo le nostre armi normali! 275!

Defender
30th May 2013, 12:22
Fistfuckiamo st'abominio col potere dei pugnididdio!

Jesper
30th May 2013, 14:44
Alla pugna coi pugni!



You remove your hand from the Sommerswerd and draw another weapon just in time to fend off the creature’s initial attack. A flash of lightning briefly illuminates the cave and, for the first time, you see this mysterious beast: the sight is chilling to behold. Its mouth is a mass of twisted fangs and from its huge, bear-like body there writhes a score of slimy tentacles, each tipped with a venomous claw. Its reptilian head is domed and from its centre there protrudes a twisted horn, longer than a broadsword.

The creature retreats a few paces and howls with anger as it prepares to make its second attack.

Ixian Mhagani: COMBAT SKILL 40 ENDURANCE 60

You may evade combat with this undead creature at any time after the fourth round by turning to 56.

If you win the fight, turn to 16.


COMBAT RATING +3 (con Kai-Surge)

Roll...9 :metal:
Lupo Solitario -0 (-1)(45)
Ixian Mhagani -14 (46)

Roll...6
Lupo Solitario -2 (-1)(42)
Ixian Mhagani -10 (36)

Roll...6
Lupo Solitario -2 (-1)(39)
Ixian Mhagani -10 (26)

Roll...8 :metal:
Lupo Solitario -0 (-1)(38)
Ixian Mhagani -12 (14)

Roll...2
Lupo Solitario -3 (-1)(34)
Ixian Mhagani -6 (8)

Roll...5
Lupo Solitario -2 (-1)(31)
Ixian Mhagani -9 (morto!)



Upon the instant you strike your fatal blow the creature emits a piercing shriek and crumples to the floor of the cave. The stench of its rotting body makes you feel nauseous, but at least it is blocking the icy wind which whips through the open cave mouth. After satisfying yourself that it was the only one of its kind in this cave, you settle down in a corner and take a well-deserved rest: restore 3 ENDURANCE points.

Turn to 289.


Yes! :D EP: 35!



Several hours pass before the blizzard dies down sufficiently for you to be able to leave the cave and continue your lonely trek towards Xaagon. You reach the end of the pass where, for the first time, you get a clear view of the Deathlord’s dread city. Once, millennia ago, this city had been the home of a brilliant civilization; today the stately crystal palaces and temples of Xaagon are occupied by the lord and host of the evil dead.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/small7.png

Onward you trek, through knee-deep snow and jagged ice, towards the towering walls of Xaagon. The city is dominated by a spire of crystal which stabs the stormy sky, drawing lightning from the black clouds which swirl around its tip. From this needle-sharp point there radiates a crimson glow which sweeps the surrounding landscape. It is like a hellish lighthouse casting baleful crimson beams across a dead sea of ice.

Gradually, as you come within the shadows of Xaagon’s outer wall, you see two places where you could gain entry to the city beyond. The first is near to the coast, through a breach in the south wall; the second is through the city’s shattered west gate. Neither entrance appears to be guarded.

If you wish to enter Xaagon by the breach in the south wall, turn to 165.

If you choose to enter by the west gate, turn to 266.

Da che parte vogliamo intrufolarci :D?

Kaluisurrr
30th May 2013, 15:26
south

Bortas
30th May 2013, 15:28
West non è a sinistra?

(per me west)

Defender
30th May 2013, 15:36
west!

Sturm
30th May 2013, 16:06
Sud!

Jesper
30th May 2013, 16:37
Due a due! Il prossimo voto, anche se duplicato, decide :D

Defender
30th May 2013, 17:04
LNBjMRvOB5M

Jesper
30th May 2013, 17:19
Visto che il filtro dell'ufficio mi blocca un sacco di roba, questo è quello che vedo del voto di Deffo :sneer:

Vedo a casa che stacco tra 10 min :sneer:

Defender
30th May 2013, 18:18
QQ era "go west" dei Pet Shop Boys :P

Jesper
31st May 2013, 09:03
E ora non riesco a smettere di canticchiarla :saddest:



Determinedly you battle your way through deepening snow and sleeting crosswinds to reach the remnants of Xaagon’s west gate. This once-magnificent portal lies scattered in pieces around the open archway of a twin-towered barbican. As you approach the arch, you catch brief glimpses of the city’s ruined buildings through the driving sleet. You also become aware of a noise—a low hum—reverberating beneath the howl of the wind. You pause briefly to listen and determine at once that this strange noise comes from the direction of the Crystal Spire.

Warily you press on towards the barbican, your eyes peeled all the while for guards. You are within a few yards of the archway when suddenly your Kai Sixth Sense alerts you to danger. Moments later, a dozen undead Drakkarim warriors come looming out of the storm, marching two abreast towards the west gate arch. To avoid detection you quickly sidestep into a shadowy portal at the base of the barbican wall. Here you discover a flight of stone steps which ascend to a derelict chamber that once served as a guardroom.

If you possess Grand Pathsmanship, turn to 202.

If you do not possess this Discipline, turn to 107.


Ce l'abbiamo!



Your Kai Mastery warns you that you have inadvertently triggered a silent alarm. You unsheathe your weapon and turn to leave this rubble-strewn chamber, but as you move towards the stairs you hear a sound that makes you spin on your heel: it is the grating rumble of stone on stone.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/small11.png

From out of a secret panel in the wall to your left come six skeletal warriors, each one brandishing a rust-pitted sword. They make no sound, yet their eye sockets are aglow with sorcerous fire as they rush across the chamber towards you.

If you wish to stand and fight these skeletal warriors, turn to 242.

If you choose to escape from this chamber by the stairs, turn to 343.


Che si fa :D?

Defender
31st May 2013, 09:14
manowaranza a palla!

(mi domando una cosa.. in queste situazioni, ha senso che facciamo uso della Sommerswerd? Tecnicamente siamo già dentro la città del male putrescente... se non l'abbiamo usata fuori, a maggior ragione non dovremmo farlo manco adesso...

O col fatto che Dever non ce lo chiede ce ne fottiamo e combattiamo con-l'aiuto-del-sole-vincerò? )

Jesper
31st May 2013, 09:25
Joe a volte si ricorda delle cose in ritardo. Vedrete a seconda di come va il voto :D

Sturm
31st May 2013, 09:57
Steeeeeendi end faiiiiiiitt!

Bortas
31st May 2013, 10:50
Meniamoli

Rise-the-Sky
31st May 2013, 11:11
Viuleeeenza

Jesper
31st May 2013, 12:53
You say a brief prayer to the Goddess Ishir, beseeching her to watch over your soul as you get ready to engage the attacking skeletal warriors.

Ixian Undead: COMBAT SKILL 46 ENDURANCE 55

You cannot evade this combat and must fight these enemies to the finish.

If you win the combat, turn to 152.


La versione annotata dice:"[16] (Section 242) In view of Banedon’s comments in Section 339, it would seem that you should not use the Sommerswerd in this combat."

Ergo, sono cazzi :D

COMBAT RATING: -3 (con Kai-Surge)

Dunque, abbiamo l'opzione di utilizzare Kai-Blast se volete. Lo faccio? E - non credo - ma volete che usi la drogga?

Kaluisurrr
31st May 2013, 12:58
eccerto che usiamo kai-blast, apriamogli il culo a sti mucchietti d'ossa

Defender
31st May 2013, 13:02
Non userei nè il blast nè la droga.

Il blast è rischioso e ci si può pure andare in perdita se si ha sfiga, inoltre in quel round non si può usare Kai-Surge (il testo dice esplicitamente "It cannot be used in conjunction with any other form of psychic attack.") e non possiamo permetteci di fare un round con -11 di CR.

D'altra parte -3 non è così duro come scontro, la droga la terrei.

Sturm
31st May 2013, 13:28
L'analisi del deffo mi convince abbastanza,voglio essere abbastanza fiducioso nei dadi! Go così senza niente!

Jesper
31st May 2013, 13:55
Alla brutta!

COMBAT RATING -3 (Con Kai-Surge)

Roll...3
Lupo Solitario -5 (-1)(32)
Ixian Undead -3 (52)

Roll...3
Lupo Solitario -5 (-1)(26)
Ixian Undead -3 (49)

Roll...6
Lupo Solitario -3 (-1)(22)
Ixian Undead -6 (43)

Roll...0 :oldmetal:
Lupo Solitario -0 (-1)(21)
Ixian Undead -10 (33)

Roll...3 ma che cazz...
Lupo Solitario -5 (-1)(15)
Ixian Undead -3 (30)

Roll...7
Lupo Solitario -2 (-1)(12)
Ixian Undead -7 (23)

Roll...9 :metal:
Lupo Solitario -0 (-1)(11)
Ixian Undead -9 (14)

Roll...5
Lupo Solitario -4 (-1)(CURA DI EMERGENZA +20 EP = 26)
Ixian Undead -5 (9)

Roll...1 :(
Lupo Solitario -6 (-1)(19)
Ixian Undead -1 (8)

Roll...5
Lupo Solitario -4 (-1)(14)
Ixian Undead -5 (3)

Roll...5
Lupo Solitario -4 (-1)(10)
Ixian Undead -5 (morti, porco Kai)

:saddest:



As the last skeletal warrior crumbles beneath your repeated blows, you step back and wipe the sweat of battle from your brow. A glance into the secret panel through which they emerged reveals a narrow chamber beyond. Lying on the crystal slab floor you see several items of equipment:

Small Sack
Stone Bowl
Spyglass
Iron Key
Coil of Oiled Rope

If you decide to keep any of the above, record them on your Action Chart as Backpack Items.

