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View Full Version : [LUPO SOLITARIO] Libro XVIII: Dawn of the Dragons



Jesper
7th June 2013, 10:28
LIBRO 18, SERIE GRAND MASTER: DAWN OF THE DRAGONS
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L'alba dei Draghi Down è cominciata!



You are Lone Wolf—Kai Grand Master of Sommerlund. During your long voyage home from a successful quest you discover the Dark God Naar is poised to unleash a horde of fire-breathing dragons upon the Kai Monastery. Will his agents assassinate you en route? Or will you manage to arrive at your monastery in time to take command of the New Order of young Kai warriors in what could be their first and final battle against Naar’s champions of evil?


Abbiamo fatto il culo a Tagazin e al Deathlord of Ixia (http://www.wayne2k1.com/showthread.php?t=109011)...ma mentre eravamo in trasferta ci hanno invaso casa!

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THE STORY SO FAR...



You are Grand Master Lone Wolf of Sommerlund, sole survivor of a massacre that wiped out the First Order of the Kai—an 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 base of his power that was the infernal city of Helgedad.

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

For seven years now peace has reigned in Sommerlund. Under your direction the once-ruined Monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and the task of teaching a New 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 here 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 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 New 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. Readily the Kai Masters rose to their newfound responsibilities, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines. During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Council of the Elder Magi.

In the deepest subterranean level of the monastery, one hundred feet below the Tower of the Sun, you ordered the excavation and construction of a special vault. In this magnificent chamber wrought of granite and gold, you placed the seven Lorestones of Nyxator, the gems of Kai power which you had recovered during an earlier quest for Kai knowledge. In this vault, bathed in the golden light of those radiant gems, 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 Brotherhood 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.

In the years following your victory over the Darklords, peace has reigned victorious and the peoples of the Free Kingdoms rejoice in the knowledge that the evil which once threatened to destroy them has been banished from the face of Magnamund. 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 the Dark God 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. One such minion, the powerful Deathlord of Ixia, threatened to enslave the free nations of Magnamund with a weapon forged by Naar himself. Bravely you ventured alone into the Deathlord’s icy domain and confronted him in a life-or-death battle in which you were triumphant. However, as you were returning from the Deathlord’s frigid realm you learned that Sommerlund had been attacked. In your absence, Naar had sent forth a host of dragon-creatures to destroy the New Order of the Kai and lay waste to your homeland.

The news came as a terrible shock. In Ixia you had won a great victory over Evil, yet at what cost? You had no doubts that the New Order were worthy Kai warriors, but they were all so young, their mettle as yet untested in the furnace-heat of battle. Secretly you feared that they would be unable to resist Naar’s newest champions, and so you resolved to return as quickly as possible to Sommerlund to take command of the Kai Monastery and orchestrate your country’s defences.

In the court of King Sarnac of Lencia, in the city of Vadera, you received a pledge from the King himself that he would do all in his power to help speed your long journey home to Sommerlund. Accompanied by Lord Ardan, a friend and magician from the land of Dessi, you were put aboard a Lencian clipper, one of the fastest of all sea-going vessels. This ship was bound for Garthen—the principal city of Talestria—which lies more than a thousand miles to the east of Vadera. This was to be the first stage of your journey back to Sommerlund, a destination more than two thousand miles from Lencia. As you set sail from Vadera harbour you knew that you were embarking upon a race against time, a desperate race in which the future of your country and the New Order of the Kai were at stake.


TL;DR: mentre stavamo sderenando vari cattivoni, il malvagio dio Naar ha pensato bene di andare a distruggere il monastero Kai, visto che l'ultima volta ha funzionato così bene...sulla via del ritorno siamo passati da Lencia, dove ci hanno appioppato Non-Banedon come compagno! E ora è una corsa contro il tempo!

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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.





Grand Thane

If you are a Kai Grand Master who has reached the rank of Grand Thane (9 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Deliverance
Grand Thanes with this Discipline are able to call upon the God Kai for divine assistance should a situation warrant it. Kai cannot intervene to save a Grand Thane from physical danger, but he can give signs which may help a Grand Thane choose the best course of action. A Grand Thane can call upon the God Kai for assistance no more than once every month. The frequency of divine audiences will increase as a Grand Master rises in rank.

Assimilance
Grand Thanes who possess this skill are able to protect themselves from detection by creatures using infravision (the ability to see the heat radiating from a person or thing), or ultravision (the ability to detect objects or movement in the ultraviolet spectrum of light).

Kai-surge
Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, e.g. bottles, windows, all ceramics, urns, jugs, etc., and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.

Grand Nexus
Grand Thanes who possess mastery of this Discipline can pass freely through Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of detection increases as a Kai Grand Master rises in rank.

Telegnosis
Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum, and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.

Magi-Magic
Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom Battle-spells:

Power Glyph—By inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
Hold Enemy—Using this spell, Kai Grand Thanes are able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targeted creature. The range and duration of effect of this spell increase as a Grand Master rises in rank.



A voi la scelta! :D

PS: per quanto riguarda il power up di Deliverance, siccome Joe non si ricorderà mai di farcelo usare (ma ha grandi potenzialità), è houserulato così: 1 volta per book possiamo invocare l'aiuto di Kai prima di una scelta o in altri momenti appropriati. L'aiuto arriverà sotto forma criptica :D

Rise-the-Sky
7th June 2013, 10:33
Weapon Mastery! L'arco di Dio deve tornare affidabile e il punto di attacco extra fà cmq comodo (senza contare il danno extra quando non usiamo al SpadadiDDIO)

Sturm
7th June 2013, 10:43
Il problema dell'acrodiddioh comunque non sta tanto nel roll,quanto nella stronzaggine di Dever che ci fa missare come e quando gli tira il culo. Visto che non abbiamo motivo di nascondere la summerswerd forse conviene prendere Grand Nexus,che ha anche un upgrade niente male :nod:

Lupoazzurro
7th June 2013, 10:57
io sarei per weaponmastery, ultimamente (culo con i dadi a parte) abbiamo un pò sofferto nei combattimenti.

Bello l'upgrade di telegnosis, mandiamo a cagare il monastero kay e dedidichiamoci piuttosto a diventare ricchihhhhhhhh

Bortas
7th June 2013, 11:04
Io sarei per Assimilance per fare il Ninja diddio...

Defender
7th June 2013, 13:00
Bello l'upgrade di telegnosis, mandiamo a cagare il monastero kay e dedidichiamoci piuttosto a diventare ricchihhhhhhhh

:rotfl:

Propongo Grand Nexus. Voglio usare gli Shadow Gate come fossero porte girevoli!

Tibù
7th June 2013, 18:06
weapon mastery

Kaluisurrr
7th June 2013, 20:14
assimilance

Jesper
10th June 2013, 08:59
Ok, la nostra prossima disciplina è Weaponmastery!

Qualche parola di saggezza da Joe...



In order to find the quickest route from Vadera to your Kai Monastery you may well have to pass through several wild and dangerous regions of Magnamund. Be wary and on your guard at all times, for the agents of the Dark God Naar are abroad and they will do everything in their power to thwart your safe return.

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

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

May the light of the Gods Kai and Ishir make swift your return to your endangered homeland.

For Sommerlund and the Kai!


Per l'equip facciamo il solito (Laumpspur, frecce e meals)...E si parte!



You set sail from Vadera harbour on a bitterly cold, grey, late winter’s day. The masts of your host ship, the Lencian clipper Saxin, have been rigged with every available square inch of canvas to catch the prevailing winds that will, with luck, propel you quickly to Talestria—the first stage of your long journey home. The clipper is a sleek and impressive craft and its departure does not go unnoticed, yet of all the many Lencians who have turned out to watch and wave it farewell, only King Sarnac and his closest advisors know the true purpose of its voyage.

Once the Saxin is beyond the sheltering walls of Vadera harbour, its captain charts an easterly course along the Tentarias—the chain of seas and landlocked lakes which separate the two continents of Magnamund. You and your companion, Lord Ardan, settle into the ship’s easy routine and, with few on-board duties to perform, you endeavour to pass the long hours constructively. With the aid of a map which he gives to you, Ardan briefs you on the route you should travel if you are to reach Sommerlund as swiftly as possible. You spend your time discussing the details of the route and pondering the new Evil which now threatens your homeland and the Kai.

Every night, as you lie awake on your bunk staring at the tarred beams of your cabin, you wish away the miles that separate you from your beloved homeland. You want, most of all, to be with your young Kai acolytes in this dark hour, but fate has seen fit to place a great distance between you. Fearful of what you may find if you arrive home too late, every night you offer up prayers to the Gods Ishir and Kai to help speed your return to Sommerlund.

Turn to 175.




Ten days after leaving Vadera, the Saxin drops anchor in Varnos Harbour in Garthen—the crown capital of Talestria. The sleek and elegant lines of the Lencian craft contrast starkly with the drab, functional hulls of the merchant ships and dhows which crowd this city-port’s jetties and wharves. Lencian craft are a rare sight in Garthen, and the Saxin is the rarest of Lencian craft; it is no wonder that its arrival stirs a frenzy of interest and speculation among the citizens of this capital.

Word of your arrival travels quickly to the Royal Citadel and a troop of Queen Evaine’s Court Cavalry are dispatched to the harbour. They are led by a stern-faced man who wears the uniform and gold insignia of the Lord Constable, the highest military rank in the Talestrian army. He brings his column of regal horsemen to a halt at the quayside; then he dismounts and strides forward to welcome you in person as you disembark from the ship.

If you have ever visited Garthen or Torgar in a previous Lone Wolf adventure, turn to 292.

If you have not, turn to 48.


Non ricordo se siamo stati a Garthen, ma senz'altro siamo stati a Torgar!



The smooth dark hair and noble countenance of the Lord Constable are oddly familiar, reminding you of someone whose name momentarily you cannot recall.

‘Welcome, my Lord,’ he says, with a respectful salute. ‘I am Nathor, Lord Constable of the Royal Citadel. My troop would be honoured to escort you to an audience with Queen Evaine.’

‘Pray tell me, Lord Constable,’ you reply, ‘have we not met before?’

‘No, sire. I venture you must be thinking of my late brother—Adamas. He held the office of Lord Constable afore me. I understand that you and he once fought together in the war ’gainst the Darklords. He spoke most highly of your courage. Sadly, though, he is no longer with us. He died valiantly during the great siege of Torgar.’

Turn to 238.


Nooooo l'Ammiraglio! La Death Aura stava lavorando a qualcosa fuori schermo, evidentemente...



You accept Lord Constable Nathor’s offer of an escort to Queen Evaine’s citadel and call to Lord Ardan, who has been watching from the deck of the Saxin, to come and join you. As Ardan disembarks, Nathor gives a signal to his men who are busy keeping an inquisitive crowd of citizens at bay. Hurriedly they clear a gap in the pressing wall of curious, wide-eyed Garthenians, and moments later the horse-drawn coach comes trundling through towards the quay.

Once you and Ardan are safely aboard, Lord Constable Nathor shouts a terse command to the driver and the coach speeds away from the harbour, escorted by the troop of Court Cavalry. A swervingly swift journey through Garthen’s steeply narrow streets ends when the coachman reins in his horses in the courtyard of the Royal Citadel. Everywhere you look you see soldiers of the Royal Household in uniforms bedecked with glittering braid. A fanfare of trumpets announces your arrival and, with minimal delay, Nathor escorts you personally to the State Hall where Queen Evaine of Talestria, seated upon a throne and surrounded by a dozen of her court advisors, is waiting patiently for you to appear.

‘Welcome, Grand Master,’ she says, graciously. ‘We have been expecting you. King Sarnac sent word of your arrival by message-hawk and we have made arrangements to help speed your passage homewards.’

Respectfully you bow to the queen and voice your thanks for the cooperation she has seen fit to offer you.

‘Not at all, Grand Master, for Talestria is in your debt. Were it not for you, our land would be in the thrall of the Darklords.’

With this, Queen Evaine dismisses her advisors and motions for you, Ardan, and Lord Constable Nathor to approach to the foot of her throne.

‘I understand the urgency of your journey, Grand Master,’ she says, her voice hushed as if she fears being overheard, ‘but I must caution you to be on guard. The Dark God Naar’s agents are abroad with plans to thwart your homecoming. I have received word from my garrisons in the north that Zlanbeast and Kraan riders have been sighted in the night skies. They venture forth from the ruins of the Darklord cities of Nadgazad and Cragmantle, sent by the express command of Naar himself. They know now that you triumphed in Ixia and they are watching expectantly for your coming.’

‘I thank you for this information, your Majesty, but I am sure that I can avoid these night-riders,’ you reply confidently.

‘I have no doubt of this, Grand Master,’ she says, ‘but they are not the only agents in Naar’s employ. Word of your coming has spread like wildfire throughout the shadowy underworld of thieves and assassins. Great rewards of gold and dark magic have been offered for your death.’

‘With respect, your majesty,’ you reply, tactfully masking your scepticism, ‘how do you know this to be true?’

‘Grand Master, it is true. I have heard it from the very lips of an assassin who was plotting your murder, here, in the heart of my capital. He was captured while attempting to recruit others and he is being held prisoner in the dungeons of this citadel. Perhaps you would welcome the chance to question this man yourself?’

If you wish to accept Queen Evaine’s offer and question your would-be assassin, turn to 132.

If you choose not to question the prisoner, turn to 111.


Ok, ci diamo al Mister Blue che è in noi? O no :D?

PS: ecco la mappa!

http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/map.png


************************************************** ***********************
Lupo Solitario, Grand Thane

CS: 45 (+8 Sommerswerd, +2 Silver Helm, +5 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +5 Levelup)
--> 49 (con +4 Mindblast)
--> 53 (con +8 Kai-Surge)

EP: 48/48 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +10 Levelup)

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

Weapons (2): Dagger, Broadsword

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

Rise-the-Sky
10th June 2013, 09:35
Ovviamente investighiamo

Lupoazzurro
10th June 2013, 09:43
132, scambiamo due paroline con questo simpaticone

Defender
10th June 2013, 09:47
andiam, andiam, andiamo a interrogar!