You leave the chamber and hurry down the stone staircase to the archway below. The Drakkarim patrol you sighted earlier is now nowhere to be seen, enabling you to leave the barbican and enter Xaagon without further confrontation.

Warily you trek through the awesome ruins of this age-old city, where once, at the beginning of the Age of Eternal Night, a proud and mighty race reigned supreme.

You have just passed a derelict mausoleum when you are forced to halt and hide from a passing troop of Ixian warriors. You watch as they march stiffly along an ice-choked avenue towards a plaza that is dominated by a huge frozen fountain. Beyond the fountain’s solid plume of water you see a broad ramp which ascends to a grand archway at the base of the Crystal Spire.

If you possess Grand Huntmastery and have attained the Kai rank of Sun Lord or higher, turn to 9.

If you do not possess this skill, or if you have yet to reach this level of Kai Mastery, turn to 122.


Vogliamo prendere qualcosa? Vogliamo spararci la Laumpspur?



As you stare upwards at the monstrous spire, you detect waves of pure evil radiating from its ice-sheathed surfaces. They seem to wax and wane in time with the crimson light pulsing from its tip. Your improved mastery also detects dangerously high concentrations of light in the ultraviolet spectrum. So strong is this light that it physically sickens you, yet you find it hard to look away; you are both fascinated and repulsed by it.

Suddenly you realize what it is that you are seeing and feeling: it is the evil power of Deathlord Ixiataaga himself. He is present here, somewhere inside this dread spire.

If you possess Kai-screen, turn to 325.

If you do not possess this Grand Master Discipline, turn to 245.


Oh fuck :saddest:



You raise your psychic defences to protect yourself from the debilitating effect of the evil which is radiating from the Crystal Spire. Yet, even so, you do not escape some discomfort and pain: lose 2 ENDURANCE points.

To continue, turn to 330.


FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU UUUUUUUUUU



Your fascination with the power of the Crystal Spire has distracted you from a more imminent danger. From a narrow passageway to your left appear three creatures draped in mouldering black robes. They see you and give vent to a chorus of high-pitched shrieks of alarm. You spin on your heel to face them, fearful that their hideous cries will bring all of Xaagon down upon your head.

If you possess a Bow and wish to use it, turn to 281.

If you possess Kai-surge, have reached the rank of Kai Grand Guardian or higher, and wish to make use of this Discipline, turn to 234.

If you possess neither the weapon nor the Discipline, or choose to use neither, turn instead to 60.


Ok, siamo nella cacca nera. Ditemi se volete che prenda qualcosa da sopra, se ci spariamo la Laumpspur e cosa facciamo ora!

************************************************** ***********************
Lupo Solitario, Sun Thane

CS: 43 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +4 Levelup)
--> 47 (con +4 Mindblast)
--> 51 (con +8 Kai-Surge)

EP: 14/46 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +8 Levelup)

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

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, Ruby Ring, Laumpspur (cura 4 EP), Meal

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), 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)
************************************************** ******

Defender
31st May 2013, 14:30
Che altro dire se non "porcoddè" QQ

Usiamo assolutamente la Laumpspur, poi userei Kai Surge visto che abbiamo rank ubbah, l'arcodiddio ha failato troppe volte ultimamente, ho paura che si riveli useless contro sti nuovi giannizzeri QQ^2

ah prendiamo la Iron Key il resto pisciamolo.

Rise-the-Sky
31st May 2013, 14:37
Cazzo io l'avevo detto che ci serviva weaponmastery..con un po' + di CS magari perdevamo meno vita e ora l'opzione dell'arco di Dio era safe :/

Beviamo e usiamo i nostri poteri Ariani

Defender
31st May 2013, 14:39
ah ho notato anche un errore nella matemaGica...

Roll...5
Lupo Solitario -4 (-1)(14)
Ixian Undead -5 (3)

Roll...5
Lupo Solitario -4 (-1)(10)
Ixian Undead -5 (morti, porco Kai)

nell'ultimo round abbiamo perso 5 EP, quindi siamo andati a 9 (come se non bastasse :cry: )

Bortas
31st May 2013, 15:56
Arcodiddio per me sempre e comunque...
E curiamoci che abbiamo i pf di topolino.


Roba da tenerci?

chiave de fero.
e prendiamo il coso di pietra, un oggetto tanto assurdo che magari serve a qualcosa... (refilando gli oggetti da ternerci con i due persi dalla fulminata diddio.

Kaluisurrr
31st May 2013, 17:57
kai surge go, tanto abbiamo ancora ignore pain pronto

Sturm
1st June 2013, 23:50
kai surge go, tanto abbiamo ancora ignore pain pronto

Errato IP è partito contro il mega-scontro a nocche dure. Qua direi laupusur abbestia, kai surge e inizierei coll arcodiddioh abbestia!
Edit: teniamo la chiave di ferro!

Jesper
3rd June 2013, 10:02
Ok, usiamo Kai-Surge, beviamo la Laumpspur e raccattiamo la chiave de fero e il coso di pietra!



You project a powerful blast of Kai-surge at the group but, to your dismay, it does not affect them. One of the target creatures utters a sound that resembles a mocking laugh and, from a pocket of its tattered black robe, it draws a silvery rod which it levels at your head. Reflexively you dive for cover, avoiding certain decapitation as a searing bolt of energy surges from its tip. It passes within inches of your back before impacting against a distant pillar of crystal.

As you scramble to your feet, you see all three of the creatures gliding towards you across the snow.

If you wish to attempt to evade these ghoulish attackers, turn to 256.

If you choose to stand and fight them, turn to 35.


Ooook immuni a Kai-Surge <.< Che si fa? :D

PS: le note dicono che abbiamo perso 1 EP per l'uso di Kai-Surge :nod:

************************************************** ***********************
Lupo Solitario, Sun Thane

CS: 43 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +4 Levelup)
--> 47 (con +4 Mindblast)
--> 51 (con +8 Kai-Surge)

EP: 18/46 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +8 Levelup)

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

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, Ruby Ring, Meal, Iron Key, Stone Bowl

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

Sturm
3rd June 2013, 10:07
Evadiamo al 256 :nod:

Defender
3rd June 2013, 10:29
Dice il saggio:

"nella vita di un lupo c'è un tempo per il STAND AND FIGHT e un tempo per FUGGI COME SE NON CI FOSSE UN DOMANI"

Ora è tempo di fuga :D

Jesper
3rd June 2013, 11:36
Saggia scelta :D



You dive over a wall and across a mound of ice and rubble in order to evade the creatures. Then, as you spring to your feet and sprint away, you draw on your Magnakai skills of camouflage and psychic defence to increase your chances further. It is a wise move; the black-robed horrors give chase but they soon lose your trail as you make your way deeper into the ruins of Xaagon.

Turn to 270.




Soon you stumble upon a ruined watchtower where you stop to rest awhile and get your bearings. Through a hole in the tower’s dull, glassy wall, you can see the wide stone ramp which services the archway entrance of the great Crystal Spire. Hidden from sight, you observe the traffic of undead warriors passing through this grand archway. The low hum that you detected earlier is much louder here, almost painfully so. Its concussive vibration is so strong that it leaves ripples in the snow.

You crane your neck to look at the uppermost tip of the spire, and you shiver with dread when you detect the unmistakable presence of the Deathlord. His cloying aura of evil makes you break out in a cold sweat, but you fight back this fear and resolve to gain entry to the Crystal Spire; you are determined to defeat him. Patiently you wait, crouched in the rubble of the ruined watchtower, observing his undead slaves come and go. During this time, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 335.


Ci lecchiamo due sassi per cena e via!



An hour passes before the arched entrance becomes devoid of undead slaves. Steeling yourself for the awesome task ahead, you slip away from the ruins of the watchtower and hurry up the ramp towards the open, empty archway.

Turn to 249.




Beyond the grand archway you discover a massive high-ceilinged antechamber. The walls of this vast circular hall are lined with human-like figures who, were it not for the frigid whiteness of their skin, would appear to be sleeping while on guard. Opposite the entrance you see another open archway, this one filled by a shimmering curtain of light. You sense that beyond it lies the way to the upper storeys of the spire, to the place where the Deathlord resides.

If you possess the Discipline of Telegnosis, turn to 333.

If you do not possess this Discipline, turn to 17.


Ce l'abbiamo!



Your mastery warns you that the shimmering curtain of light which fills the archway ahead will cause harm to any living thing that passes through its beams. However, your senses also detect that beyond the archway lies the only sure route by which you can gain access to the higher levels of this dread citadel.

If you wish to pass through the shimmering archway and risk injury, possibly even death, then turn to 265.

If you decide to search for an alternative way of reaching the upper levels of the Crystal Spire, turn to 4.


Che si fa :D?

EP: 23

Lupoazzurro
3rd June 2013, 11:46
mmmm...siamo stati avvisati, cerchiamo un altra via

Defender
3rd June 2013, 11:56
Siamo ancora mezzi a pecora, meglio la strada alternativa e un basso profilo :nod:

Sturm
3rd June 2013, 12:17
Lupo avvisato mezzo salvato,torniamo verso il 4!

Jesper
3rd June 2013, 12:37
Un'altra saggia scelta :D

beccavamo 10 EP di danno se ci infilavamo nel campo <.<




You circle around the hall, keeping a wary eye on the frozen humanoids that line the walls in case your presence here should cause them to animate. Fortunately your caution proves unnecessary—they remain completely immobile.

As you pass by the shimmering archway, you feel nausea rising from the pit of your stomach and a wave of dizziness makes you falter for a few moments: lose 2 ENDURANCE points. However, your dogged persistence pays off when you discover a partially-concealed panel in the wall. As you step nearer, it slides open to reveal a flight of steps which ascend to an empty chamber. Here you discover a door of opaque green crystal set flush into the north wall. Closer investigation reveals a curious lockplate positioned at its centre.

If you wish to examine this lock, turn to 322.

If you choose to ignore the crystal door and return by the stairs to the entrance hall below, turn to 299.


:dumb:? :D

Kaluisurrr
3rd June 2013, 12:49
:dumb:

Sturm
3rd June 2013, 13:12
:dumb: :dumb:

Defender
3rd June 2013, 13:33
:dumb: :dumb: :dumb:

Jesper
3rd June 2013, 13:45
:dumb::dumb::dumb::dumb:



You examine the intricate lockplate and determine that it operates by psychic energy. You study the intricate patterns which embellish it and gradually you realize that they give clues to a three-digit number. By projecting the image of this number at the lock, using your psychic powers, you will release the locking mechanism and cause the door to open.

The first of the three numbers is equal to the number of islands which can be found between the Tozaz Sea and the Gulf of Konkor.

The second of the three numbers is equal to the total of islands which can be found in Lake Ghargon.

The third and final number is equal to the number of cities that can be found on the banks of the River Zegar.

Consult the map in order to determine the correct three-digit number which will open the lock. When you think you have cracked it, turn to the entry that bears the same number as your answer.18

If you calculate incorrectly, or if you cannot solve the clues, turn instead to 84.


:lol:

:lol:

Fortunatamente nel corso dei millenni il numero di città non è mai cambiato :sneer:

Comunque sia, ecco la mappa!

http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/map.png

Sturm
3rd June 2013, 13:58
Praticamente pagina 100 se non sono diventato orbo :nod:

Defender
3rd June 2013, 14:17
Direi 100 pure io, anche se mi sembra fin troppo :dumb: anche per gli enigmisti di Magnamund (che sappiamo bene non brillano certo per acume :sneer: )

Jesper
3rd June 2013, 15:45
Bartezzaghi si rivolterebbe nella tomba se fosse morto e su Magnamund!



The instant you project the correct number at the lockplate, the entire door begins to shimmer and lose its solidity. It becomes transparent and then it fades completely, as if it has evaporated into thin air. With a smile of satisfaction on your lips at having solved the riddle of the door, you step through the now-open portal and climb a set of stairs which await you beyond.

Turn to 180.


:metal:



At the top of the stairs you find a chamber where the walls and floor are thick with frost. Standing beside a locked door is a crystal plinth on which lies an Onyx Key covered by a clear glass dome. Your Kai Sixth Sense tingles as you approach it—you sense that the glass dome is protected by sorcery.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/small8.png


If you already possess an Onyx Key, turn to 307.

If you possess Kai-alchemy or Grand Nexus and wish to use one of these Disciplines, turn to 86.

If you do not possess the Special Item, or do not have or choose not to use the Disciplines, then turn to 268.


Non abbiamo gia una Onyx Key, quindi...vogliamo usare Kay-Alchemy, o scegliamo metodi più terreni? :D

Sturm
3rd June 2013, 16:03
Io mi affiderei alle nostre discipline,non possono failare :metal:

Defender
3rd June 2013, 16:28
Kai Alchemy è veramente il coltellino svizzero della serie Grand Master.. :D

Usiamolah!

Bortas
3rd June 2013, 17:43
Alchemy

Kaluisurrr
3rd June 2013, 18:03
magia burdazza

Jesper
4th June 2013, 10:23
Using your Kai Mastery, you cause the glass dome to rise a few inches from the plinth. Quickly you snatch up the key, taking care not to touch either the plinth or the cover hovering above it; then you will the glass dome to descend slowly to its original position. (Record the Onyx Key on your Action Chart as a Special Item, which you carry in the pocket of your tunic.)

Having obtained the key, you now try it in the door and find that it fits perfectly. You give it a gentle twist, confident that it will unlock this door and allow you entry to whatever lies beyond.

Pick a number from the Random Number Table.

If the number you have picked is 0 or 1, turn to 50.

If it is 2–9, turn to 6.


Uuuu Roll...7!



There is a faint click and the door opens without a sound. You walk through and emerge into a chamber composed entirely of polished black crystal, where you see myriad images of yourself trailing away into infinity within the mirror-smooth walls. At first you see only your own reflections, but when you cast your gaze around this eerie chamber you realize that you are not alone. Standing guard at an open archway are a trio of undead creatures, the like of which you have never encountered before. They are armed with barbed tridents which they hold loosely in their corpse-green hands.

Suddenly they become aware of your presence and come scurrying forwards, their tridents raised in readiness to pin you to the wall.

If you possess a Bow and wish to use it, turn to 287.

If you do not, turn to 64.


Che si fa :D?

************************************************** ***********************
Lupo Solitario, Sun Thane

CS: 43 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +4 Levelup)
--> 47 (con +4 Mindblast)
--> 51 (con +8 Kai-Surge)

EP: 27/46 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +8 Levelup)

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

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, Ruby Ring, Meal, Iron Key, Stone Bowl, Onyx Key

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), 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)
************************************************** ******

Sturm
4th June 2013, 10:31
Arcodiddiooohhhhh!!!

Defender
4th June 2013, 10:40
http://www.mazinga-z.it/wp-content/uploads/2013/04/MazingerZ-Poster.jpg

Kaluisurrr
4th June 2013, 10:58
arcodidddddddddio

Jesper
4th June 2013, 11:56
In allegato la risposta di Deffo :sneer:

9968

nel dubbio, andiamo con l'Arcodiddiohhh!



You draw and fire an Arrow at the leading creature. To your horrified disbelief, the shaft passes cleanly through its chest, meeting no resistance whatsoever, and then shatters uselessly against the far wall.

You drop your Bow and unsheathe a hand weapon only just in time to defend yourself from these deathly creatures as they launch a lightning-swift attack.

3 Kajarda: COMBAT SKILL 48 ENDURANCE 42

Kajarda are undead. These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you want to use the Sommerswerd, turn to 238.

If you don't and you win this combat in six rounds or less, turn to 32.

If you win the fight in seven rounds or more, turn to 213.


Che si fa :D?

Lupoazzurro
4th June 2013, 12:00
morte orribile incoming.

Niente sommerswerd che siamo sotto il sedere del lordonzo, tiriamo kay surge e preghiamo nei dadi.

Defender
4th June 2013, 12:04
In allegato la risposta di Deffo :sneer:



era Mazinga Z che sparava uno dei suoi Rocket Punch :D

Cmq... nulla da fare Dever si è accorto che l'arcodiddio era un po' come il savage dell'1.60 e l'ha imbanerfato... non ammazziamo più neanche un criceto ormai QQ

Per ammazzare sti 3 mostri schifosi, niente Sommerswerd o rischiamo di subire uno zerg massivo...

Combattiamo con un'arma scrausa e let's hope for the best!

Bortas
4th June 2013, 12:13
botte come se non ci fosse un domani

Jesper
4th June 2013, 12:27
Botte senza Sommerswerd! :D

COMBAT RATING: -3 (con Kai-Surge)

Roll...9 :oldmetal:
Lupo Solitario -0 (-1)(26)
3 Kajarda -9 (39)

Roll...8 :metal:
Lupo Solitario -1 (-1)(24)
3 Kajarda -8 (31)

Roll...3
Lupo Solitario -5 (-1)(18)
3 Kajarda -3 (28)

Roll...3
Lupo Solitario -5 (-1)(13)
3 Kajarda -3 (25)

Roll...1 :(
Lupo Solitario -6 (-1)(6)
3 Kajarda -1 (24)

Roll...9 :oldmetal:
Lupo Solitario -0 (-1)(5)
3 Kajarda -9 (15)

Roll...2
Lupo Solitario -5 (-1)(morto :()
3 Kajarda -2 (13)

:( :( :(

Che si fa? Riproviamo il combat usando la Drogga? Riproviamo il combat senza Drogga?

http://i50.tinypic.com/14bklc8.jpg
MORTOMETRO: XIII
- Presi per sfinimento dai servi del Deathlord di Ixia (Libro XVI)

Bortas
4th June 2013, 12:37
riproviamo con droga, ce la trasciniamo dietro da una vita e tute le volte la serbiamo è ora di usarla, poi scappare e rintanarsi in pertugi sicuri (prossima disciplina quella di cura che riduce il tempo dell'IP) basta con le baracconate.

Rise-the-Sky
4th June 2013, 12:38
Non ci hai proposto la via della SPADADIDDIO xD.

Cmq riprovare ai roll mi sembra brutta soluzione.. dobbiamo cambiare qualcosa.

Droghiamoci e via.

Rise-the-Sky
4th June 2013, 12:40
riproviamo con droga, ce la trasciniamo dietro da una vita e tute le volte la serbiamo è ora di usarla, poi scappare e rintanarsi in pertugi sicuri (prossima disciplina quella di cura che riduce il tempo dell'IP) basta con le baracconate.