Sturm
10th June 2013, 09:54
Interroghiamo abbestia!

Jesper
10th June 2013, 09:56
Queen Evaine commands the Lord Constable to take you to the citadel dungeons which are located several levels below the State Hall. Here, shackled to the dank stone wall of a rat-infested cell, is the man who was caught in a Garthen tavern plotting your murder. Limp and unconscious, he hangs by his wrists in chains, his emaciated body showing all too clearly the signs of recent tortures. A pot-bellied gaoler scoops a bucket of foul water from a trough by the cell door and revives the prisoner by pouring it unceremoniously over his head. Coughing and spluttering, the wretch stirs to consciousness. He raises his face and you sense that he recognizes immediately who you are; his eyes blaze with an undisguised hatred.

‘He’s a tough un,’ growls the gaoler. ‘I’ve used all o’ me skills on ’im but ’e won’t say who ’is paymaster be.’

The fat gaoler reaches for a pair of long-handled pincers which are protruding from a brazier of hot coals.

‘Perhaps you’ll be wanting to interrogate ’im yourself, sire?’ he says, offering you the pincers. Wisps of smoke curl from their sharpened tips which are red and glowing.

‘Aye, gaoler, there are questions I’d like this man to answer. But I’ll not be needing those,’ you reply, declining the use of the cruel pincers. ‘I prefer to rely on my own methods of interrogation.’

If you possess Kai-alchemy, turn to 79.

If you possess Kai-surge, turn to 254.

If you possess neither of these Grand Master Disciplines or choose not to use them, turn instead to 95.


Ok, usiamo Mind Charm, gli friggiamo la testa con Kai Surge o usiamo metodi convenzionali?

Rise-the-Sky
10th June 2013, 10:06
Charmiamolo con il nostro carisma da razza superiore!

Bortas
10th June 2013, 10:12
79

Defender
10th June 2013, 10:42
Alchimia portami via!

Jesper
10th June 2013, 10:52
Using the Brotherhood Spell Mind Charm, you command the prisoner to reveal the identity of the person who sent him here to Garthen to murder you. At first you are unable to penetrate the man’s mind—his memory is protected by a magical shield. Then you draw on your psychic Kai skills to boost the Mind Charm spell and suddenly you feel the man’s magical shield begin to crack and disintegrate.

The man shrieks with fear as his body is racked by convulsions. A mass of images swirls and solidify in your mind’s eye—they are images of a past meeting in a far-off place which you recognize to be Duadon, the capital city of Eldenora. You see a shadowy figure, sheathed in ornate chainmail, handing a bulging pouch of gold to the prisoner in a dimly lit alleyway. The figure speaks your name before melting away into the shadows.

‘Who is this person?’ you say, commanding the trembling prisoner to answer. He parts his bruised lips and tries to utter a name but no sound emerges. You sense that he is fighting to overcome the remnants of the shielding spell placed upon his mind. Moving closer, you try to make out the name he is struggling hard to whisper.

Turn to 326.


Mannaggia!



Cautiously you place your ear close to the trembling man’s mouth and try to identify the name he is struggling hard to utter.

‘L…L…Lutha,’ he breathes. Then he gives a chilling snigger and you feel the hairs on the nape of your neck begin to rise. Your Sixth Sense is screaming a warning: you are in danger. With his tongue, the prisoner dislodges a hollow tooth and bites down hard upon it. It releases a vile greenish gas which he exhales directly into your face.

If you possess the Discipline of Grand Nexus, turn to 148.

If you do not possess this Discipline, turn to 261.


Niente Nexus!



261

You pull away from the bitter green cloud and fall back towards the cell door. Your Magnakai Discipline of Nexus offers some protection from this highly poisonous gas, but you are not completely safe from its effect: lose 5 ENDURANCE points.

The gaoler and Lord Nathor were standing several paces from the prisoner when he exhaled, yet even so they are affected by the insidious poison. Choking and retching, they collapse to the floor, their fingers scrabbling at their swelling throats as they fight desperately for breath. You grab hold of their tunics, one in each hand, and drag their bodies out of the cell into the cleaner air of the corridor beyond. Here you use your Magnakai Discipline of Curing to ease the effects of the poison gas; your skill and the swiftness of your actions undoubtedly save them from a painful, suffocating death.

‘Wha…what happened?’ wheezes Nathor, as he slowly recovers from the effects of the gas.

You peer into the cell at the man now hanging limply in chains, and then you turn to Nathor and say: ‘Suicide. A suicide and an attempted murder, that is. The prisoner has just killed himself with a poison pellet and it seems his last wish was to take all three of us with him.’

Turn to 309.


Urgh <.<



When you sense that the poison gas has dissipated and the air is no longer perilous to breathe, you enter the cell and take one last look at the prisoner’s body. The man’s face and upper body have been horribly disfigured by the effects of the gas, yet the extensive blistering has only partially destroyed a small tattoo on the side of his neck. It is a six-pointed star which you recognize to be the national symbol of Eldenora.

‘He must have died within seconds of biting into the poisoned pellet,’ says Nathor. ‘It chills me to think that whoever sent him here commanded such respect from this man that he chose to die in this way rather than face the consequences of failing his mission.’

‘Aye, and if there are others like him who are out to stop me,’ you reply, uneasily, ‘then my journey home to Sommerlund may prove more difficult than I expected.’

Turn to 342.




You leave the cell and return to the State Hall where Lord Constable Nathor reports what has happened to the Queen. Concerned for your safety, she suggests that you spend the night at the Royal Citadel as her guest. You accept her gracious invitation and enjoy a fine feast and the hospitality of her court. Then, shortly after dawn of the following day, you bid her Majesty and your companion—Lord Ardan—a fond farewell before beginning the next stage of your long journey home.

Mindful of the dangers, the Queen gives her Lord Constable a Royal Seal and places him, along with a troop of ten Court Cavalrymen, at your disposal. Lord Nathor and his men are to act as your guides and bodyguards on the road to Vanamor, the capital city of neighbouring Palmyrion. This republic is closely allied to Talestria and lies along its eastern border. Palmyrion also has close ties with your homeland and you look forward to the chance of renewing your friendship with its leader, Elector Manatine.

Mounted on fine Talestrian steeds, your party leaves the walled city of Garthen by its East Gate. Here you cross a great stone bridge on the far side of which is a signpost pointing to the east. It reads ‘Vanamor 280 miles’.

Turn to 210.


Ok, attacchiamo il navigatore e andiamo!



The road which crosses the plains to the east of the river is deeply rutted. Fortunately, though, it is dry, there having been little rain in these parts for weeks. Progress is good and by midday you and your troop have covered more than thirty miles. You pass many wagons on this road, mostly driven by farmers who are taking their crops to the markets and wharves of Garthen. These wagon drivers seem an unusually loyal and friendly breed; invariably they wave and cheer the moment they recognize the uniforms of Queen Evaine’s Court Cavalry.

After a brief rest at a village on the road, you continue your ride across the open plains and descend into a wide valley where a shallow stream winds its way through a mass of reed-beds and willow copses. Beyond this valley, the land becomes increasingly hilly. The sun is almost touching the horizon when you come to a small wayside shrine dedicated to the Goddess Ishir. Here a track leads off to the north and, a mile distant, you can make out the walls and tall bell-tower of a chateau high in the hills.

‘That’s the monastery of the Vaderish Brethren,’ says Nathor. ‘They’re a holy order devoted to the worship of the Goddess Ishir. We will find safe shelter with them this night.’

The sun has set and dusk is quickly turning to darkness by the time the troop reaches the gates of the Vaderish Monastery. The brothers of this holy order are led by an elderly monk called Rasbarin whom Nathor has met once before. The old cleric welcomes him warmly, as if he was his son, and then he invites you to stay here overnight.

The monks’ evening meal is simple fare but well-prepared and wholesome nonetheless (restore any ENDURANCE points you may have lost during your adventure so far). Afterwards, Rasbarin invites you and Nathor to his chambers to sample some of the monks’ speciality—a fine liqueur called Aquas. You are raising a glass of this golden liquid to your lips when suddenly the peace is shattered by a loud, cawing shriek which echoes through the surrounding hills.

If you possess the Discipline of Telegnosis, turn to 61.

If you do not possess this Grand Master Discipline, turn to 198.


Abbiamo telegnosis!



‘In the name of the gods!’ splutters Nathor, spilling liqueur down the front of his tunic. ‘What was that?’

A knot of fear tightens in the pit of your stomach. ‘A Kraan,’ you reply, recognizing at once the fell cry of this unwelcome creature.

You hurry to a window and see the large, bat-like Kraan silhouetted against the moon. A man-sized rider clings precariously to the creature’s reptilian back as it swoops and soars among the hills and gullies.

‘You had best come away from the window, my Lord,’ replies an anxious Nathor, ‘lest it detect your presence here.’

You take heed of the Lord Constable’s advice and retreat from the window. Furthermore, you use your Magnakai skill of Psi-screen to shield your mind in case the Kraan rider is able to employ psychic abilities to locate your presence.

‘It is not the first time it has come,’ says Rasbarin. ‘Every night for the past ten days we’ve heard it circling the hills. Sometimes there is more than one of its kind.’ He suggests that you bunk in the cellar of the monastery where you may be safer from detection, and you accept his offer gladly.

Turn to 154.


Siamo solo dispiaciuti che non siamo riusciti a rubare sto Kraan :saddest:



For hours the sound of the Kraan’s incessant cry echoes among the surrounding hills, making it difficult for you to sleep at all this night. As you lie awake listening to its ghastly caw, a sense of foreboding invades your mind and, despite your strong will, you feel powerless to overcome it. Restless and agitated, you get up and pace around the cellar until, at last, the cawing ceases and a chorus of bird song ushers in the dawn (lose 3 ENDURANCE points because of lack of rest).


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/small10.png

You join the troop for breakfast with Rasbarin and his brothers. During this meal, the elderly monk offers you a Flask of Aquas to fortify you on the road ahead, and a Talisman of Ishir to ward off hostile creatures (these are both Backpack Items). After breakfast, Nathor thanks Rasbarin for his hospitality and makes a donation of 50 Lune to his monastery. (If, before leaving, you too would like to make a donation, erase from your Action Chart the number of Gold Crowns you decide to give to the holy Vaderish Brethren.)

To continue, turn to 16.


Vogliamo fare una donazione ai monaci Darth Vader? Di quanto?

PS: "hai mangiato male e non hai dormito; sei morto!" :nod:

Rise-the-Sky
10th June 2013, 11:01
Famo i signori e lasciamo a sti morti di fame le lore lune. Tanto siamo full gold da tipo 10 avventure

Bortas
10th June 2013, 12:34
La carità non si addice al nostro ariano razzismo strisciante ed alla nostra aura di superiorità guadagnata sul campo, visto che i monaci non fanno mai un cazzo su magnamund e se non risolviamo noi le magagne di questo mondo di merda in un paio di anni va tutto a scatafascio, si alza di due punti l'iva ed il governo fa i montibond, quindi si prendete pezzenti, prendete e magnatene tutti, queste sono le mie lune offerte in sacrificio per voi merde...

Jesper
10th June 2013, 12:44
Ok, mi pare di aver capito che vogliamo lasciare loro tutte le Lune :D

E poi si prosegue!



Overhead the sun gleams like a jewel in the clear blue sky, and the early morning air bites with a refreshing sharpness which helps to revive your spirits. A layer of thick frost covers the stony trail from the monastery, and it scrunches loudly under the horses’ hooves as you make your careful descent. Soon you rejoin the east road and follow it, through a series of shallow gorges, to a thick pine forest where the ground is covered with mossy rocks. Here the road ascends to a crest where a pall of black smoke stains the cloudless sky. As you approach the crest, you suddenly sense danger ahead and shout a warning to Nathor. He commands the troop to halt while you go ahead to assess the situation.

Beyond the crest you see a broad valley with steeply wooded sides. At its centre there is a village and a large stone building which, when you magnify your vision, you determine to be a church. The roof of this building is ablaze and several bodies lie dotted around its cultivated grounds and gardens. You signal to Nathor to join you and, when he arrives upon the crest, he is able to identify the burning church.

‘That’s Pinepeaks Abbey,’ he says, his voice stilted with anxiety. ‘They are in trouble—we must help them.’

He calls his men to come forward and, before you can caution him, he leads them at the gallop down the steep trail which descends towards the valley floor. Cursing his impetuosity, you spur your steed onward and follow in his wake. You have covered less than half a mile when suddenly your Magnakai sense of Divination screams a warning—the troop is riding directly into an ambush.

Desperately you shout for Nathor to halt but your command goes unheeded. Then, from out of the surrounding pines, there comes a volley of arrows and spears. One spear penetrates deep into your horse’s flank, killing him instantly.

Pick a number from the Random Number Table.

If the number you have picked is 0 or 1, turn to 278.

If it is 2–6, turn to 183.

If it is 7–9, turn to 107.


Ah, Death Aura...

Roll...3!



Your slain horse crashes to the ground and you are thrown through the air. You land among the boulders and bracken which border the hill road, but your swift Kai reflexes prevent you from sustaining serious injury: lose 2 ENDURANCE points.

Bruised but unshaken, you spring to your feet in time to see a yelling horde of leather-clad men, each brandishing a sword or a spear, come rushing from hiding places among the surrounding trees. As they close in upon you, you draw your weapon and prepare to fight for your life.

Eldenoran Ambushers: COMBAT SKILL 38 ENDURANCE 42

If you win the combat, turn to 285.


Bitch please :nod:

COMBAT RATING: +10000 (con Mind Blast)

Roll...8 :metal:
INSTAGIB!