Ma tanto lo riduce da 1 mese a 1 settimana o giù di lì no? non penso cambi qualcosa a livello dello stesso LG .
Imho ci serve alzare il bonus attacco con WM, ma vedremo poi se riusciamo a uscire da sto posto di merda..

Jesper
4th June 2013, 12:49
Riduce da 100 a 20 giorni, si :D In sostanza, la dovremmo potere usare un paio di volte per libro invece che 1 per libro, a seconda di quando la usiamo.

Rise-the-Sky
4th June 2013, 12:56
Riduce da 100 a 20 giorni, si :D In sostanza, la dovremmo potere usare un paio di volte per libro invece che 1 per libro, a seconda di quando la usiamo.

Vabbè ma ad esempio in questo libro da quando l'abbiamo usata sarà passato forse 1 giorno..di sicuro ora non potremmo cmq utilizzarla una seconda volta. Credo che l'unico libro dove avremmo potuto era quando siamo stati sepolti vivi sotto la piramide.

Defender
4th June 2013, 13:00
Allora, nell'ordine:

la Sommerswerd penso sia inusabile.

Riprovare il combat boh, non ha molto senso a meno di non avere proprio nessun'altra possibilità.

La droga è l'unica soluzione. Non so come caspio faremo ad affrontare il Deathlord, ma amen ci penseremo quando saremo lì :look:

Quindi, via libera allo SBALLOOOO!!

P.S: sul discorso dell'IP ogni 20 giorni invece di 100... imho cambia 'na sega, non penso ci siano mai state avventure fin'ora dove avremmo avuto bisogno di usarlo per due volte a così grande distanza di tempo nella stessa avventura.
Semmai potrebbe cambiare a livello di avventure diverse se tra l'una e l'altra non passano mesi ma sono consequenziali (tipo quando dal libro 10 all'11 siamo cascati nel vortice spazio-tempo e l'avventura dopo si svolgeva immediately :nod: )

Sturm
4th June 2013, 13:07
Non lo so...l'uso della droga ci debiliterebbe abbastanza...boh proviamo ad usarla e speriamo di non perdere troppi EP :nod:

Jesper
4th June 2013, 13:18
Esatto, è più che altro quando passiamo da un'avventura all'altra...

Comunque sia, ci caliamo la drogga e ritentiamo!

Roll per la tossicodipendenza...7! Siamo salvi :D

COMBAT RATING: +3 (con Kai-Surge)

(lol ai roll)

9969

Roll...9 :oldmetal:
Lupo Solitario -0 (-1)(26)
3 Kajarda -14 (28)

Roll...9 :oldmetal:
Lupo Solitario -0 (-1)(25)
3 Kajarda -14 (14)

Roll...0 :oldmetal:
Lupo Solitario -0 (-1)(24)
3 Kajarda -16 (morti)

VABBE -.-



The bodies of the ghastly creatures undergo a swift and gruesome transformation upon the instant you deal them the coup de grâce. Their torsos implode with dramatic effect, and they barely have time to cry out in agony as their twisted remains hit the floor and crumble to dust.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/small10.png

You sheathe your weapon and step away from the foul-smelling mounds of dust. Then you hurry out of this black-floored chamber by a short passage which leads into an adjoining hall. This vaulted, oblong shaped hall is illuminated by flickerings of electrical fire which arc between two freestanding pillars at the far end of the chamber. Beyond the pillars you can make out the shadowy entrance to another chamber; it is the only other exit from this hall.

You realize at once that to pass between the pillars could prove to be fatal: the power arcing between them is as great as the lightning storm which is raging in the skies above Xaagon. Yet there may be a way of avoiding contact with this raw power. You notice that the two freestanding pillars do not go all the way to the ceiling—there is a gap, a little over two feet wide above them.

If you possess Kai-alchemy and wish to use it, turn to 136.

If you wish to attempt to climb one of the pillars and squeeze through the gap in order to reach the adjoining hall, turn to 297.

If you decide to throw caution to the wind and run between the pillars, turn to 211.


Ok, ora che si fa :D?


************************************************** ***********************
Lupo Solitario, Sun Thane

CS: 43 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +4 Levelup)
--> 47 (con +4 Mindblast)
--> 51 (con +8 Kai-Surge)

EP: 25/46 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +8 Levelup)

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

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Signet Ring, Ruby Ring, Meal, Iron Key, Stone Bowl, Onyx Key

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), 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: XIII
- 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)
- Presi per sfinimento dai servi del Deathlord di Ixia (Libro XVI)
************************************************** ******

Sturm
4th June 2013, 13:27
136 abbestiah senza manco pensarci :nod:

Lupoazzurro
4th June 2013, 13:38
alchimiadiddddiooooooHHHHHHHH

Bortas
4th June 2013, 14:14
Alchemy esticazzi

Jesper
4th June 2013, 14:45
You stand at the base of the left-hand pillar and utter the words of the Brotherhood Spell Levitation. Immediately, you feel yourself rise from the floor and, using your hands to guide you and maintain a grip on the pillar, you inch your way effortlessly towards the narrow gap between it and the ceiling above.

The ascent is effortless but it is not entirely painless. The energy radiating from the electrical arcing blisters the exposed flesh on the right side of your face: lose 3 ENDURANCE points.

If you have reached the Kai rank of Sun Thane, turn to 273.

If you have yet to attain this level of Kai Mastery, turn to 49.


Danni a cazzo yeah! E siamo Sun Thane :D



Having used Brotherhood magic to assist your climb you now call on it again to aid your descent. The spell Slow Fall enables you to glide smoothly to the coal-black floor. A few whispered words cancel its effect and you hurry away towards the shadowy exit.

Turn to 300.




A sense of unease makes you slow your hurried pace as you approach the shadowy opening. The low humming noise, which has been a constant presence ever since you first entered the Crystal Spire, is almost unbearable now. Were it not for your natural Kai defences, your hearing would have suffered permanent damage the moment you passed beyond the two pillars.

Beyond the opening lies a grand yet sinister chamber. Peering into its gloomy recesses, you observe that this chamber was constructed with great skill and care in some distant age. But it is not the rich decorations which hold your attention; it is the whirling circular vortex which hangs on the far wall like some nightmarish, living mural. Your pulse quickens when you look into its spinning core for you recognize immediately that it is a Shadow Gate—an astral doorway to another plane of existence.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/ill17.png
Illustration XVII—Freed from the magical prison, Deathlord Ixiataaga takes the Deathstaff in glee.

Your Kai senses quickly become attuned to the powerful psychic residues which linger in this chamber. You notice that several empty coffins lie scattered about the floor and, when you focus upon them, chilling dream-like images form in your mind’s eye. You see the accursed Deathstaff emerging from the Shadow Gate. It spins end-over-end and impacts against the heavy stone lid of a coffin, breaking it in two. Its evil power feeds un-life into the mouldering remains of the Ixian Elder lying within and, driven by this ungodly energy, the remains rise up from their stony tomb. The resurrected Ixian bears the Deathstaff to the highest chamber of the Crystal Spire where, imprisoned in a cage of light fashioned by the Elder Magi, stands Deathlord Ixiataaga. The Ixian pushes the Deathstaff through the wall of this shimmering prison and, with a crackling flash, the cage of light vanishes. Freed from the magical prison which has kept him secure for thousands of years, Deathlord Ixiataaga takes the Deathstaff and howls with manic glee as he rejoices in his fateful escape.

The disturbing images fade from your mind, driven away by your Kai Sixth Sense which is warning you of imminent danger. A wispy black vapour is leaking from the circular stone edging which abuts the whirling Shadow Gate. You focus upon these smoky black trails and sense at once that they are alive and that they radiate an aura of evil.

If you possess Kai-screen and have attained the Kai rank of Sun Thane, turn to 223.

If you possess Kai-screen but have yet to attain the Kai rank of Sun Thane, turn to 131.

If you do not possess the Discipline of Kai-screen, turn instead to 24.


Sticazzi O-o



You sense that the wisps of black smoke are a manifestation of several evil beings, each possessed of a strong psychic presence. Fearing attack, you quickly draw upon your Kai Mastery to construct a Mindfort to protect yourself from psychic assault. It is a wise precaution. Moments after the Mindfort is in place, the wisps streak across the chamber and encircle your body. They accelerate to a dizzying speed before launching a massive wave of psychic energy at your mind. Fortunately for you, this tidal wave crashes against the walls of your Mindfort and dissipates harmlessly into a thousand motes of light.

Turn to 283.


Mindfort fuck yeah!



Frustrated by their inability to destroy you psychically, the wispy beings retreat to the far side of the chamber where they solidify into six bodily forms. They have taken on the appearance of large, spindly-limbed, black insectoids, each with a ghoulish head from which composite eyes stare at you with evil intent. Chittering excitedly, the six creatures come stalking forwards, hungry for the kill.

If you wish to attempt to evade these hideous insectoids, turn to 98.

If you have a Bow and wish to use it, turn to 244.

If you choose not to evade them or make use of a Bow, turn instead to 115.


Provamo a fuggire, sfrecciamo oppure x?

Rise-the-Sky
4th June 2013, 14:46
Alchimia.

Defender
4th June 2013, 15:00
Siamo ancora in affanno con gli EP, e l'arco si è rivelato troppo spesso inutile contro i mob di sto livello...