As the last of your attackers collapses at your feet, you turn and run headlong down the steep hill track. Arrows and spears whistle past on all sides as you endeavour to outrun the remaining ambushers. By dint of luck and speed, Nathor and his troop of Court Cavalry have survived the Eldenoran ambush with little injury and no loss of life. You see them in the distance, gathered in a group on the valley floor, and you wave to them to show that you are still alive. Immediately Nathor gallops away from the troop and comes speeding up the track to your rescue. As he gets nearer he slows his horse to allow you to leap astride its rump. Once aboard, he pulls his steed about and descends once more towards the valley floor, cheered on by his anxious men.

‘Follow me!’ commands the Lord Constable as he gallops past his troop without slowing. You glance over your shoulder and see them spur their steeds forward, their faces set in expressions of grim determination. Upon entering the village, you note a number of frightened women and children who are huddled beside stone walls or lying beneath hay carts. Some are cradling the bodies of their dead menfolk who lie scattered in the fields nearby. Then you catch sight of a group of Eldenorans in the grounds of the abbey. All are laden with loot, yet even so there are some who are squabbling amongst themselves in an effort to grab an even bigger share of the booty.

Nathor brings his steed to a halt and you both quickly dismount. As your feet touch the ground, you notice a drunken Eldenoran come lurching out of the doorway of a nearby cottage. He has a flagon of ale in one hand and a young woman, with a crying baby in the other. He sees you and, in a moment of drunken panic, he drops the flagon and unsheathes a dagger from his belt. It is clear from his actions that he intends to stab the screaming child.

If you possess Magi-magic and have reached the Kai rank of Grand Thane, turn to 82.

If you possess the Grand Master Discipline of Kai-surge, turn to 225.

If you possess a Bow and wish to use it, turn to 243.

If you possess neither a Bow nor any of the above skills (or should you decide not to use them), turn instead to 55.


Che facciamo :D?

************************************************** ***********************
Lupo Solitario, Grand Thane

CS: 45 (+8 Sommerswerd, +2 Silver Helm, +5 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +5 Levelup)
--> 49 (con +4 Mindblast)
--> 53 (con +8 Kai-Surge)

EP: 45/48 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +10 Levelup)

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

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Signet Ring, Ruby Ring, Meal, Iron Key, Stone Bowl, Onyx Key, 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
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 39 Corone, 60 Kika (10=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)
************************************************** ******

Bortas
10th June 2013, 12:49
Usiamo magicabulabidibibula, che non ce la fa mai usare magari è l'unica volta che succede nel libro, poi a cazzo ritto come i gran Thane sanno avere. Anche se l'arcodiccio non è giusto tradirlo. 82

Rise-the-Sky
10th June 2013, 12:55
Abbiamo appena ucciso ddei griGGini ...siamo proprio dei Grand Thane ! xD

Usiamo la Magi-Magic vah..

Lupoazzurro
10th June 2013, 13:14
Gloar!

Jesper
10th June 2013, 13:45
Norse Grand Thane :nod:



Using the Old Kingdom Battle-spell Hold Enemy, you command the Eldenoran to cease all movement. Instantly, the drunken thug freezes like a stone statue, enabling the young woman and her child to break free from his grasp. She runs towards you, cradling the sobbing child in her arms.

‘Thank you, thank you…’ she cries as she falls to your feet. Gently you lift her, assuring her with kind words that her ordeal is over. She smiles, reassured, but her expression quickly changes when she spots something moving behind you.

‘There he is, that cur Holkar!’ she spits. ‘He’s the murdering leader of these bandits. All this chaos is his doing.’

You turn to look at the object of her hatred, and see a swarthy brigand dodging between the gravestones that line the abbey grounds. He has a sack full of loot slung over his shoulder and he is hurrying towards his horse which stands close to the abbey’s perimeter wall. Determined not to let him escape, you rush into the grounds of the abbey and give chase.

Turn to 206.


Niente Gloar purtroppo :saddest:



The brigand leader mounts his horse, but before he can make good his escape, you take a running leap over the abbey wall and drag him out of the saddle. Together you crash to the frost-hardened ground and desperately he kicks and struggles to break free from your steely grip. Out of his boot he snatches a stiletto blade and thrusts it viciously at your throat. You dodge your head aside, avoiding its razor-sharp tip, but in doing so you let the brigand slip out of your hands. He rolls away and begins to rise to his feet, but then he freezes, his eyes wide with fearful recognition, as he stares at your face.

‘L…Lone Wolf!’ he gasps, mortified, as if he is confronting a ghost.

‘Drop the dagger and surrender!’ you order, levelling your weapon at his head to reinforce your command. Swiftly the brigand’s expression changes from one of shock to one of sneering defiance.

‘You’ll never take me alive!’ he spits, and to your shocked surprise he thrusts his dagger deep into his chest.

If you possess the Grand Master Discipline of Deliverance and have attained the Kai rank of Sun Knight or higher, turn to 337.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 35.


Giammai!



You rush to the brigand’s side and wrench the dagger from his chest. The wound is deep and you sense that it has penetrated his heart; he has only seconds to live. Calling upon your advanced healing skills, you cause the torn tissues of his heart wall to knit together sufficiently enough to stem the bleeding.

‘How do you know my name?’ you demand. ‘Who sent you here? What is your purpose?’

The brigand tries to smile through his pain and a trickle of crimson blood runs from the corner of his mouth.

‘You…you are the reason I’m here,’ he whispers. ‘I came here looking to finish you. I am finished now…Lutha will not be pleased.’

Then a fit of coughing re-opens his punctured heart. With a final gurgling gasp, he expires in your arms. You get to your feet and look around at the devastation he and his men have brought to the sleepy village of Pinepeaks. Leaderless, the remaining brigands abandon their loot and flee to the wooded hills to rejoin their confederates, those who attempted to ambush the troop when first you entered this valley. Nathor’s men have secured the village and they are helping the villagers to fight the fires which are burning in several of the cottages.

Turn to 126.


Lutha...chi è costui?



You help Nathor and the villagers to fight the fires which threaten to consume their humble homes, using your Magnakai skill of Nexus to good effect, and when you have saved all you can, you summon the troop together to assess the situation.

Six brigands and two Court Cavalry troopers were killed during the brief fight to secure the village. The villagers themselves have lost eight of their menfolk, with several others wounded and some missing; these are presumed to be hiding in the woods. They have retained most of their possessions but their abbey has been gutted by the fire which Holkar and his thugs started. Nathor conducts a burial for the slain villagers and his two men, during which he pledges that Queen Evaine will be informed of what happened here this day.

‘Her Majesty will see that justice is done,’ he assures the tearful gathering of peasants. ‘The bandit-realm of Eldenora will be made to pay for this crime.’

After the burial, Lord Nathor gives to the village elders a weighty purse of silver Lune and a horse which belonged to one of his slain men. It is a small token for the loss they have suffered, but one that is appreciated by the villagers. The other horse is given to you, to replace the steed that was killed beneath you during the ambush on the road.

Turn to 190.


Abbiamo appena scoperto perchè le Lune non valgono una fava: sono d'argento invece che d'oro :nod: E ovviamente a Sommerlund la valuta minima è più forte dei petroldollari spaziali :nod:



It is the mid-afternoon when the troop resumes the long journey east to Vanamor. During the ride, Lord Nathor voices his grave concern that Eldenoran bandits should be operating in the heart of his country: they have rarely dared to venture this far from home before. Although he does not say so, you sense that he knows the reason why they have become so bold of late. They have been sent here to find and kill you.

The road climbs out of the valley and zigzags its way through the forested hills to a high pass. Beyond this pass there stretches a wide expanse of lush grassland where herds of wild deer roam and graze freely. It is late in the afternoon when you catch sight of a procession approaching on the road ahead. Mostly they are men dressed in ragged brown robes, and one is carrying aloft a grimy banner which bears the image of a lightning bolt set upon a full moon.

‘Shoni pilgrims,’ says Nathor, dismissively. ‘They’re wandering beggar-monks who have taken a vow of poverty. Many in Garthen regard them as just a gang of scroungers who pretend to be a holy order so they can fleece the foolish. I suggest we ignore them and press on.’


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/ill11.png
Illustration XI—‘Shoni pilgrims,’ says Nathor. ‘They’re wandering beggar-monks who have taken a vow of poverty.’

If you wish to take Nathor’s advice and ignore the Shoni pilgrims, turn to 319.

If you decide to stop and talk to them, turn to 28.


Apparentemente, la tabella degli incontri casuali di Magnamund è composta almeno all'80% da "monaci" :nod:

Che si fa :D?

Bortas
10th June 2013, 14:33
319 cifotteuncazzodeimonaci

Kaluisurrr
10th June 2013, 14:37
i monaci si son sempre rivelati infimi durante la campagna dei darklords, non credo siano da meno questi, ignoriamoli

Jesper
10th June 2013, 15:38
For an hour you ride across the rich grasslands of eastern Talestria until you come to a range of hills that are carpeted with scented spruce and pine. The road snakes its way through this ruggedly beautiful landscape to a place where a smaller track branches off the main trail, heading south. A huge boulder of red granite marks the start of this adjoining track, yet there is no signpost to indicate where it leads. Using your Kai tracking skills, you determine that the track has been used by men and horses during the last twenty-four hours.

If you wish to investigate the track, turn to 118.

If you choose to ignore it and continue along the main east road, turn to 11.


!!!!!!!!!!!!!!!!!

Due capisaldi del LW Basics si scontrano. Investigare o andare a sinistra :D?

Kaluisurrr
10th June 2013, 15:48
:dumb:

investigare prevale sulla sinistra

Lupoazzurro
10th June 2013, 15:50
Investighiamo!

Sturm
10th June 2013, 17:08
Investighiamo tuttoilcazzodeltutto

Jesper
10th June 2013, 17:23
You follow the narrow track for half a mile before arriving at a clearing. Here you discover the poorly-concealed remains of an encampment which, on closer examination, you are convinced was used by the Eldenoran bandits who attacked the village at Pinepeaks.

Among the ashes of a campfire you find a small, soot-blackened silver seal which bears the star emblem of Eldenora. (If you wish to keep this Silver Seal, record it on your Action Chart as a Special Item.)

Once satisfied that there is nothing else here of interest or value, you return with the troop to the red rock and continue east along the main trail.

Turn to 11.


Ci intaschiamo la foca d'argento :nod: e andiamo avanti!



It is near dusk when you emerge from the hills and see the glimmering waters of the River Kinam less than five miles distant. This great river marks the border between Talestria and Palmyrion, Queen Evaine’s neighbouring ally. The road descends to a border toll bridge beyond which you can see the sprawling town of Scade. The troop is challenged by the bridge warden to halt and pay a fee of 100 Silver Lune. This fee is soon forgotten, though, when the Lord Constable shows the pedantic old man his Royal Seal. With a stiff salute he steps aside and bids you all a safe journey.

Scade is a bustling market town which has grown rich and fat in the years following the defeat of the Darklords. Its brightly painted buildings and paved thoroughfares exude affluence, and even its lowly street-beggars look clean and well-fed by comparison to those in other parts of Magnamund. Nathor leads the troop to an inn near the centre of the town, a fine establishment called ‘The Lucky Bucket’. Its owner, a corpulent fellow with a polished bald pate, welcomes him with open arms. After the ordeal at Pinepeaks and the long day’s ride, you are looking forward to a hot bath and a large supper. However, it soon transpires that the inn is almost full and the owner can only provide rooms for five of the troop.

‘Not to worry,’ says Nathor, noticing the look of disappointment on your face. ‘I know Knight Tranius—the lord of this manor. Many’s the time we’ve hunted boar in the hills. His castle is but two miles from here. Five can billet here tonight while the rest of us lodge with Tranius.’

You agree to Nathor’s proposal and set off with him, accompanied by three of the troopers, along a river track which heads north to Castle Tranius.

Turn to 140.


Quali di questi 4 png non farà ritorno :D?



The river track runs parallel to the Kinam for nearly a mile before bearing east and entering a coppice of tall conifers. On the far side of this cultivated wood you come to a bridge across a wide, fast-flowing tributary of the Kinam. The parapet of the bridge is lined with imposing stone statues, each depicting a past lord of Scade Manor.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/small3.png

In the distance you can now see Castle Tranius. Its curtain wall and fortified barbican are illuminated by torches which were lit, as is the custom here, an hour before sunset. On arriving at the gatehouse, Lord Nathor and the rest of you are welcomed into the castle keep where your horses are attended to. A trio of Knight Tranius’ guards come to escort you to his hall and, as you follow them to the castle’s upper chambers, Nathor asks after Guetor the Boarmaster, the leader of Knight Tranius’ hunt.

‘He’s no longer with us,’ answers one of the guards, tersely. ‘He’s gone away.’

Before Nathor can enquire further as to the whereabouts of his old hunting instructor, you are ushered into the castle’s main hall and asked to wait a few minutes for Knight Tranius to arrive.

Turn to 120.




The hall is lit by a hundred sputtering candles and the light of a log fire which blazes in the chamber’s imposing stone hearth. Three tall arched windows, each glazed with stained glass panels, are set into the south wall, and an impressive collection of books and fine tapestries line the others. Clearly, Knight Tranius is a refined man whose tastes extend beyond hunting the occasional boar.

After a few minutes, a concealed panel beside the fireplace slides open and a broad-shouldered man clad in a wolfskin coat and a silver helm steps into the hall.

‘Hail, Tranius!’ says Nathor. ‘It’s good to…’

The Lord Constable’s words of greeting die in his throat and immediately you sense that something is very wrong. You hear a bolt slide shut outside the door to the hall, sealing it closed, and your Kai senses suddenly scream a warning of impending danger.

‘You’re not Tranius,’ shouts Nathor at the shadowy figure at the far end of the hall. ‘By the gods! Who are you?’

If you possess the Sommerswerd and want to use it, turn to 101.

If you do not possess this Special Item or do not want to use it, turn to 72.


Che famo :D?

************************************************** ***********************
Lupo Solitario, Grand Thane

CS: 45 (+8 Sommerswerd, +2 Silver Helm, +5 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +5 Levelup)
--> 49 (con +4 Mindblast)
--> 53 (con +8 Kai-Surge)

EP: 45/48 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +10 Levelup)

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

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Signet Ring, Ruby Ring, Meal, Iron Key, Stone Bowl, Onyx Key, 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, Silver Seal
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 39 Corone, 60 Kika (10=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)
************************************************** ******

Tibù
10th June 2013, 18:51
beh qui mica ci sgamano come ad ixia o helgedad usiamo subito la spada diddio :nod:

Kaluisurrr
10th June 2013, 18:51
:dumb:

Bortas
11th June 2013, 00:49
Spadaddiddioooooo

Jesper
11th June 2013, 12:28
The figure beside the fireplace does not reply. Instead, it stretches out a gloved hand and takes up an iron rod which is lying upon the stone mantle. The moment its fingers close around the haft, a crackling blue flame ignites at its tip.

‘Draw steel!’ commands Nathor, and his men respond by unsheathing their swords in readiness for combat. The Sommerswerd hums with power as you release it from its scabbard and hold it before your face. You sense that the figure is not human: it possesses an aura of evil that marks it as a dark disciple, a magician versed in the forbidden black arts of the Nadziranim.

Suddenly there is a low, concussive boom and a spiral of blue flame shoots the length of the hall, fired from the tip of the figure’s iron stave. It connects with the blade of your divine sword and rebounds, shattering one of the tall windows into a thousand glittering shards.

‘Take him!’ shouts Nathor, and his men rush forward, but a second blast from the stave puts an end to their brave advance. All three are cut down by an arc of blue fire that leaves their corpses heaped and smouldering in the middle of the hall.

Nathor curses the sinister figure and it responds by uttering a chilling, inhuman laugh. Now you sense a new danger approaching—the being’s sickly laughter is summoning its minions to the hall.

‘Lord Nathor!’ you cry. ‘We cannot prevail here. We must escape…Follow me!’

And with these words, you race to the window and leap feet-first through the shattered pane.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 219.

If it is 5–9, turn to 301.


Roll...4!



For a few moments you hurtle through the cold night air, oblivious to your surroundings. Then you glimpse the flagstones of the keep and the roof of the castle stables, more than a hundred feet below, and your stomach churns with fear.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/ill13.png
Illustration XIII—You hurtle through the cold air, the roof of the castle stables more than one hundred feet below.

Steeling yourself for impact, you smash through the thatched roof of the stables and land amidst a tangle of hay and broken timbers. Moments later, Nathor comes crashing through the roof and lands just a few yards from where you are lying. You are badly bruised but you have survived the fall (lose 3 ENDURANCE points). Nathor, too, is alive, but his injuries are more severe. His left ankle is badly broken and his face is a mess of cuts and contusions. Despite his obvious pain he manages a smile, revealing gaps where he is missing two of his teeth.

If you wish to use your Kai healing skills on the Lord Constable, turn to 269.

If you decide to concentrate on escaping from the castle as quickly as possible, turn to 41.


Che si fa :D?

Bortas
11th June 2013, 12:51
Ognun per se, Kai per tutti, se non sopravvivi alla caduta dalla finestra amico, la tua vita su Magnamund è meglio che finisca qui... 41

Lupoazzurro
11th June 2013, 13:38
curiamolo, siamo degli eroi dopotutto.

e poi potrebbe rivelarsi meno inutile di paido...

Sturm
11th June 2013, 13:49
269 Tanto ci pensa la Death Aura a killarlo isi :nod:

Kaluisurrr
11th June 2013, 14:08
curiamolo magari si rivela prarg 2.0

Jesper
11th June 2013, 14:30
Con la sola imposizione delle mani...



Bravely Nathor stifles his urge to scream as you take hold of his shattered ankle. You summon your healing powers and transmit them through your fingers to his injured foot (reduce your ENDURANCE points score by 3). You feel the warmth of your power begin to reduce the swollen tissues and mend the broken bones, but before you can complete the cure, a yelling horde of bogus castle guardsmen comes rushing into the stables with their swords drawn. They see you, and you have barely enough time to draw your weapon before they launch a manic attack.

Castle Guardsmen (impostors): COMBAT SKILL 48 ENDURANCE 48

If you win this fight, turn to 159.


Sticazzi O-o devono essere veramente un'orda!

COMBAT RATING: +5 (con Kai-Surge)

Roll...3
Lupo Solitario -3 (-1)(40)
Castle Guardsmen -8 (40)

Roll...1 :(
Lupo Solitario -4 (-1)(35)
Castle Guardsmen -6 (34)

Roll...2 :(
Lupo Solitario -3 (-1)(31)
Castle Guardsmen -7 (27)

Roll...5
Lupo Solitario -2 (-1)(28)
Castle Guardsmen -10 (17)

Roll...9 :oldmetal:
Lupo Solitario -0 (-1)(27)
Castle Guardsmen -16 (1)

Roll...7
Lupo Solitario -0 (-1)(26)
Castle Guardsmen -12 (morti!)



You step away from the heaped bodies of the bogus castle guardsmen and sheathe your bloodied weapon. Then you take hold of Nathor and heave him across the neck of a saddled horse. Quickly you mount this steed and urge it to the gallop, bursting forth from the stables at breakneck speed. Outside, the castle keep is alive with screams and curses as you steer your horse towards the gatehouse, where, to your mounting horror, you see that the portcullis is beginning to fall.

Pick a number from the Random Number Table. If you possess Telegnosis and have reached the Kai rank of Sun Lord or higher, add 2 to the number you have picked. If you possess the Discipline of Grand Huntmastery, add 2. If you possess Animal Mastery, add 1.

If your total score is now 2 or less, turn to 21.

If it is 3 or higher, turn to 230.


Abbiamo +4 di base!



You race through the gatehouse arch just moments before the heavy portcullis comes crashing down. Without daring to look back, you urge your horse across the wooden drawbridge and along the open track that lies beyond. The angry shouts of the gate guards echo from the battlements but so too do the unexpected sounds of clanking chains and baying hounds.

You have covered more than half a mile when you chance a glance over your shoulder. To your dismay you see that you are being pursued by a snarling pack of wolf-like creatures with drooling fangs and eyes that gleam menacingly in the darkness. An icy chill invades your heart. These are no ordinary hunting hounds—these are hellish beasts born of a dark sorcery.

Soon you reach the tributary bridge that is lined with statues, and you catch sight of the twinkling lights of Scade about a mile beyond. The feral pack are closing fast and you know that your encumbered horse cannot outpace them indefinitely. You must do something to delay them, if you and Nathor are to escape in one piece.

If you possess the discipline of Magi-magic and have reached the Kai rank of Grand Thane, turn to 322.

If you possess Kai-surge and have reached the Kai rank of Grand Thane, turn to 281.

If you do not possess these skills, or if you have yet to attain the necessary level of Kai Mastery, turn to 195.


Cosa useremo :D?

Kaluisurrr
11th June 2013, 14:36
magi magic e via verso l'infinito

Lupoazzurro
11th June 2013, 14:48
Riproviamo urlando più forte.

GLOAR!!!!!!!!

Sturm
11th June 2013, 15:09
Magi Magic!

http://rubberslug.s3.amazonaws.com/user/7/c78f844c1c3485698cdba2cf4e7c971/ohgymlosbe_m.jpg

Jesper
11th June 2013, 15:33
You bring your horse to a halt at the approach to the bridge and quickly recite the complex intonations of the Old Kingdom Spell Power Glyph. For a brief moment, a faint shimmering light dances on the pitted surfaces of the first two statues, indicating that the spell has been successfully activated. An invisible barrier is now in place across the entrance to the bridge; anything passing through this barrier will trigger a massive discharge of magical energy.

You canter your horse across the river and wait on the far side as the first few wolf-creatures come racing towards the bridge. The pack leader, a massive brute with ghastly yellow eyes, breaks the invisible barrier and, amidst a crackling flash of sparks, he is flung high into the air like a soaring meteor, his black fur and tail blazing fiercely.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 115.

If it is 4 or higher, turn to 32.


Ahahha niente GLOAR! Ma comunque esilarante :D

Roll...5!



The burning wolf-thing comes crashing down into the midst of its following pack members, scattering them in all directions. A collective howl arises from the darkness, a hellish shrieking that is filled with fear, anger, and pain. The dramatic loss of their leader is more than the remaining beasts can bear, and, with a final howl of frustration, they flee from the bridge and scurry back to the safety of their pens in Castle Tranius.

Turn to 86.


:metal:



You ride to Scade with all the speed your exhausted horse can muster and return at once to the Lucky Bucket Inn where the remaining members of the troop are billeted. The news of your encounter at Castle Tranius comes as a shock, both to the troopers and to the innkeeper who fears for the safety of the real Knight Tranius.

‘I haven’t seen him in the town for near-on a week,’ he says, anxiously rubbing his many chins. ‘We ’ere had no inkling that somethin’ bad was happenin’ up there at the castle. It’s right put the shakes up me, I can tell you.’

In the warm comfort of the inn, you use your Kai healing skills to mend the Lord Constable’s injuries. He is carefully testing his weight on his newly-mended ankle when suddenly there is a commotion outside in the street. An angry mob of hard-faced men, many clutching torches, staves, and coils of rope, are marching down the cobbled avenue towards the inn.

‘Hang the Talestrian thieves!’ they shout. ‘String up the murdering swine!’

‘What’s going on? Who are these men?’ says Nathor. The innkeeper’s face turns white and he begins to tremble with fear.

‘I…I don’t rightly know,’ he stammers. ‘I ain’t never seen ’em before. They’s not from these parts. We’ve never had no quarrel with Talestria. You’ve always been our friends.’

Suddenly a chunk of cobblestone smashes through a window and an angry cry arises from the mob:

‘Come out, you Talestrian dogs. Come out or we’ll burn you out!’

Nathor calls everyone to the rear of the inn where a passage leads directly to the stables.

‘I fear this is some kind of crude ploy to murder you, Grand Master,’ he says. ‘If you are to stand any chance of reaching your homeland, you must continue your journey at once. I and my men will do what we can to hold this mob at bay, but you must leave now and you must go alone.’

Another window shatters and a burning brand is hurled into the inn.

‘Very well,’ you reply, uneasily. ‘I shall leave at once.’

Turn to 161.


"E invece ci cadremo come tonni!" :D



After bidding a hurried farewell to the Lord Constable and his men, you take a fresh horse and leave the inn by a door at the rear of the stables. Some of the mob have gathered in an adjoining alleyway, but aided by your Kai camouflage skills, you evade these bloodthirsty thugs with ease.

Keeping to the smaller alleys and passages, you make your way across Scade unseen and then head north towards the open plains. You ride all night, using your infravision to help guide your horse through the lush grasslands and keep watch for potential dangers. As the hours slip past you cannot help but think about Nathor and the men of his troop; they are risking their lives by staying behind as bait for the mob. You admire their courage and it strengthens your resolve to return home to Sommerlund. Should the Lord Constable and his men have to pay for your escape with their lives, then you are determined that their sacrifice shall not be a wasted one.

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

To continue, turn to 75.




In the twilight before dawn, you catch sight of the River Kinam less than a mile away to the west. You scan the surrounding landscape and note several small tracks (which lead to tiny farmsteads dotted around the vast plain) converging at a hamlet which nestles in a bend of this great river. During the past hour your horse has developed a slight limp, and a cursory look at his affected leg reveals that he has thrown a shoe. You know that unless you replace the missing shoe, and soon, he will be too lame to carry you further. Reluctantly, you decide to enter the hamlet and go in search of a blacksmith.

A signpost at the entrance to the hamlet announces its name: Kalma. It is a quiet, sleepy sort of place that in many ways reminds you of Dage, the Sommlending village where you were born and where you spent your early years. Near the centre of this humble village you discover a smithy where, even at this early hour, you can hear the sound of a hammer beating iron. You tether your horse to a rail alongside a moth-eaten old donkey, and call out for the blacksmith.

‘In ’ere,’ comes the curt reply. On entering you discover a tall, broad-shouldered man clad in a leather apron, busily shaping a horseshoe on an anvil.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/small6.png

‘My steed has shed a shoe,’ you say. ‘Can you replace it?’

‘Aye,’ he says, without bothering to look up from his work, ‘but it’ll cost you 20 Lune. In cash, and in advance, if you please.’

If you have sufficient cash to pay the blacksmith (20 Lune = 5 Gold Crowns), turn to 234.

If you do not, turn to 259.


Mi piace la parte "in cash" :D No gli paghiamo con la nostra Sommerlund Express :D

Comunque sia, scaliamo le 5 corone e proseguiamo!



You place five Gold Crowns on the blacksmith’s anvil (remember to adjust your Action Chart) and he nods his approval.

‘Leave y’ horse outside and come back in an hour—I’ll ’ave it done by then.’

Turn to 104.




The sun is now above the horizon and this hamlet is slowly stirring to life. You decide to wile away the next hour or so by looking around its simple shops and riverside stores. One building in particular catches your eye: it is a hall perched precariously on the end of a wide wooden jetty. You can hear an old man’s voice trailing from its open doors, answered by the occasional murmur of a crowd. Inside you discover a wizened old cleric administering to a sick woman whose head is swathed with bandages. The cleric is attempting to cure the woman of her ills by laying-on his hands, but the pressure is simply making the pain in her head feel worse.