Meglio una prudente fuga :nod:

98

Bortas
4th June 2013, 15:04
Arcodiddio ora e sempre per me

Earenia
4th June 2013, 15:19
basso profilo 98 :nod:

Sturm
4th June 2013, 15:47
Non può tradirci sempre! Arcodiddioooh!

Rise-the-Sky
4th June 2013, 16:00
Non possiamo scappare dal boss di fine libro...arcodiddio e preghiamo

Kaluisurrr
4th June 2013, 16:07
Arcodigesùùùùùùùùùùùùù

Defender
4th June 2013, 16:18
Non possiamo scappare dal boss di fine libro...arcodiddio e preghiamo

eh ma questi infatti sono gli add mi sa :P

Tibù
4th June 2013, 18:12
arco diddio!

Jesper
5th June 2013, 10:28
Arco sia!



Hurriedly you draw an Arrow and take aim at the nearest insectoid. You attempt to place your missile into its eye, but as it whistles towards the creature, it twists its head and your shaft misses its mark by barely an inch. You curse your luck as the Arrow glances off its shell to shatter uselessly against the far wall.

There is no time for a second shot. Dropping your Bow, you quickly unsheathe a hand weapon and brace yourself to meet their determined attack.

Turn to 261.


Fuckin' Nerf Stick :saddest:



When the insectoids come to within a body’s length of where you stand, suddenly their shiny black shells sprout masses of razor-sharp spines. The leading creature, the one who survived your Bow fire, emits a high-pitched screech; it is the signal to attack.

As one, the creatures leap into the air and fall upon you from above. Desperately you twist and dodge to avoid being crushed beneath their heavy, spiky bodies.

If you possess the Sommerswerd and you wish to use it, turn to 160.

If you do not possess this Special Item or do not wish to use it, turn to 43.


Che faremo :D?

Sturm
5th June 2013, 10:39
Basta ormai ci siamo,inutile nascondersi! Sfoderiamo la summerswerd!

SPADADIDDIOOOOOH

http://www.collectiondx.com/gallery2/gallery/d/583177-3/DALTANIUS_sword.jpg

Kaluisurrr
5th June 2013, 10:52
Spadadigesu

Ladro di anime
5th June 2013, 10:57
In questo caso non c'era una scelta da fare, ti chiede se hai o non hai l'arma, non se vuoi usarla o meno

Jesper
5th June 2013, 11:04
In genere metto sempre una finta scelta anche quando non c'è, per evitare le Deverate :D

D'altro canto, in questo caso... :D



The instant you unsheathe the Sommerswerd, its golden light floods the chamber, countering the heavy aura of evil which permeates its every corner. The goodly presence of your divine sword causes the insectoids to shy away fearfully. You sense that they are repelled by its power which is leeching their strength.

Gradually, their insect-like forms dissolve back into wispy trails of black smoke which swirl once around the chamber before evaporating into the porous stone framing the Shadow Gate. You are relieved to see the back of these hideous creatures, but your comfort is all too short-lived; no sooner have they vanished than a new horror appears in the chamber, rising up out of the stone floor.

If you have ever been to the Isle of Ghosts in a previous Lone Wolf adventure, turn to 311.

If you have not, turn to 80.


Non ci siamo passati! Prarg ha deciso di condurci altrove, ahime...



Squatting upon a plinth of stone arising from out of the floor is a huge, sabre-toothed, jackal-like creature with cream-coloured skin. Ice sheens on its muscular body and wisps of black smoke curl from its snuffling snout.

‘Prepare for death, lowly mortal,’ growls this creature, as it steps from the risen plinth. ‘I, Tagazin, am the deliverer of your destruction!’

The unexpected sound of its voice sends a shiver of dread coursing down your spine. Your Kai instincts tell you that this supernatural creature is slave to Ixiataaga—he is the Deathlord’s loyal companion. Venom drips from his bared fangs and murder glows darkly from the depths of his nightmarish eyes as slowly he stalks towards you.

Turn to 254.


Tagazin, per chi se lo ricorda, era il signore demoniaco invocato dallo sfigato Highborn di Amorak o come si chiamava, tanti tanti libri fa :D



‘Hold, fell demon!’ you shout, hoping to arrest his determined advance, but Tagazin merely sneers with disdain at your command. He stalks closer and you see knife-sharp talons extending from his hairless paws. From the gruesome expression on his face, clearly he is relishing the thought of rending you limb from limb. As you reach for your weapon, you consider using your psychic skills to preempt his imminent attack.

If you possess Kai-surge and have attained the rank of Sun Lord or higher, turn to 123.

If you possess Kai-surge but have yet to attain this level of Kai Mastery, turn to 216.

If you do not possess Kai-surge or decide against using this Discipline, turn instead to 294.


Vogliamo provare a blastare Tagazin o no? :D

Defender
5th June 2013, 11:07
Blastiamolo come il cane che è! (pun intended :sneer: )

Sturm
5th June 2013, 11:09
E blast sia!

Kaluisurrr
5th June 2013, 11:36
blast away!

Bortas
5th June 2013, 12:31
123 blastandogli in faccia il fatto che siamo ben più in alto di un semplice sun lord

Jesper
5th June 2013, 12:59
Cane di merda!



You look into the eyes of the approaching Demonlord and muster all your strength to summon a pulse of psychic energy. The pulse forms a radiant ball of power which speeds across the chamber and slams into Tagazin’s mind, making him flinch and falter.

Pick a number from the Random Number Table (count 0 as a 1). Now double the number you have chosen and make a note of the total in the margin of your Action Chart.

To continue, turn to 45.


Mistery Roll...7!



Tagazin quickly recovers from your psychic attack and launches himself through the air at you, his clawed paws outstretched in readiness to tear your flesh.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/ill3.png
Illustration III—Tagazin launches himself through the air, clawed paws outstretched.

Demonlord Tagazin: COMBAT SKILL 55 ENDURANCE 60

Before commencing the combat procedure, reduce your enemy’s ENDURANCE points score by the number you have noted in the margin of your Action Chart. You may use Kai-surge again to aid you during this combat. This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If at any time during this fight you reduce Tagazin’s ENDURANCE points score to 25 or less, do not continue. Turn instead to 168.


O-o

La cosa buona è che siccome tutti sanno che siamo qui, possiamo usare la Sommerswerd! E a quanto pare gli abbiamo gia fatto 14 EP di danno e dobbiamo portarlo a 25 o meno...

COMBAT RATING: -4 (con Kai-Surge)

Roll...5
Lupo Solitario -4 (-1)(30)
Demonlord Tagazin -5 (41)

Roll...8 :metal:
Lupo Solitario -1 (-1)(28)
Demonlord Tagazin -8 (32)

Roll...7
Lupo Solitario -2 (-1)(25)
Demonlord Tagazin -7 (25)

A pelo! :D



Your desperate combat is interrupted by a whirling gale-force wind. It arises in the centre of the chamber and accelerates like a cyclone around the walls, separating you from your enemy and hurling you both to the floor.

Suddenly, the air crackles and seethes with static power. A dark shape is taking form at the centre of the raging cyclone, a shape which radiates an intense aura of evil. It solidifies into a tall, black-robed torso surmounted by a goat-like skull. Where there should be eye sockets you see fiery cores of scarlet energy. Fear grips you with its icy hand when you smell the stench of death and corruption that hangs heavy around this dread being. You are in no doubt that you are now in the presence of the Deathlord of Ixia.

Tagazin whimpers like a frightened pup and slinks towards his master, his head bowed in fearful subservience. The Deathlord removes the Deathstaff from inside his funereal robe and holds it on high. Tagazin freezes in his tracks and his whole body trembles violently—he is clearly petrified of his master’s wrath. Ixiataaga sweeps the air with the evil staff, and in a terrifying instant, both you and Tagazin are lifted by the raging wind and hurled into the dark abyss that is the Shadow Gate.

Turn to 303.


A posto!



The freezing winds of the abyss tear mercilessly at your body as you tumble headlong through this cold and lightless void. You scream with anguish but hear nothing, not even the sound of your own voice, for sound does not exist in the airless limbo of a Shadow Gate. You are in no-space, falling helplessly between two planes of existence.

You are on the brink of unconsciousness when, with shocking abruptness, you splash face-first into a warm and stinking mire. Coughing and retching, you stagger to your feet and claw the oily muck from your stinging eyes. When you prise open your gluey eyelids, the sight which greets your disbelieving gaze is wholly unlike that of frigid Ixia. You find yourself knee-deep in steaming mud, surrounded by a hot and humid jungle of dense vegetation. Your Kai senses detect an all-consuming aura of evil which saturates this swampy land, warning you that this foul, stinking mire is part of the Plane of Darkness—the domain of the Dark God Naar. You scan the fetid landscape and sense that you are not alone—Tagazin is here, beyond the range of your vision but, nevertheless, not too far distant.

A sense of helplessness assails your spirit, feeding a growing fear that you have failed your mission. Your only hope is to find another Shadow Gate through which you can escape from this nightmare plane and return to your home world. Weary and despondent, you trudge through the slime towards a ridge of firm ground which is carpeted with lime-green moss. You sense Tagazin’s presence somewhere in this direction and you cling to the faint hope that he may be able to lead you to the Shadow Gate you seek.

Turn to 95.


Una nota aggiunge:" [17] (Section 303) If you possess the Sommerswerd, Section 98 of Dawn of the Dragons suggests that you may be able to add 4 to your COMBAT SKILL when using it in the Plane of Darkness (in addition to all other combat bonuses for this Special Item)."

Quindi fuck yeah!



The firmness of the mossy ridge makes the going easier as, reluctantly, you trek deeper into the mire. Infrequently you are assailed by small, slimy-skinned horrors which live beneath the mud of this rotting land. They rise up from their evil-smelling lairs and attempt to bite your legs and feet as you pass. All their attempts prove costly and futile; your speedy reactions and your Kai weapon skill makes sure of this.

After an hour or so, you glimpse something through the tangle of trees ahead which makes you stop and stare. At first sight it looks like a huge slab of stone lying on the surface of the swamp, but when you magnify your vision, you see that it is the flat roof of a stone building which is being swallowed very slowly by the mire. You sense that you are gaining on Tagazin and, with weapon drawn, you approach the sinking stone roof.

If you possess Grand Pathsmanship, turn to 229.

If you do not possess mastery of this Discipline, turn to 278.


Ce l'abbiamo!



When you reach the stone roof, you notice an opening at its centre, partially overgrown with barbed creepers. A closer look reveals a flight of steps, thick with slime, which descend into the darkness of the building which now lies trapped below the surface of the swamp. You are peering into this hellish gloom when suddenly your Kai senses alert you to an approaching threat.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/ill14.png
Illustration XIV—A horde of bloated corpse-things, humanoid horrors, and skeletal warriors approaches you.

You spin around to see a horde of monstrous shapes come streaming along the mossy ridge which you have just travelled. Bloated corpse-things jostle with humanoid horrors and skeletal warriors whose bones are gnawed with decay. It is a ghastly sight—a regiment of Chaos-creatures, drawn here by the scent of human prey. You shiver with dread, for clearly you are the prey they seek.

If you wish to evade these approaching Chaos-creatures by descending the steps inside the sunken stone building, turn to 259.

If you choose to stand and fight the advancing horde, turn to 145.


Che si fa? :D

Lupoazzurro
5th June 2013, 13:22
Scappiamo che c'è ancora il cane di modica in giro e se adda siamo nella merda

Defender
5th June 2013, 13:44
"Cristo, mi sono rotto di averci alle costole questi vigliacchi!" (cit.)

Stand and FIGHT, cazzoh!

Rise-the-Sky
5th June 2013, 15:29
25ep, nessuna cura ne IP...evitiamo sta marmaglia e riserviamoci per i fight seri

Jesper
5th June 2013, 15:39
Fuga!



With the hideous gibbering shrieks of the Chaos-creatures echoing in your ears, you hurry down the slime-smeared steps into the claustrophobic depths of this sunken building. At first the alien cries of your pursuers sound hungry and frantic, like those of a ravenous pack of starving wolves, but suddenly you realize that they are not cries of hunger at all—they are howls of glee. The Chaos-creatures are enjoying the sight of you rushing headlong to your doom!

You skid to a halt but it is already too late. With chilling abruptness, the slimy stairs open up and you fall feet-first into a deep, dark pit.

Turn to 59.


Argh!



With a jolt that leaves you gasping for breath, you hit the gluey surface of a stinking subterranean bog and sink in up to your neck. In the eerie half-light you can see the chaos horde above you, clustered around the edge of the square opening through which you fell. They are like excited spectators at a pit fight waiting for combat to begin.

Suddenly you sense movement in the slime—something is brushing past your left thigh. You struggle to move but, in doing so, you cause your body to sink deeper into the mire.

If you possess Telegnosis and have reached the rank of Sun Lord or higher, turn to 15.

If you possess Kai-alchemy and wish to use it, turn to 176.

If you possess Animal Mastery and wish to use it, turn to 337.

If you cannot, or choose not to use any of the above Disciplines, turn instead to 27.


Telegnosis, Alchemy o niente :D?

Bortas
5th June 2013, 15:45
Usiamo sta telecosa, vediamo che fa, che l'abbiamo presa e sembra un pò meh...

Lupoazzurro
5th June 2013, 16:08
telegnostadiddioooooh

Sturm
5th June 2013, 16:43
Telgnostami tuttoh!

Jesper
5th June 2013, 18:02
Jesus mode /on



Using your advanced mastery, you lighten your body weight to prevent yourself from sinking any deeper into the mire. Moments later, you feel something brush past your leg for a second time and the chilling sensation galvanizes you into action.

The walls of the shaft are mirror smooth for the first ten feet above the surface of the mire. But beyond this point you notice that they are rough-hewn and studded with sharp spurs of rock. One such spur offers a tempting handhold…if only you could get to it. If you could reach it, it would be an easy task for a warrior of your agility to climb to the opening above.

If you possess a Rope (oiled or otherwise), turn to 323.

If you do not possess this Backpack Item, turn to 210.


La vendetta della Rope!!!



With difficulty you retrieve your Rope from your Backpack and hurriedly make a lasso. Then, uttering a short prayer to Kai and Ishir, you cast it upwards in an attempt to catch it upon the rocky spur.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.

If your total is now 0–3, turn to 285.

If it is 4 or higher, turn to 137


Roll...8!



You lasso the spur of rock on your first attempt and pull yourself out of the cloying mire barely seconds before the unseen creature, which is circling below the surface, moves in to attack your legs. On reaching the spur, you retrieve your rope and set out to climb the wall of this shaft.

Above, the snickering horde of Chaos-creatures watch your ascent with eager anticipation. When you are within a few feet of the top, you unsheathe your weapon and get ready to fight your way out of the shaft one-handedly.

Chaos-horde: COMBAT SKILL 46 ENDURANCE 46

Unless you have attained the Kai rank of Sun Lord, you must reduce your COMBAT SKILL by 4 for the duration of this combat, due to your disadvantageous position. Unless you have Grand Weaponmastery and are a Sun Knight or higher, you may not use a two-handed weapon (i.e. Broadsword, Quarterstaff, and Spear) for this combat.

If you win the combat, turn to 82.


Col +4 addizionale della nota di prima, la nostra CS schizza a 55 usando Kai Surge!

COMBAT RATING: +9

Roll...9 :oldmetal:
Lupo Solitario -0 (-1)(32)
Chaos-horde INSTAGIBBATI!



Before the sundered remains of your enemies can merge and reform, you kick them into the pit where they are consumed by the creature which lurks at the bottom of its slime-filled base. Then, without looking back, you make a swift escape up to the roof and hurry away along the mossy ridge.

Minutes later, you come to a thicket of mist-enshrouded trees. As you pass through this eerie wood, you detect the presence of Tagazin once more. Fresh tracks indicate his direction and determinedly you set off, finding it an easy task to follow his clawed footprints in the loamy soil. They lead you through a tangle of saw-toothed briar and up a gently sloping rise. As you crest the top of the rise, you look upon an awe-inspiring sight.

Turn to 150.


Modicaaaaaaaaa!



A few hundred yards beyond the rise, you see Tagazin moving along a track which leads to the top of a small hillock. Here, contained within an arch of ancient stone, you see a whirling vortex: it is unmistakably an open Shadow Gate.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/small9.png

Surrounding Tagazin are a host of winged, dragon-like creatures, with horny skins that glimmer like gold in the wan light. By the slow, laborious way in which the jackal-like Demonlord is moving his limbs, you sense that he has been injured and greatly weakened by his passage through the void.

If you have ever been to the Plane of Darkness before in a previous Lone Wolf adventure, turn to 205.

If you have not, turn to 227.


E certo che si :nod:



At once you recognize the winged creatures. You encountered them the last time you were here upon the Plane of Darkness. They are Lavas—fell servants of the Dark God Naar.

The dozen or so Lavas surrounding the ailing Tagazin appear to be urging him on towards the Shadow Gate. Your hopes of returning to your home world rose when first you saw the Shadow Gate, but now the familiar sensation of fear returns to chill your blood. The thought occurs to you that if Tagazin should enter the Shadow Gate before you, the Lavas may be able to close it behind him and deny you the chance of escaping from this evil domain. It is a risk you cannot afford to take.

Drawing your weapon, you race along the track in pursuit of the Demonlord, grimly determined to prevent him from reaching the Shadow Gate alive.

If you possess Assimilance, turn to 347.

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



Niente Assimilance!



You have taken only a few dozen steps in pursuit of the sickly Demonlord and his golden-winged escorts, when your presence is betrayed by the aura of goodly light your body is radiating whilst on this plane of existence. A wave of alarm spreads through the escorts when they detect your aura, and many of them take to the sky. Directed by a vengeful Tagazin, they circle around you and come diving down to attack you with beak and claw.

Lavas: COMBAT SKILL 52 ENDURANCE 52

If you win this combat, turn to 105.


Fu!

COMBAT RATING: +3 (con Kai-Surge)

Roll...8 :metal: (il dado si è rotto)
Lupo Solitario -0 (-1)(34)
Lavas -12 (40)

Roll...0 :oldmetal: (decisamente lol)
Lupo Solitario -0 (-1)(33)
Lavas -16 (24)

Roll...3
Lupo Solitario -3 (-1)(29)
Lavas -7 (17)

Roll...5
Lupo Solitario -2 (-1)(26)
Lavas -9 (8)

Roll...3
Lupo Solitario -3 (-1)(22)
Lavas -7 (1)

Roll...9 :oldmetal:
Lupo Solitario -0 (-1)(21)
Lavas -14 (morti!)