‘Charlatan,’ mumbles one onlooker. ‘Old fake,’ whispers another. The aged cleric hears these dissenting voices and he becomes flustered. Although he may be incompetent as a healer, you sense that he is a good man at heart and so you decide to save him from the disgruntled crowd, who look as if they are on the brink of throwing him in the river at any moment.

‘Hold, good brother!’ you say, moving swiftly through the crowd to the small stage on which he and the bandaged woman are standing. ‘You should not be placing your hands upon this good woman’s head. Surely the source of her pain stems from her aching heart!’

And with this you take hold of the man’s hands and place them on the woman’s chest. Her first reaction is one of shock and she starts to pull away, but when you transmit your own healing powers through the cleric’s hands and into her body, the pain in her head suddenly vanishes. A smile of pure joy lights up her face and hurriedly she strips off her bandages.

‘Ishir be praised!’ she cries. ‘I’m cured. I’m completely cured!’

Turn to 188.


BY THE POWAH OF JESAH!



The woman reaches to her purse and counts out 40 silver Lune into the cleric’s trembling hands, and all the while she praises him loudly for taking the pain from her head. The cleric, whose name is Matho, sheepishly accepts her generous donation. Then, quite suddenly, he is swamped by the crowd of onlookers who all rush the stage at once. Each one waves a money purse and demands that he cure them as well. The frail old man is in danger of being crushed to death until you rescue him from this agitated crowd.

Once safely outside, he offers you all of the woman’s donation, for he knows only too well that it was your healing abilities which cured her, and not his own. (If you wish to accept this money, record it on your Action Chart as 40 Lune.)

‘Where are you bound for, stranger?’ he asks.

‘The east,’ you reply.

‘That’s where I’ve journeyed from. Perhaps I can offer you a word of caution, eh? There’s plague in the Stornlands this year. You would be well to avoid the region if you can. If you can’t, well, this potion will protect you. I can at least guarantee that.’

The old cleric pulls a small flask from his pocket and offers it to you. (If you wish to accept this potion, record it on your Action Chart as Matho’s Potion.)

Then the old cleric accompanies you back to the blacksmithy where he, too, is having his mount re-shoed. You collect your horse, and he collects his ragged old mule; then you bid each other good luck and farewell before going your separate ways.

Turn to 315.


Ok, ricordatevi di dirmi se volete accettare il pagamento e/o la pozza! Nel caso ditemi anche cosa scartare!



You leave Kalma and ride due east along a dusty track. Mile after mile of featureless grassland passes by on either side until, late in the afternoon, you enter a range of gentle, wooded hills. You have not gone very far before you discover a stream of sparkling water that is teeming with trout. Feeling tired and hungry, you decide to rest here and try your luck at catching some fresh fish for your supper.

Within half an hour, you have collected six fine speckled specimens of Palmyrion trout, more than enough to sate your ravenous appetite. You are about to construct a small campfire on which to cook them when suddenly you hear the sound of a wagon and horses approaching along the hill track from the east. Rather than run the risk of being confronted by bandits, you take cover behind a bush and wait for the wagon to appear.

Turn to 249.




Through the foliage you see six well-armed horsemen riding two abreast. They are followed by a carriage, behind which there are another two horsemen guarding the rear. The coach is quite small, suitable for no more than two passengers at most, and its lacquered black wood looks dull. It is covered with the dust of a long journey. It has curtained windows and a crest adorns its doors.

As they draw closer, you see one of the leading horsemen raise his hand to bring the column to a halt. Your heart sinks when you realize that he has seen your horse. Rather than take the risk of losing your mount, you call out to the horseman, commanding him to continue on his way.

‘Show y’self,’ he shouts in reply, and draws his sabre. ‘Unless you be a brigand, you have no need to fear us.’

You remain hidden for a few moments longer, using your Kai skills to determine their purpose. When you can detect no aura of evil about them, you rise from behind the bush so that you can be seen. A pale hand parts the carriage curtains and you glimpse the face of a handsome young woman with jet-black hair. Judging by the finery of her dress and the elegance of her demeanour, you assess her to be of noble birth.

‘You, Sir!’ she calls, with a refined Palmyrion accent. ‘I…I know you. Please, won’t you approach my coach so that I can be sure?’

If you wish to do as she requests, turn to 201.

If you decide to ignore her request and stay where you are, turn to 123.


Che si fa :D?


************************************************** ***********************
Lupo Solitario, Grand Thane

CS: 45 (+8 Sommerswerd, +2 Silver Helm, +5 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +5 Levelup)
--> 49 (con +4 Mindblast)
--> 53 (con +8 Kai-Surge)

EP: 38/48 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +10 Levelup)

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

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Signet Ring, Ruby Ring, Meal, Iron Key, Stone Bowl, Onyx Key, 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, Silver Seal
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 34 Corone, 60 Kika (10=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)
************************************************** ******

Bortas
11th June 2013, 16:11
Come dei gonzi facciamo quello che ci chiede, tanto se non proviamo i trappoloni rischiamo di sembrare troppo furbi... 201

Kaluisurrr
11th June 2013, 16:13
no, una donna che ci propone qualcosa in quel di Magnamund? FAKE

e prendiamo la pozza

Lupoazzurro
11th June 2013, 16:21
è donna, è gnocca e ci chiede di avvicinarci!

tuffiamoci a pesce!

Sturm
11th June 2013, 16:45
Dentro la carrozza che stavolta si tromba! Prendiamo la pozza i soldi se li può infilare tutti su per culo direttamente di piatto :nod:

Jesper
12th June 2013, 08:58
Ok prendiamo tutto (scartiamo 1 meal) e ci avviciniamo al trappolone!



Intrigued by the young woman’s high-bred charms, you step away from the bushes and approach her carriage door.

‘Why, yes,’ she says, excitedly. ‘You are the Northland warrior they call Lone Wolf, are you not? I was in attendance at the Elector’s court the day he awarded you the Star of Palmyrion for your victory over the Cener Druids of Ruel. I am honoured to meet with you in person, brave sir.’

Turn to 135.


"Brave Sir Robin" è ora in ciclo perpetuo dentro le vostre teste :nod:



The carriage door swings open and the beautiful young woman steps gracefully out onto the stony trail.

‘May I be so bold as to introduce myself,’ she says, pausing to adjust a broad-brimmed hat which is trimmed with black corvayl fur, as silky smooth as her flowing hair. ‘I am the Baroness Coryene of the Lucia Province.’

She offers her delicate hand and you kiss it in deference to her noble rank. Out of the corner of your eye you notice the leading horseman dismount and come to stand protectively by her side.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/ill7.png
Illustration VII—The beautiful young woman steps gracefully out and offers you her delicate hand.

‘Oh, and this is my personal guard—Dorst.’

You give the gruff-looking fellow a slight bow and he nods his head in response, albeit begrudgingly.

‘We are returning from a visit to my cousin’s estate. We were hoping to reach Kalma by sunset, but we were delayed by bandits,’ she says, almost apologetically.

‘We made ’em pay dearly for wastin’ our time, though,’ adds Dorst, with quiet menace.

‘It appears that we shall now have to encamp here in the hills this night,’ says the Baroness. ‘Perhaps you would care to join us, my Lord? I would feel so much safer if you did.’

Despite Dorst’s cutting glances, you agree to the Baroness’s proposal. Then you produce the six trout that you caught earlier and offer them to her as a gift.

‘Why, thank you,’ she says, with a wide smile. ‘They look…delicious.’

Turn to 59.


Mmm questa storia diventa sempre più sospetta...



You help the Baroness’s entourage to set up camp beside the stream while Dorst, who considers himself something of a master cook, prepares the trout you caught earlier. To your surprise, the meal turns out to be excellent (restore 3 ENDURANCE points).

During supper, you ask the Baroness what news she has heard of events in the east. She tells you that there is war between the principalities of the Stornlands, although this is such a common condition that it can hardly be considered news any more. Of distant Sommerlund she has heard nothing. After supper, she excuses herself and retires to her carriage. Dorst posts two men to guard her coach, and then he invites you to play cards with himself and the remaining five men.

http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/small11.png

If you wish to accept his offer, turn to 152.

If you choose to decline his offer, turn to 330.


Andiamo a giocare a carte o rifiutiamo :D?

************************************************** ***********************
Lupo Solitario, Grand Thane

CS: 45 (+8 Sommerswerd, +2 Silver Helm, +5 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +5 Levelup)
--> 49 (con +4 Mindblast)
--> 53 (con +8 Kai-Surge)

EP: 38/48 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +10 Levelup)

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

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Signet Ring, Ruby Ring, Iron Key, Stone Bowl, Onyx Key, Laumpspur (Cura 4 EP), Matho's Potion

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, Silver Seal
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 34 Corone, 60 Kika (10=1C), 40 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)
************************************************** ******

Lupoazzurro
12th June 2013, 09:28
giochiamo!

Rise-the-Sky
12th June 2013, 09:29
Spenniamo questi polli con i nostri poteri mentali.

Defender
12th June 2013, 10:54
Let's gamble!

Jesper
12th June 2013, 11:31
Lo chiamavano Tresette...giocava sempre col morto.



Dorst spreads out an oilskin blanket and you all gather round, seating yourself cross-legged on the ground. He then deals five cards to each man and opens the betting with a stake of five Lune. The game is Taluka—common in the inns of Palmyrion and especially popular among professional gamblers. With your Kai abilities it is easy for you to know every card that is being played, and so, rather than risk being called a cheat, you simply go through the motions of playing the game, maintaining exactly the same amount of money you begin with.

After half an hour or so, you suddenly realize that Dorst is cheating.

If you wish to expose his cheating, turn to 91.

If you decide to quit the game, turn instead to 25.


Mmm...che famo :D?

Lupoazzurro
12th June 2013, 11:41
91.

"Ciccio, tu vorresti fregare me? il supermegaArianKaiGodMastah?"

e poi gli friggiamo il cervello.

Kaluisurrr
12th June 2013, 11:46
meglio non farlo incazzare, per una volta che troviamo gente friendly per la strada...

Defender
12th June 2013, 12:48
Eh no, la giustiziah prima di tutto!

91!

(spero diventi una royal rumble, bisogna menare le mani ogni tanto :D)

Sturm
12th June 2013, 13:07
Giustiziah! E mentre gli grigliamo le budella ci bombiamo la baronessa del mio ariano pene!

Jesper
12th June 2013, 13:54
You grab Dorst by the wrist and shake a dozen cards from his sleeve. A deathly silence descends on the group as all eyes look first at the cards, and then at you. Simultaneously, the men start to laugh like hyenas until tears are soon streaming down their faces. One by one, they jiggle their hands over the blanket and hidden cards cascade from all their sleeves.

Turn to 15.


O-o



‘Did you not know, Northlander,’ chuckles Dorst, ‘that cheatin’ is fair in Taluka? Least, that’s the way we play it, eh, boys?’

Feeling a little embarrassed by their behaviour, you fold your hand of cards, pick up your money, and make an excuse that you are tired after your long day’s ride. Dorst and his men bid you goodnight, and as he and his men continue with their dubious game, you go and check to see that your horse is comfortable for the night. You are busy gathering some grasses for his feed when suddenly a shriek echoes through the hills—it is the unmistakable cry of a Kraan.

If you possess Kai-screen, turn to 221.

If you do not possess this Grand Master Discipline, turn to 99.


Ce l'abbiamo!



Instinctively you crouch down and take cover amongst the nearby foliage. You also call upon your Kai camouflage and psychic skills to help mask your presence from the creature which is circling high above the trees. For several minutes you stare at the loathsome creature, not daring to move a muscle; then you see it fly away and you breathe a sigh of relief.

A chill night wind whistles through the trees and you shiver. But it is not the cold that is chilling your blood—it is the sudden fear that you may never see your homeland again.

Turn to 275.




Dorst doubles the guard in case the Kraan should decide to return during the night. Then he and the others unpack their sleeping furs and settle down to a night’s rest beside the warmth of the campfire embers. For an hour you lie awake, staring uneasily at the sky, until fatigue finally overtakes you and you slip into a deep sleep.

Turn to 299.




You are woken at dawn by one of Dorst’s men who immediately hands you a steaming mug of Huas, a delicious Palmyrion beverage. You notice the others are in various states of waking and, as you sip your reviving drink, you watch Dorst shaving at the stream. After a while the Baroness emerges from her carriage. She appears as fresh as a spring flower, and together you breakfast before the camp is struck and you go your separate ways.

‘If ever you visit Lucia Province,’ she says, leaning from the open window of her carriage, ‘be sure to visit my estate in Gadorvo.’

‘I would be honoured, my lady,’ you reply, and wave to her until, at last, her carriage and riders disappear into the hills.

The weather is warmer than of late and you make good progress despite the poor condition of the road. An hour past midday, as you are crossing a treeless valley, you happen upon a young man praying at a wayside shrine. He is dressed in a guildsman’s tunic and cloak, and he appears to be unarmed.

If you wish to stop and question this young man, turn to 170.

If you decide to ignore him and continue on your way, turn to 19.


CHe si fa :D?

Bortas
12th June 2013, 14:16
170 dritti nell'imboscata!

Edit: la baronessa è trombabile, anche se fa un po' Milady dei 3 moschettieri, ci trdirià sicuramente sul più bello, però sembra essere l'unica in n. mila libri che merita un appoggio...

Sturm
12th June 2013, 15:49
170 "Buonuomo sono Lupo "Ariano" Solitario,posso questionarle il prepuzio due minuti?

Kaluisurrr
12th June 2013, 16:45
mabbasta con questi encounter random, abbiamo una patria da proteggere

Jesper
13th June 2013, 09:06
Question time!



The young man gets up off his knees and greets you with a friendly smile. He is unusually talkative for a guildsman and you soon learn that his name is Frello, and that he is a journeyman from the Silversmiths’ Guild of Vanamor. He has stopped here to offer up a prayer to Ishir to protect him from ‘bad strangers on the trail’. It appears that he was robbed yesterday by some Eldenorans on the road out of Vanamor. He offers to share half a loaf of bread with you, but you decline his generosity, thanking him nonetheless. You sense that it is all the food he has. Mindful of wasting time, you bid him good luck and then continue your journey east.