As you slay the last of these golden-winged horrors, their torn bodies dissolve into a hot, steamy vapour which is carried away on a foul breeze. The few Lavas that remained with Tagazin, having seen what has befallen their comrades, now abandon the Demonlord to his fate. Tagazin curses their apparent cowardice as they take to the air and speed away.

For a moment you stare at the Demonlord and he returns your gaze; his bitter hatred of you burns brightly in his supernatural eyes. Then he turns and drives himself on towards the Shadow Gate. You give chase, determined to stop him, but you slow your pace when suddenly you see a wide rent appearing in the sky high above. Through a tear in the clouds you see a new host of Lavas come swooping down.

If you possess Grand Huntmastery, turn to 272.

If you do not possess this Discipline, turn to 241.

Ce l'abbiamo!



Using your advanced mastery, you magnify your vision in order to see better the new enemy that is descending towards you from out of the sky. As the images grow larger, you see that the leading Lavas is holding an item which radiates an intense aura of evil power. At a distance it appears to be a large metal bowl with a sharp spear of crystal fixed to its underside. Unsure of its purpose, you hazard a guess that it is some kind of weapon that the Lavas leader intends to use against you.

Driven by fear, you increase your own pace, determined more than ever now to reach the Shadow Gate before either Tagazin, or his new wave of helpers, can stop you.

If you possess Kai-alchemy and have attained the Kai rank of Sun Knight or higher, turn to 230.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 3.

Pure questa!



You recite the words of the Brotherhood Spell Strength, and within seconds, your body surges with newfound energy. You increase your pace until you are running at three times your previous speed. Within a matter of seconds you close upon Tagazin, your weapon drawn in preparation to strike at him as you pass by, but the Demonlord sees that he can no longer outdistance you and he stops to block your path. He is weaker than before, but he has lost none of his devilish cunning.

As you come to within striking distance, suddenly he leaps at your chest and brings you crashing to the loamy ground.

Demonlord Tagazin (injured): COMBAT SKILL 45 ENDURANCE 45

This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

Conduct this combat for one round only.

If Tagazin is killed outright during this single round of combat, turn to 33.

If he is not, turn to 301.


Ora che Tagazin è ferito e noi siamo full power a paletta, abbiamo +10 se usiamo Kai-Surge o +2 se non lo usiamo. Cosa volete fare, anche tenendo conto dei due esiti del paragrafo?:D

EP: 23

Tibù
5th June 2013, 18:37
usiamolo e leviamoci dal caz sto cagnaccio!

Bortas
5th June 2013, 20:15
Massacramolo e surgiamo...

Sturm
5th June 2013, 20:49
Surgiamogli il culo!

Yippie kai yay modafacca!

Jesper
6th June 2013, 10:51
Surge!

COMBAT RATING: +10

Roll...0 :lol:
Lupo Solitario -0 (-1)()
Tagazin INSTAKILLATO!



The moment you smite Tagazin with your single, devastating blow, his body shatters into a million frozen pieces which cascade to the ground like an opaque crystal waterfall. You step back from his smashed and scattered remains, and glance skywards in time to see the second wave of Lavas come screaming out of the clouds. The sight makes you start and you take to your heels. You sprint the remaining few yards towards the Shadow Gate, and before the leading Lavas can block your escape, you dive headlong into its spinning core.

Turn to 200.


Fuck yeah!



The howling winds of the void rip at your face and clothing as you plummet into the core of the lightless abyss. You lose all sense of time until, in the remote distance, you see tiny motes of light come streaking towards your face. Then, as suddenly as it began, the sensation of falling through deep space is replaced by an abrupt cessation of movement.

Stunned and disorientated, you shake your head and rise uneasily to your feet. As your blurred vision clears, you see that you have returned to the chamber of the Crystal Spire from where you were first sent tumbling into the Shadow Gate. It is empty now. Fearing the worst, you use your Kai skills to determine the time and the date. To your immediate relief you discover that only a few hours have elapsed during your absence from Magnamund; it is still possible for you to achieve your quest.

You resolve to find the Deathlord, even if it means searching every chamber of the Crystal Spire. You turn to leave this hall, but a noise behind you makes you freeze in your tracks. The sudden stench of decay and corruption tells you that you may not have to look too far to find your adversary after all.

Turn to 90.




You spin around to see a circular section of the floor disappearing. At the centre of this gaping hole there arises a plinth on which stands the awesome figure of Deathlord Ixiataaga. Jets of flame encircle his robed form, shooting up from the moat which now separates the plinth from the floor of the chamber.

The cloying stench of decay is overwhelming. As you reel backwards, you see the Deathlord raising the Deathstaff that hums with the terrible power held precariously within its haft. A ghastly laugh issues from his goat-skull face as he levels the evil weapon and directs its tip towards your heart.

If you possess the Sommerswerd, turn to 113.

If you possess the Power Spike, turn to 296.

If you possess neither of these Special Items, turn to 215.


Ok, visto che non abbiamo il Power Spike e che siamo davanti al Death Lord medesimo, inutile chiedere, direi :D



Abruptly the ghastly laughter ceases, as if the Deathlord has seen something which has shaken his arrogant confidence in his own invincibility. Your senses tell you that it is the Sommerswerd—he has recognized that you possess one of the few weapons capable of destroying him. It is a realization that shocks him to the core.

You move forwards, eager to exploit your advantage, but the Deathlord reacts swiftly. He utters a guttural sound and, in the next instant, a massive bolt of energy shoots from the tip of the Deathstaff and comes speeding towards your chest.

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

If your total score is now 2 or less, turn to 178.

If it is 3–6, turn to 47.

If it is 7 or more, turn to 280.


Abbiamo +3 al roll!

Roll...4!



You dive and roll across the floor to avoid the onrushing bolt of energy. The massive flame-ball passes over your back and explodes at the far end wall of the chamber with devastating effect. It tears open a hole in the steel-hard crystal wall more than ten feet in diameter, and it fills the air with razor-sharp shards. Yet, due to your swift reflexes, you suffer only minor injuries: lose 1 ENDURANCE point.

As you spring to your feet, you suddenly see an opportunity to seize the initiative and carry the attack to the Deathlord.

Turn to 12.




You see that the Deathstaff is no longer vibrating with power. You sense that Ixiataaga has expended all of its unholy energy in one massive burst, in the hope of destroying you quickly and utterly. It will be several minutes before the Deathstaff recoups its dark powers—you must act swiftly if you are to turn this to your advantage.

You raise the Sommerswerd and an umbrella of golden light bursts from its hilt to illuminate the debris-strewn chamber.

‘For Sommerlund and the Kai!’ you shout, and with a single mighty leap, you traverse the fiery moat and land on the plinth within an arm’s length of the Deathlord’s foul form. Your brave and bold action takes Ixiataaga aback, but he quickly recovers, and with unnerving speed, he spins around to counter your attack.

Turn to 214.


Collione!



You raise the Sommerswerd and a gout of golden flame engulfs the blade, flaring with such brilliance that Deathlord Ixiataaga is momentarily blinded by its goodly light. He shrieks, and raises the Deathstaff defensively to ward off your first blow. As the blade of the sun-sword bites the haft of Ixiataaga’s fell weapon, a hissing mass of crimson and gold sparks explode into the air. These fiery motes are sucked into the vortex of the Shadow Gate, which has now begun to whirl with alarming intensity.


http://www.projectaon.org/en/xhtml-less-simple/lw/17tdoi/small1.png

The Deathlord reels from the force of the impact, but he recovers swiftly and thrusts the sharp tip of the Deathstaff at your face. You duck the thrust, but you sense that this is just the beginning of what will be a titanic fight to the finish.

Deathlord Ixiataaga (with Deathstaff—uncharged): COMBAT SKILL 60 ENDURANCE 39

This supernatural being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat, turn to 290.


O__________________________o

Almeno una nota ci conferma che il Deathlord è non morto, quindi infliggiamo danni doppi...Cio' detto, COMBAT RATING -5 :saddest:

Entrino i dadi!

9970

Roll...9 :lol:
Lupo Solitario -0 (-1)(28)
Tagazin -16 (23)

Roll...0 :lol::lol:
Lupo Solitario -0 (-1)(27)
Tagazin -18 (5)

Roll...9 :lol::lol::lol:
Lupo Solitario -0 (-1)(26)
Tagazin -16 (ahahahahah)



Your final blow draws a hellish shriek from the skull of Deathlord Ixiataaga, so loud that it batters the walls and shakes the plinth on which you stand. The Deathstaff disintegrates in his skeletal hand and he topples backwards towards the fiery moat. Yet as he does so, his body crumbles into a plume of grey-green dust which is sucked away into the whirling maw of the Shadow Gate, together with the shattering remnants of the Deathstaff.

Your victory over the Deathlord has freed Ixia from an evil which has enslaved its dead for millennia. Now, at last, their tormented souls can find a lasting peace. You have destroyed a great and evil entity, yet by doing so you have also unwittingly removed the power which has kept the ravages of time at bay for thousands of years. Now, time returns to Xaagon.

Eager to leave this place, you leap across the fiery moat and run towards the archway. But as you are passing through it, there is a terrific explosion which shakes the very foundations of the Crystal Spire. Fear grips your heart when suddenly you realize that all of Xaagon is collapsing.

Turn to 196.