Turn to 19.


Bah <.<



Beyond the valley lies an expanse of coarse and thorny vegetation which is alive with wild game. You stop to catch yourself an evening meal and then make camp beneath an old twisted oak (restore 3 ENDURANCE points). The night passes uneventfully and at first light you resume your ride east. Shortly before midday, you arrive at the ruins of an ancient church where a signpost, pointing to the east, says:
Vanamor—42 miles

You allow yourself a smile; with luck you could be inside the city walls by nightfall.

Later in the day you see a dust cloud approaching along the road. You magnify your vision and see a dozen armed horsemen clad in ragged uniforms of green and black. A sense of unease pervades your mind; these are the colours most often worn by Eldenoran soldiers. Trusting to your Kai instincts, you steer your horse off the trail and take cover among the trees of a nearby copse.

Pick a number from the Random Number Table.

If the number you have picked is 0–6, turn to 81.

If it is 7–9, turn to 229.


Random!

Roll...8!



As the riders approach, your initial suspicions are confirmed: these are unquestionably Eldenoran brigands. Their saddle-cloths bear the emblem of their realm, and their steeds are laden with sacks and pouches that bulge with ill-gotten gains. You remain hidden until they have passed by, and then, to be doubly sure you wait until the dust of their horses’ hooves disappears beyond the horizon.

During your wait, unless your possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.


Disappointing z.z



You reach the city of Vanamor late in the evening, long after the sun has set beyond the western horizon. The guards at the west gate do not, at first, look kindly upon a travel-stained rider of unknown origin, but when you show them the Star of Palmyrion—the medal that their leader, the Elector Manatine, awarded you for your victory over the evil druids of Ruel—their cold attitude undergoes a dramatic change. The guard sergeant apologizes profusely and escorts you personally through the capital’s streets, past a well-ordered collection of dwellings and public buildings, to a grand palatial edifice in the city’s northern quarter. It is the Elector’s Hall—the seat of the Palmyrion republic.

Trumpets announce your arrival as you stride through the hall’s great arched doors. Senators and officials stop momentarily to stare; then their attentions return to their affairs of state which strike you as unusually urgent. It is almost midnight, yet the Elector’s Hall is a buzzing hive of activity. You meet with Elector Manatine in his War Room where he and his generals are poring over maps and battle reports. He welcomes you with a warm handshake but his countenance seems unusually dour and agitated. You are soon to learn why.

Turn to 121.




‘It is good to see you again, Grand Master,’ he says, forcing a smile. ‘I was expecting you. I received word yesterday from Queen Evaine telling me of your urgent journey. Yet it is unfortunate that your visit should come at this time; I would have hoped to have given you the kind of welcome you truly deserve.’ The Elector then introduces you to his generals who acknowledge you with soldierly salutes.

‘As you can see, we are at war, Grand Master,’ he says, sweeping a hand over the maps which lie strewn across his state table. ‘The new ruler of Eldenora, a low-born blackguard by the name of Lutha who dares to adorn himself with the title “Prince of Duadon”, is attempting to seize our northern territories. We are locked in battle with his army of cut-throats near Holona and, though it pains me to have to admit this, we’re hard-pressed to contain his advance. This war has come without warning and we were ill-prepared. We have few reserves, insufficient to support the Holona garrison and to counter the many small units of Eldenoran horsemen who are ravaging our plains. This is a dark and testing time for us, Grand Master, but e’en so, I shall aid you all I can.’
[illustration]

You learn that the Elector has already elicited, on your behalf, the help of High-Mayor Cordas of Casiorn. Cordas is reputedly the richest man in all of Magnamund. Manatine tells you that Cordas has ordered the construction of a sky-vessel to transport you swiftly to Sommerlund.

‘This craft is presently being built in Casiorn, and the High-Mayor has sent word that you should go there as quickly as you can. His teams of skilled artisans are working on the craft day and night, and he is confident that it will be completed in fifteen days’ time.’

In times of peace, you would expect the 850-mile ride to Casiorn to take little more than two weeks to complete. But peace, always a fragile state in the Stornlands, has been shattered by Prince Lutha’s unprovoked attack on Holona, a town through which you had hoped to travel. Anxiously, you ask the Elector how the war against Eldenora will affect your chances of reaching Casiorn swiftly.

‘Sadly, I cannot predict the future, Grand Master,’ he replies. ‘The war bodes ill for both our causes. However, I shall do what I am able to speed your journey onwards.’

The Elector motions to one of his guardsmen who turns and leaves the War Room. He soon returns with another soldier who wears the uniform of a captain.

If you have ever visited the Palmyrion military post at Stonewatch in a previous Lone Wolf adventure, turn to 204.

If you have not, turn to 84.


Mi pare che non abbiamo incontrato sto tipo, quindi 84! (nel caso ditemelo che metto l'altro paragrafo)



‘Grand Master, let me introduce you to Captain Cearmaine,’ says Elector Manatine, formally presenting the tough-looking officer to you. ‘I have chosen him to see you safely to Holona. He will do all he can to help you through the battle zone so that you may press on with your urgent journey to Casiorn.’

You recognize the captain’s name and recall having heard tales of his bravery during the Darklands War. His acts of heroism turned many battles to the favour of the Freeland Armies and earned him a respected reputation throughout Northern Magnamund. You could not have asked for a better man to escort you on the next, difficult stage of your vital journey.

He offers you his hand in friendship and you are mildly shocked when your fingers close around a palm crafted from cold steel.

‘A keepsake from the Battle of Vellino,’ he says, smiling at his metal hand. ‘Sadly, the first was stole away by a Drakkar’s axe.’

Turn to 130.


Vellino :nod: E la mano metallica :nod:



Elector Manatine permits you the use of his private chambers, which adjoin the War Room, where you are able to get a few hours’ sleep before dawn. Then, shortly after sunrise, you bid the Elector and his generals farewell and leave the city, with Captain Cearmaine, in a military coach bound for Holona. An escort of cavalry outriders accompany this armoured carriage in case you should meet unexpectedly with a unit of roving Eldenorans during your journey east. Thankfully, the journey proves swift and uneventful and, as the day is turning to dusk, you find yourself approaching the military outpost of Stonewatch.

You stay at this fort overnight and then continue on to Holona in the morning. For most of the journey you experience a sense of unease, a premonition that something is wrong, but it is not until you catch sight of the city, shortly before noon, that your fears are realized.

Turn to 157.




Holona is in turmoil. The approach roads and outlying fields are littered with scores of broken wagons, dead horses, and the ruined impediments of war. Palmyrion soldiers sit dejectedly on the frost-hardened earth, their glazed eyes and bandaged limbs bearing grim testimony to the bitter fighting that is taking place just a few miles to the north. Battle-weary officers ride among these exhausted men, cursing and coaxing them in a half-hearted attempt to rally them to arms. Few heed their call.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/ill9.png
Illustration IX—The approach roads and outlying fields of Holona are littered with the ruins of war.

Inside the city walls the situation is tense. Every available dwelling is packed to overflowing with wounded soldiers, and the civilian populace, displaced from their homes by the army’s needs, wander the streets and alleyways in a state of shocked confusion, greatly adding to the chaos.

Captain Cearmaine orders his driver to the Canatarium, the largest of Holona’s municipal halls, where General Foucharl, the Palmyrion commander, has established his headquarters. On entering this crowded building, a young lieutenant rushes up to Cearmaine and informs him that his son has been wounded in the battle now raging at the Reloni Bridge.

‘I must go to him, Grand Master,’ he says, his voice choked with emotion. ‘I’m told that he has not long to live.’

If you wish to go with Captain Cearmaine to see his wounded son, turn to 289.

If you choose not to accompany him, turn to 307.


Mmm che si fa :D?

Rise-the-Sky
13th June 2013, 09:36
Attiviamo la Gesù Cristo mode e andiamo a resuscitare Lazzaro.

Lupoazzurro
13th June 2013, 09:59
con la sola imposizione delle mani!

Sturm
13th June 2013, 10:11
Lazzaro alzati e vaffanculo!

Jesper
13th June 2013, 10:22
Lazzarone!



You follow Cearmaine and the young lieutenant out of the Canatarium and along a crowded avenue towards a tented encampment in the city’s main park. Here, under a canvas awning, the captain finds his mortally wounded son being attended to by an army physician.

‘Will he pull through?’ asks Cearmaine, of the physician whose white surgical apron is stained deep crimson with the blood of all those he has attempted to save this day. The weary man does not answer—he simply shakes his head and leaves to attend yet another poor wretch who is crying out for him to end his suffering.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/ill17.png
Illustration XVII—‘Will he pull through?’ Cearmaine asks the physician.

Cearmaine’s son has a deep chest wound which, on closer inspection, you determine was made by a poisoned arrow. The physician has removed the shaft but the poison has long since entered the young man’s bloodstream. His life is fast ebbing away and you sense there is very little you can do to save him.

If you possess Deliverance and have reached the rank of Sun Knight or higher, turn to 164.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 13.


Poteri di Giasù!



You focus your advanced Kai healing powers on the young man’s wound and cause the punctured tissues to knit together (reduce your ENDURANCE score by 3 points). Your treatment deadens his pain and revives him, but you know that this remission is but temporary; the poison in his blood is too strong and too well-established to be neutralized by your Kai powers.

Through clenched teeth, he forces himself to speak. You hear him tell his father that Prince Lutha’s army is being aided by a sinister group of Cener Druids and renegade Nadziranim magicians. Lutha himself possesses a ring of power, which bestows upon him an invulnerability to weapons. The boy says this ring must be taken from him if he is to be slain.

Gradually, the effects of your healing powers wear off and the brave young man slips into a sleep from which he will not awaken.

Turn to 255.


NUOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOvabbe.



Cearmaine is overcome with grief by his son’s death. With trembling hands he takes the bloodstained tunic from beneath the young man’s head, unfolds it, and drapes it over his lifeless body. To your surprise, you note the insignia on the lapels are similar to those on Cearmaine’s uniform; his son held the rank of captain, the same as his father.

‘I must go to his regiment,’ he says, his voice wavering. ‘It is right and fitting that I take command of them now.’

After attending to the burial of his son, the grieving captain returns to the Canatarium to find out where his son’s regiment is stationed. He learns they are at the Reloni Bridge, at the very heart of the battle. Before he leaves, he thanks you for trying to save his son’s life and he suggests two routes by which you can reach the distant city of Casiorn from here.

The first route is the most direct, but it is also the most hazardous. It requires you to pass through the enemy lines at the Reloni Bridge, cross the southern tip of Eldenora, and then continue your journey north by way of the Slovarian Plain.

The second route will avoid the fighting at the Reloni Bridge, but it would mean having to pass through the city of Duadon—Prince Lutha’s stronghold.

(Consult the map before making your choice.)

If you choose to take the Reloni Bridge/Slovarian Plain route to Casiorn, turn to 271.

If you decide to take the Duadon/Rhem route instead, turn to 38.


Dopo questa disfatta...dove vogliamo andare? Riposto la mappa per praticità

http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/map.png

Ladro di anime
13th June 2013, 10:55
Cearmaine l'avevamo già incontrato nel 13° libro.

Kaluisurrr
13th June 2013, 11:04
passiamo per duadon, famo il culo a lutha e andiamo a salvare sommerlund

Defender
13th June 2013, 11:24
Abbiamo già perso troppo tempo a cazzeggiare around, via diretta + battaglia della madonna sul ponte is da way!

271

Bortas
13th June 2013, 13:04
idem 271

Lupoazzurro
13th June 2013, 13:14
Via diretta

Jesper
13th June 2013, 13:14
Ok, non mi ricordavo di Cermaine :D Ecco il paragrafo che avremmo avuto se mi fossi ricordato!



‘Grand Master, let me introduce you to Captain Cearmaine,’ says Elector Manatine, formally presenting the tough-looking officer to you. ‘I have chosen him to see you safely to Holona. He will do all he can to help you through the battle zone so that you may press on with your urgent journey to Casiorn.’

You recognize the captain’s name and recall having heard tales of his bravery during the Darklands War. His acts of heroism turned many battles to the favour of the Freeland Armies and earned him a respected reputation throughout Northern Magnamund. You could not have asked for a better man to escort you on the next, difficult stage of your vital journey.

He offers you his hand in friendship and you are mildly shocked when your fingers close around a palm crafted from cold steel.

‘A keepsake from the Battle of Vellino,’ he says, smiling at his metal hand. ‘Sadly, the first was stole away by a Drakkar’s axe.’


E ora...via al 271!



‘Very well, Grand Master, if this is the way you choose to proceed with your journey, then you are welcome to ride with me.’

You accept Cearmaine’s offer and, within the hour, you and he are on the road once more, this time riding north on horseback towards the battle that is raging at the Reloni Bridge. When you are three miles from the river you can see the night sky lit up by the fires of war. At two miles, the sounds of singing steel and dying men can be heard on the wind. At a mile distant, you see fields littered with the wounded and dying recently evacuated from the front, and regiments of young Palmyrion reserves nervously awaiting their turn to go forward. And when at last you catch sight of the bridge itself, your stomach churns as you witness the carnage being wrought there.

The bridge and the surrounding banks of the river are carpeted with dead and dying men, twisted into impossible shapes. Massive engines of war bombard the soldiers on both sides, raining fiery death and destruction upon their heads. You have seen many battles in your time, but none to rival the savagery of the conflict that is unfolding here.

Cearmaine catches hold of a young lieutenant whose face is covered with dried blood. Part of his scalp has been sliced away but he seems unaware of his gaping wound. Cearmaine barks a question and the man answers him by pointing to a regiment of pikemen stationed on a distant hill.

‘There stand the Black Ravens—my son’s men. I must away now, Grand Master, so I bid you farewell. The enemy have been repulsed this last hour and are gathering themselves for their next attack. If you are determined to cross the water to their side, you should attempt it now, before they advance again.’ Cearmaine turns his horse about and makes ready to ride off. ‘By the gods, Grand Master, you are brave to have chosen this road home!’ he says, saluting you. ‘I wish you luck—may Kai and Ishir keep you safe. Farewell, my friend. Farewell!’

As the captain gallops away, you look with mounting dread at the slaughter. To cross the river by the bridge is impossible; the only ways across are either upstream to the north, or downstream to the south. To the north you see a dense wall of trees on the far bank, which, judging by the number of arrow-struck bodies lying nearby, you hazard is full of enemy archers. To the south, the far shore is a mass of heavily fortified trenches filled to overflowing with Eldenoran assault troops.

If you wish to attempt to cross the river north of the bridge, turn to 70.

If you decide to try a crossing to the south of the bridge, turn to 181.


Dilemma geografico! Nord o Sud :D?

Ladro di anime
13th June 2013, 13:38
Hai ripostato il paragrafo dove non lo conosciamo, era il 204 quello giusto.



At once you recognize the captain: it is Cearmaine, the brave hero of the Darklands War, who guided you to Stonewatch and the Forest of Ruel during your quest to thwart the Cener Druids, two years previously.

‘Hail, Grand Master!’ he says, his battle-scarred face beaming with delight. ‘I am pleased to have been chosen by the Elector to escort you north to Holona.’

‘Well met, captain,’ you reply, shaking his steel hand. ‘I could not have wished for a better travelling companion.’

Turn to 130.

Jesper
13th June 2013, 13:53
Ao non lo volevo postare

:deskflip:

Sturm
13th June 2013, 13:59
Io dico nord :nod:

Sud,spiaggia,mare acqua ---> istadeath :nod:

Lupoazzurro
13th June 2013, 14:12
se veniamo da ovest il nord è alla nostra sinistra, quindi go nord

Jesper
13th June 2013, 14:30
Nord!



You ride to a barricade that is within twenty yards of the river’s edge. To the astonishment of the soldiers who are sheltering here from a hail of fire bombs and arrows, you leap from your horse and sprint headlong towards the river. The moment you hit the freezing water, you stay submerged as you begin the long swim to the opposite bank.

Pick a number from the Random Number Table.

If the number you have picked is 0–5, turn to 163.

If it is 6–9, turn to 125.


Roll...6!



On reaching the far bank, you use the corpses that litter the shoreline for cover. You wait here, absolutely motionless, for nearly fifteen minutes before crawling from the water and slithering on your stomach into the wood which commands this stretch of the river bank. Your stealth and your Kai camouflage skills keep you hidden from the watchful eyes of the Eldenoran archers who infest these trees, but they do not fool their keen-nosed war-dogs. You have barely reached the tree-line when they begin to bark and howl.

If you possess Animal Mastery, turn to 47.

If you do not possess this Grand Master Discipline, turn to 156.


Niente Animal Mastery!



The cry of the war-dogs grows steadily louder until the Eldenoran archers let them off the leash. Then, like a wave of hellish demons, the yellow-eyed hounds come bounding through the trees, homing-in directly on your scent. The leading war-dog, a great grey beast with teeth that glint like polished daggers, storms through the foliage less than twenty yards from where you are crouching. It fixes you with its gruesome stare and turns towards you.

If you possess a Bow and wish to use it, turn to 341.

If you do not, turn to 142.


Abbiamo un'arco :D Vogliamo usarlo? :D

Rise-the-Sky
13th June 2013, 14:36
Noi non abbiamo un arco...

Abbiamo LO ARCO, proveniente direttamente dall'Iperuranio e rappresentante di tutt ciò che di Arcoso può esserci in natura.

E non abbiamo paura ad usarlo

Defender
13th June 2013, 14:49
*immagine di Mazinga che spara un pugno a razzo*

(la scrivo così Jesper capisce cos'è :sneer: )

Jesper
13th June 2013, 15:52
:sneer:



You draw and fire an Arrow in the blink of an eye. The shaft whistles through the trees and hits the war-dog squarely between its hideously yellow eyes. For a few seconds it continues to bound forward; then its front legs collapse beneath its weight and it crashes, nose-first, into the soft forest earth.

Swiftly you shoulder your Bow and run headlong into the trees, desperate to make use of what little time you have gained by slaying the pack leader.

Pick a number from the Random Number Table. If you possess Grand Pathsmanship, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.

If your total score is now 0–4, turn to 73.

If it is 5–9, turn to 12.


Rido di voi, cani di modica!

Abbiamo +3 al Roll.

Roll...2!



Drawing on all your Kai camouflage and tracking skills, you manage to evade the war-dog pack and escape into the depths of the forest.

Turn to 220.




You press on through the trees, your senses alert to the slightest sound. After an hour or so, you stumble across a stream where you stop briefly to gulp a mouthful of icy fresh water. Beyond this stream the trees become far denser, offering you better cover from the wandering groups of Eldenorans who seem to be positioned all over this vast timberland. It is not until later that you realize that they have not been posted here; they are deserters, hiding out in the forest to avoid a certain death at the Reloni Bridge.

By morning, you have covered several miles of forest and avoided all contact with the Eldenorans. Then, shortly before midday, you come across the outlying huts of a fortified town which sits astride a busy woodland trail. A glance at your map reveals this to be Fabri, an Eldenoran outpost close to the Slovian border. From the top of a pine tree you look down on this settlement which is ringed by a palisade. Five cavalry regiments are camped within its perimeter wall of sharpened logs, and you note several Cener Druids conversing with the regimental commanders. It would seem that Prince Lutha is in league with the evil Plague Lords of Ruel.

While you are observing Fabri from your vantage point high above, you notice a patrol of horsemen wending their way through the trees towards one of the outlying huts. On arriving, they dismount and enter, leaving their horses tied to a split rail but otherwise unattended. Tempted by the opportunity, you descend the tree and make your way towards the hut.

If you possess Animal Mastery, turn to 260.

If you do not possess this Discipline, turn to 189.


Non abbiamo Animal Mastery.



Stealthily you approach the nearest horse, using your Magnakai Discipline of Animal Control to keep him calm as you untie his reins. But you have only just released them from the rail when suddenly the door of the hut swings open and you find yourself confronted by the horse’s rider—an Eldenoran cavalry scout.

If you possess Kai-surge and wish to use it, turn to 110.

If you possess Kai-alchemy and wish to use it, turn to 174.

If you possess neither of these Grand Master Disciplines or choose not to use them, turn to 33.


Cosa usiamo :D?

Bortas
13th June 2013, 15:53
Non abbiamo un banale arco abbiamo un razzomissile direttamente fuso con il braccio, non ci sono questioni, arcodiddio ora e sempre...


Edit: Ritardo...

Usiamo Alchemy che si è dimostrata un buon sostituto (seppur inferiore) dell'arco

Rise-the-Sky
13th June 2013, 15:58
Ma no fondiamogli direttamente il cervello con una psicoblastata

Defender
13th June 2013, 16:01
maaaaaa io sarei più per un utilizzo massivo della violenza e per friggergli il cervello!

KAI SURGE!!

Lupoazzurro
13th June 2013, 16:19
alchemy!!

Kaluisurrr
13th June 2013, 16:32
friggiamogli il cervello

Jesper
13th June 2013, 16:47
Frittatona inc!



You focus a blast of psychic energy at the trooper (deduct 1 ENDURANCE point) and he collapses in the doorway, clasping his head and screaming in agony.

His cries of pain alert his fellow horsemen, but by the time they come to his aid, you and the shocked trooper’s horse are nowhere to be seen. You keep to the trees and head south in a wide arc around the Eldenoran settlement at Fabri. During your ride through the woodland, you discover the following items in the bags and blanket roll which are attached to the horse’s saddle:

Sword
Rope
Tinderbox
Blanket
Bow
Quiver containing 5 Arrows
12 Lune (equivalent to 3 Gold Crowns)
Spyglass

If you decide to keep any of these items, remember to adjust your Action Chart accordingly.

Shortly before sunset, you emerge from the trees at a place where three trails meet. A wooden signpost propped against a boulder indicates three directions, destinations, and distances:
Chod: 250 miles North
Holona: 50 miles West
Tenzha: 20 miles South

You are anxious to leave hostile Eldenoran territory as soon as possible and, after checking your map, you set off to the south, towards the Slovian border town of Tenzha.

During your ride, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 343.


Ok, ciurma! Ditemi cosa volete che prenda!

Kaluisurrr
13th June 2013, 17:14
ncazzo, tuttommerda, rifilliamoci giusto di frecce e lune e la rope se non l'abbiamo persa per qualche motivo

Tibù
13th June 2013, 18:10
soldi e frecce:dumb:

Jesper
14th June 2013, 09:10
OK prendiamo l'ovvio e proseguiamo :D



It is near midnight when you arrive at a ridge which commands a view of the mighty River Storn. Moonlight pours molten silver over the rushing water, illuminating a ford where a crossing can be made over this unusually deep and fast-flowing river. To the far horizon stretch the plains of Slovia, peaceful and inviting. You long to be on the other side, but you suspect that crossing here, despite the ford, will not be an easy task. Heavily fortified border posts stand at the approaches to the ford, and many keen-eyed sentries are scanning the surrounding countryside on both sides of the river. The Eldenorans are watching for deserters attempting to flee to the safety of Slovia, a neutral territory in the war against Palmyrion; the Slovians keep watch for signs of an Eldenoran attack. It would not be the first time an invasion by their hostile neighbour had come this way.

Patiently you observe the ford for more than an hour, trying to determine the optimum time to make your move, but then suddenly the choice is taken out of your hands. In the middle distance you see an Eldenoran patrol riding towards the ridge. Unless you abandon the ridge at once, they will be sure to see you and raise an alarm.

Taking your courage in both hands, you spur your horse to the gallop and rush headlong down the rocky slope that leads directly to the ford.

Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2. And if you possess Kai-alchemy, add 1.

If your total score is now 2 or less, turn to 218.

If it is 3–6, turn to 87.

If it is 7 or more, turn to 119.


Abbiamo +3 al Roll!

Roll...5!



The speed and audacity of your crossing, coupled with your Kai camouflage skills, enable you to reach the Slovian side without being detected by the guards on either side of the river.

As soon as your horse’s hooves touch Slovian soil, you spur him onwards and disappear swiftly into the welcoming darkness of the plains beyond.

Turn to 92.




After the dangers of Eldenora, the plains of peaceful Slovia seem like a tranquil paradise. The grasslands are rich and fertile, and an abundance of game keeps you well fed during the five days it takes you to ride north to the walled city of Tekaro. Here, at an inn close by the city’s cathedral, where, years ago, you discovered one of the Lorestones of Nyxator during your quest for Kai knowledge, you spend a fortunate evening in the company of a band of Salonese mercenaries. Aided by your Kai skills, you fleece them of 30 Gold Crowns while playing cards, and with your gain you purchase a fresh horse for your continuing journey home. (Your new horse and a night’s lodging at the inn cost you 25 Gold Crowns; you may add the balance of 5 Gold Crowns to your Action Chart, maximum allowances permitting.)

Early the following day you leave Tekaro and set out on the highway bound for Tido. You plan to reach Casiorn by means of the North Pass through the Slovarian Range, but during your second day on the road you are forced to revise your plans drastically. During a chance meeting at a wayside inn with a merchant who has journeyed from Casiorn, you learn that an avalanche has blocked the North Pass and travel by that route is now impossible. It will be several months before the pass is cleared and the mountain road rebuilt. You resolve instead to reach Casiorn by way of Varetta, the ancient city of crossed swords, and the following day you resume your ride north.

During your ride, you stop to assist a farmer whose cart has shed a wheel. In return for your help, he offers the services of his brother who operates a raft ferry across the River Quarl. Gladly the brother transports you and your horse across the river to Salony, where you enter the Great Forest by way of a timberland trail. After a full day’s ride along this lonely track, you find yourself approaching the outskirts of a town called Ellio.

During your long day’s ride through the Forest of Salony, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

Turn to 138.


Ellio e le Storrie Tesse per la precisione.

Bello il denaro gratis per altro. Bello anche il prezzo della taverna, che di solito è tipo 1 Corona e adesso è 25 O-o



The first spatterings of rain are dampening your shoulders as you approach the forest town’s solitary inn. The smell and soft noises of horses waft from an adjoining stable, and the flickering orange light of an open fire can be seen shimmering through the bull’s-eye glass of the inn’s leaded windows. You halt outside the main door and stoop to read a weather-faded board that is fixed to the wall:
The Towering Pine Inn
Room & Stabling—2 Gold Crowns per night

If you possess sufficient Gold Crowns to stay here for the night, turn to 103.

If you do not, turn to 302.


CVD



You dismount and toss your horse’s reins to a sniffing stable-boy before entering the dry and welcome warmth of the inn. The innkeeper is a burly, ginger-bearded man with an incongruous lisp, who attends to his small group of patrons with an air of bored indifference. You hand him 2 Gold Crowns and in return you receive a small and draughty room over the stables.

You sleep well (restore 3 ENDURANCE points) and wake at dawn. The innkeeper offers you breakfast, but the unsavoury plate of stale cheese and bacon rind that he produces from under the taproom counter does little to excite your appetite. You decline his offer, collect your horse, and set off on the trail which heads east out of Ellio.

Turn to 176.




For two days you follow this trail through the great Forest of Salony. During your ride it strikes you that the weather seems to be reflecting the nature of the people who dwell in this region—cold and inhospitable. They do not take kindly to strangers, especially those riding alone.