Maledizione! Era un boss portante!



ou flee the chamber, escaping past many Ixian and Drakkarim guards who stand rigidly immobile, fixed in the poses and attitudes they were in the very moment you vanquished the Deathlord. It was his power which gave them un-life; now that power is no more.

Fearing for your survival, you sprint across heaving, buckling slabs of broken stone that were once smooth tiled floors, and rush down staircases that crack and twist beneath your feet. You are racing down one such stairwell when suddenly an entire section collapses, leaving a gaping hole more than fifty feet deep. Above you, a row of pillars topple like storm-shaken trees, blocking the stairs completely, and making it impossible for you to retrace your steps.

If you possess Kai-alchemy and have attained the Kai rank of Sun Thane, turn to 29.

If you possess Telegnosis and have attained the Kai rank of Sun Lord or higher, turn to 326.

If you do not possess either of these Disciplines, or if you have yet to attain the relevant levels of Kai Mastery, turn instead to 225.


Cosa usiamo :D?

Bortas
6th June 2013, 10:58
Alchemy, telecoso non mi ispira.

Lupoazzurro
6th June 2013, 11:11
alchemy, è più powwa di telegnosis

Rise-the-Sky
6th June 2013, 11:41
Eppure io son convinto che LW sia un gran figlio di Telegnosta.

Sturm
6th June 2013, 11:58
E alchemy sia!

Defender
6th June 2013, 12:12
Soccia che ownata in da face che si è preso il deathlord :D

Chiudiamo in bellezza con Alchemy daje

Jesper
6th June 2013, 12:19
L'alchimia ci porta via!



Using your advanced knowledge of Brotherhood magic, you recite the words of the spell Slow Fall and step into the gaping hole. Easily you glide down through the dust-choked air to land on the floor of the hall, fifty feet below.

Turn to 62.




You hurry across the chamber, zigzagging to dodge pillars, chunks of stone, and the many bodies of Ixiataaga’s former undead slave-warriors which are raining down from the upper levels of the Crystal Spire. Aided by your Kai Mastery, eventually you reach the lowest level of the spire where the entrance hall and grand arch open out into the city. You are racing through a torrent of crystal dust towards the grand arch, the main exit, when a massive shock wave runs through the entire building. You are within seconds of escaping when, to your horror, you see the walls buckle and the grand arch begin to collapse.

Pick a number from the Random Number Table. If your current ENDURANCE points score is 10 or less, deduct 1 from the number you have picked. If your ENDURANCE score is 20 or higher, add 1.

If your total is now 3 or lower, turn to 316.

If it is 4 or higher, turn to 193.


Ah, un'instadeath ah 30% nella migliore delle ipotesi dopo aver segato il boss finale :nod:

Roll...7!



You emerge from the Crystal Spire with barely seconds to spare. As you descend the main ramp which leads away into the streets of Xaagon, the great archway disintegrates completely, bringing with it a vast section of the foundation wall. This collapse begins a chain reaction of destruction that culminates in the spectacular fall of the upper spire, which crashes down upon the city like some massive crystal tree felled at the roots.

You run without stopping, through the quaking streets to the shattered west gate, and then onwards through the deepening snow towards the narrow mountain pass. You are more than a mile from the walls of Xaagon when eventually you stop to rest and survey the destruction you have left behind.

Turn to 250.




From a vantage point on a rocky, snow-swept ridge, you watch the stupendous spectacle that is the fall of Xaagon. One by one, its walls, buildings, and crystal towers implode and collapse until less than a handful remain. When the destruction is over, the black skies brighten and the fierce electrical storms abate. For the first time in ten thousand years, sunlight pierces the perpetual cloud cover of Ixia and brings warmth to this frozen land.

Greatly heartened by the success of your mission, you set off westwards and retrace your original route through the mountains to the ice-caverns on the southern coast. When you arrive there, you are greeted by an unmoving tableaux of skeletal warriors, each one frozen in the action it was performing at the time of the Deathlord’s destruction. You are eager to return to Fort Azgad as soon as possible, and to this end, you descend to the underground lake where the Ixian ice-boats are moored.

Turn to 162.




You reach the subterranean lake and go aboard an ice-boat moored alongside the stone jetty. With the demise of the Deathlord and his necromantic power, you are fearful that these vessels may no longer be serviceable; their sorcerous engines could prove to be as immobile as the warriors who stand like frozen statues all around the shore of the lake. But, fortunately, your fears turn out to be groundless.

You quickly discover that these ice-boats are propelled by Ixian witchcraft, an arcane art far older and more benign than the Deathlord’s vile necromancy. Having satisfied yourself that your chosen vessel is seaworthy, you cast off its hawser and steer it away from the jetty towards the wide cave mouth which opens out into the stormy Tozaz Sea. The elation of victory is still buoying your spirits, yet there is a nagging unease in the back of your mind that not everything is as it should be.

Turn to 147.




Guided by your Kai instincts and the night stars, you set a southerly course for Azgad Island. The Tozaz Sea is unusually calm for most of this lonely voyage, and hazards are few…until the dawn of your second day at sea.

Through the grey winter’s gloom you see the unwelcome sight of the Tozaz iceberg field stretching across the southern horizon. At first it looks impenetrable, but as you sail closer you identify two breaks in the ice-field that could be the beginnings of passages through to the far side.

If you wish to steer your craft into the southeasterly passage, turn to 188.

If you choose to sail into the southwesterly passage, turn to 119.


Dove si va :D?

Rise-the-Sky
6th June 2013, 12:21
COSA CI FACCIAMO SU UNA BARCHETTA CAZZO!!
siamo morti :'(

cmq andiamo a sinistra ovvero ovest :/

Bortas
6th June 2013, 12:33
Idem sempre sinistra rettifico est

Defender
6th June 2013, 12:44
cmq andiamo a sinistra ovvero ovest :/

Eh no!

Stiamo andando a Sud, quindi la sinistra è l'Est! >_<

188

Lupoazzurro
6th June 2013, 13:20
Ovest!

Jesper
6th June 2013, 13:32
Ok, la sinistra vince :dumb:



At first your chosen passage is wide and deep, but within an hour of entering, it becomes treacherously narrow. With no crew to help you pilot the craft, you are in great risk of running the ship aground on the encroaching icebergs.

Pick a number from the Random Number Table. If you possess Grand Pathsmanship, add 1 to the number you have picked.

If your total score is now 0–1, turn to 134.

If it is 2–10, turn to 172.


Failiamo solo con 0.

Roll...5!



Despite the difficulties, you handle the vessel like a master seaman. Within three hours of entering the narrows, you emerge on the far side of the ice-field without a scratch and are able to continue your voyage to Fort Azgad without any further delays.

Turn to 350.


Yeah!



Two days out from the Tozaz ice-field, you catch sight of Fort Azgad. After the ordeal of Ixia, the sight of this spartan little outpost is one of the most welcoming you have ever seen. The garrison salutes you as you bring your ship to the quayside where Lord Ardan, Captain Lanza, and Prarg are all waiting to welcome you back.

Warmly they congratulate you, praising your inspired act of courage and bravery but you sense that all is not well. The feeling of unease which haunted you upon leaving the ice-caverns of Ixia has returned.

‘Where’s Banedon?’ you ask of Lord Ardan. ‘Is something wrong?’

Ardan’s face grows as sombre as his reply. ‘King Ulnar sent word to Sarnac’s court, summoning the Guildmaster to return urgently to Sommerlund. It is grave news, I’m afraid, Grand Master. In your absence, your country has been attacked. The Dark God, Naar, has sent forth a host of dragon-creatures to destroy the Second Order of the Kai and lay waste to your homeland. It is said his new minions are confident of swift victory for they are sure you will never defeat the Deathlord of Ixia.’

‘I must leave for Sommerlund at once,’ you say, looking to the eastern horizon. ‘My brethren and my country need me.’

The others nod in silent agreement. ‘We will do all we can,’ replies Lord Ardan, ‘to speed your passage home.’

The news of your country’s plight comes as a terrible shock. In Ixia, you have won a great and lasting victory against the forces of Evil, but could the cost be too great? You fear, also, for the lives of your young Kai acolytes. The Second Order are worthy Kai warriors but they are young, their mettle yet to be tested in the furnace-heat of battle. You pray to Kai himself that they be strong enough to resist Naar’s newest champions, at least until you return.

The challenge of the long journey home and the quest to save the Second Order of the Kai from the deadly wrath of Naar’s newest champions awaits you in the next Grand Master adventure, entitled:

Dawn of the Dragons


Vittoria! Anche se forse ci han distrutto il monastero :nod:

In ogni caso, prima di vedere cosa è successo a casa nostra, è tempo di un po' di GIOCO DEL SE FOSSE! Sbizzarritevi!

Defender
6th June 2013, 16:27
Se avessimo usato la Sommerswerd nelle occasioni in cui ce lo chiedeva dopo il "warning"? Tipo contro gli insettacci? Era instadeath o Dever voleva solo farci cacare addosso? :P

Jesper
6th June 2013, 16:50
Era

un'instadeath :D

Tibù
6th June 2013, 18:37
no vabbè bishottato il deathlord con combat a 60 (se nn ricordo male solo un tipo al nr 20 ci arriva-.-) quando ci giocai ai tempi ne presi una carretta ç_ç

Jesper
7th June 2013, 10:35
Il nuovo thread vive! QUI (http://www.wayne2k1.com/showthread.php?t=109094)