On the morning of the third day, you reach a small village called Hopforst which stands at the edge of the Great Forest. To the west of the village you can now see the snow-capped mountain peaks of the Ceners, and to the north stretches an open expanse of rough grassland dotted with thickets of larch and pine.

As dusk is drawing its curtain of shadow over the land, you see in the distance the decaying walls of a derelict city. A broken sign by the roadside says that this place is called Amory, yet the newish track which branches off the road and avoids the city gate tells you that travellers on this road no longer visit here. It has begun to rain again and you are quietly dreading having to spend another night out in the open. Tempted by the promise of shelter, you approach Amory and enter the city by a gate that hangs haphazardly from its hinges.

Turn to 240.


Amory!!!! E' bello come la memoria di LW sia più corta della mia :sneer:



At close quarters, the city of Amory gives off an odour of disease and decay. Its flagstoned streets are cracked and broken open by plants, the roofs of its once-fine houses have long since caved in, and every surface is damp and mildewed. It is also completely deserted; even the rats have left.

You seek shelter in one of the few buildings with a roof still intact. The furnishings that you discover here are made of the finest Durenese oak and Salonese leather, but none withstand your weight. Everything has rotted and falls to shreds at a touch. You are clearing debris from the floor to make a place to sleep when suddenly you hear hoofbeats in the street outside. You rush to the open door and see, to your shocked surprise, a ghostly rider astride a black horse come galloping down the narrow avenue. Tongues of red flame shoot from the horse’s nostrils and it leaves in its wake a trail of green mist.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/ill14.png
Illustration XIV—Tongues of red flame shoot from the horse’s nostrils as it gallops, trailing a wake of green mist.

If you have ever visited the town of Quarlen or the Isle of Ghosts in a previous Lone Wolf adventure, turn to 279.

If you have visited neither of these places, turn to 205.


AHAHAHAH manco da morto lo lasciamo stare sto collione :D



A cold lance of fear stabs your heart the moment you see the face of the ghostly rider. You recognize it immediately to be Roark—the highborn lordling of Amory who chose to follow the ways of Evil.

Roark was once a powerful disciple of the Demonlord Tagazin and a secret practitioner of the foul arts of the Cener Druids, but he has long since perished in the flesh. Yet his evil spirit lives on, tortured and restless, doomed to ride the deserted streets of his shattered city.

As the ghastly spectre of Roark comes rushing towards you on his hellish steed, his mouth opens and a hideous shriek fills the air. You feel a pressure rapidly building in your head, an agonizing force that threatens to tear your skull apart.

If you possess Kai-screen, turn to 39.

If you do not possess this Discipline, turn to 253.


Ce l'abbiamo!



You erect a psychic shield to protect your mind from Roark’s assault, and you successfully deflect his attack. But as his ghastly apparition gallops past, it stirs in its wake a whirling maelstrom that is filled with rocks, broken glass, and other city debris. This whirlwind assails you physically and knocks you to the ground.

Ghost of Roark: COMBAT SKILL 48 ENDURANCE 30

You conduct this combat in the normal way. While attacking the ghost of Roark using your psychic Kai abilities, you must defend yourself from the injurious effects of the debris-storm. Only by defeating Roark’s ghost in combat will you cause the maelstrom to cease.

If you win the combat, turn to 146.


Domanda per il pubblico: non si capisce cosa vuol dire Joe con "You conduct this combat in the normal way"...vuole che combattiamo senza armi perchè è uno scontro mentale? Però la frase sembra indicare che le regole sono le solite.

Dato che non ci sono note chiarificatri in proposito (e l'altro paragrafo è identico, ma prendevamo 5 danni), ditemi voi come volete che proceda: armato (CR +5) o disarmato (CR -4).

Lupoazzurro
14th June 2013, 09:53
boh, se c'è scritto normal way io andrei armato...

Bortas
14th June 2013, 11:03
Botte nel grugno con l'ariana spada, mi pare il minimo per uno cretino a cavallo, per dargli un vantaggio lotterei anche con una mano in tasca.

Jesper
14th June 2013, 12:03
Roark mo so cazzi tuoi :D

COMBAT RATING +5 (con Kai-Surge) ed è pure Non Morto :D

Roll...2
Lupo Solitario -3 (-1)(44)
Ghost of Roark -14 (16)

Roll...8
Lupo Solitario -0 (-1)(43)
Ghost of Roark -28 (ri-morto!)



Upon the instant you defeat the spirit of Roark, the whirlwind ceases and all the airborne debris drops harmlessly to the ground. Roark’s ghostly apparition mouths a silent scream before it, and its hideous mount, melt into the shadows of the night. You sense that the evil which pervaded this sad city has, at last, been banished for good.

You sleep easily this night, and you awake the following morning to the sound of bird song. It brings a smile to your face to hear that life is already returning to Amory. You gather your equipment and, as you are leaving, you are blessed by an unexpected stroke of luck. By accident you step on a rotten board, and, when you pull your foot free, you discover 10 Gold Crowns hidden in the hollow beneath the floorboards. (You may record these on your Action Chart, maximum allowances permitting.)

Turn to 83.


Grazie eh Joe, come se le accettassimo! :nod:



Once outside the broken gate of Amory, you turn to the north and follow the road which leads to Varetta, the principal city of Lyris. At noon you come to a fork in the road where a signpost indicates two different destinations: Soren (left) and Varetta (right). You take the right-hand road and spend the afternoon riding across a lonely stretch of gently undulating plain. During this ride, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

Daylight is beginning to wane when you arrive at a village that is dominated by a fortified manor house. Rain clouds are fast closing in from the west and your thoughts turn, once more, to finding shelter for the night.

If you wish to seek shelter at the manor house, turn to 318.

If you choose to seek shelter in the village, turn to 42.


Dove ci ripariamo :D?

************************************************** ***********************
Lupo Solitario, Grand Thane

CS: 45 (+8 Sommerswerd, +2 Silver Helm, +5 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +5 Levelup)
--> 49 (con +4 Mindblast)
--> 53 (con +8 Kai-Surge)

EP: 38/48 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +10 Levelup)

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

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Signet Ring, Ruby Ring, Iron Key, Stone Bowl, Onyx Key, Laumpspur (Cura 4 EP), Matho's Potion

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, Silver Seal
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 32 Corone, 60 Kika (10=1C), 52 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)
************************************************** ******

Defender
14th June 2013, 12:11
Dice chiaramente che il combat si svolge in modo normale, significa come al solito con armi e tutto.

BOTTEEEEHHH!!

Edit: sono arrivato lungo...

Andiamo a ripararci nel villone, mi ispira di più!

Lupoazzurro
14th June 2013, 12:27
Villa ovviamente, mica vorremo mischiarci con la plebe del villaggio...

Bortas
14th June 2013, 12:44
Si si villone infestato dai morti assassini...

Jesper
14th June 2013, 13:29
A steep path leads to a turreted gate which marks the entrance to this manor house. The house itself is barred and shuttered as if to withstand a siege. You ring a bell at the door but there is no reply. When you ring a second time, the shutters on an upstairs window creak open and the sneering face of a startlingly ugly woman peers down at you.

‘Whadya want?’ she snaps.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/ill18.png
Illustration XVIII—‘Whadya want?’ snaps the ugly old woman.

‘A room for the night and feed for my horse, if you’d be so kind,’ you reply, as politely as you feel able. ‘I’d be prepared to pay, of course.’

The wart-faced old woman snorts and retreats from view. Moments later, she suddenly reappears and hurls a rotten cabbage which catches you squarely in the face (lose 1 ENDURANCE point).

‘Be off, y’ scraggin’ Northlander,’ she yells, ’afore I set the dogs on ya!’

Wiping a trickle of blood from your nose, you turn your horse about and ride back down the path, cursing the old woman under your breath. As you pass through the turreted gate, she shouts out: ‘I heard that!’

As soon as you rejoin the main road, you urge your horse to a canter and ride into the village that lies a little way beyond.

Turn to 42.


DAFUQ :lol:



This village is a run-down shabby-looking place which appears to have seen better days. The timbers of its gaudily-painted houses are riddled with rot, and its citizens have a mean and surly demeanour that you find irksome. You are having second thoughts about stopping at the inn and are only persuaded when you hear the distant rumble of thunder.

To your surprise, you discover the owner of the Pickled Scow to be an unusually kind and cheerful character. For 3 Gold Crowns (erase these from your Action Chart), he and his daughter furnish you with a fine meal and a warm room above their kitchen. Before you retire for the night, they invite you to sample their ale—free of charge. It is a weak but flavoursome brew, and while you sip it in front of the blazing hearth, they tell you stories about the colourful travellers who have spent the night at their inn.

If you wish to ask them if they have heard any news about your homeland, turn to 231.

If you do not, turn to 56.


Paghiamo le monete o diciamo fanculo a Joe che non ci fa usare Grand Huntmastery :D? E poi che si fa? :D

Rise-the-Sky
14th June 2013, 14:20
CHiedere è lecito, rispondere...è meglio per loro che lo facciano

Bortas
14th June 2013, 14:49
231 interroghiamo i villici

Sturm
14th June 2013, 15:20
Paghiamo che tanto abbiamo crowna volontà. E poi interroghiamo i villici!
Ah btw la cicciona stronza noto avere qualche somiglianza con la capocchia di gargoyle che ha sotto :nod:

Jesper
14th June 2013, 15:28
:lol:



‘Sommerlund?’ answers the innkeeper, quizzically. ‘I’m afraid not, kind sir. Your home must be mor’n six hundred miles from ’ere. It’s rare we gets to hear what’s goin’ on in Varetta and that’s only twenty five miles t’north.’

Hearing the innkeeper mention how far it is to Sommerlund brings a leaden feeling to your stomach. You still have far to go and so little time in which to accomplish your urgent journey. Feeling chastened by the daunting number of miles you must ride, you bid the innkeeper and his daughter goodnight and retire quietly to your room.

Turn to 56.


maledetti villici provincialotti



You sleep well and rise with the cock’s crow. When you reach the stable, you discover the innkeeper has already prepared your horse, ready for your departure. You thank him and wave farewell to the cheerful man and his daughter as you set off on the road north to Varetta.

It is midday when you catch your first glimpse of this ancient city. Positioned on a large plateau in the centre of a grassy plain, the blood-red walls and towering spires of Varetta look doubly impressive. As you approach the south gate, you admire the carvings which embellish the city’s walls. They depict great dragons with snake-like bodies that intertwine as they flow around the towers and bastions of this ancient city.

The guards at the gate allow you to enter without challenge, and you pass through the grand southern entrance which leads to a flagstoned square.

If you have ever visited Varetta before in a previous Lone Wolf adventure, turn to 284.

If you have never visited this city before, turn to 62.


Yes!



As you stop to survey the shops and stalls which encircle this busy square, you recall the welcome help you received from Gwynian the Sage the last time you visited here. You remember vividly your meeting with him at the Halls of Learning, but you have no idea whereabouts in this vast city the Halls are located.

If you wish to go in search of the Halls of Learning, turn to 168.

If you decide not to seek Gwynian, turn to 237.


Vogliamo cercare il vecchio scoreggione, o confidiamo che ce lo ritroveremo nascosto dentro una ciotola di riso mentre visitiamo l'indocina, come suo consueto :D?

Sturm
14th June 2013, 15:31
Cerchiamo il vecchio scoreggione,magari ha qualche cosa di interessante da dirci/darci. Solitamente è sempre il nostro freeloot di fiducia :nod:

Bortas
14th June 2013, 17:03
Cerchiamo ill vecchio merdasecca, i vecchi han sempre cazzate utili da raccontare prima di pisciarsi a dosso e dimenticare con chi parlavano.

Tibù
14th June 2013, 19:07
cerchiamo il vecchio,uno de rari immuni alla death aura per ora :nod:

Jesper
17th June 2013, 10:50
In vecchio we trust!



You ask a street trader the way to the Halls of Learning and he points impatiently to an avenue on the west side of the square. A rusty plate fixed to the corner building says ‘Quill Street’.

You ride along this narrow avenue, which is flanked by aromatic jala houses and perfumeries, until it turns abruptly right into a wider thoroughfare called Brass Street. A smile cracks your travel-grimy face when you see the courtyard entrance to a grand building. It has changed much since you were last here, but despite its new brick and marble façade you recognize Varetta’s Halls of Learning.

You ride along a gravelled path to a fountain where you stop to ask a brown-robed scholar if he knows where Gwynian can be found. Without speaking, he points to a nearby hall. A sign hanging over its richly-carved oak door says ‘Library’. You thank the robed man and dismount from your horse, leaving him tied to a ring which is set into the wall. Then you push open the door and enter the library’s cool interior.

Countless thousands of books and parchments crowd the stone shelves of this magnificent library. Your eyes travel along them until they reach another door at the far end of the hall. There, standing framed in the arch, is the man whose help you seek.

‘Welcome, Grand Master,’ says Gwynian the Sage. ‘I have been expecting you.’

Turn to 268.


Ma il discorso è: è LW che insegue il vecchio, o il vecchio che insegue LW? Propenderei per la prima, perchè ogni volta il vecchio è tipo il re del mondo del posto dove arriviamo :sneer:



Gwynian ushers you through into an adjoining chamber where floating bulbs of light illuminate a stone table covered with charts and scrolls.

‘What news have you of Sommerlund?’ you ask anxiously.

‘Grave news,’ replies Gwynian, with an ominous tone. He picks up a chart from the table and traces a finger across the intricate lines and calculations that embellish its ancient yellowed surface.

‘The Dark God Naar has opened a Shadow Gate in the Durncrag Mountains, a corridor between our world and his. By means of this corridor he has sent a host of winged creatures—the Lavas—to assail your monastery. It is his plan to destroy the young order of Kai warriors while you are not able to lead them. The Shadow Gate opened at the time of the last full moon and, since then, the Kai Monastery has been attacked many times. Naar’s servants have your stronghold encircled and cut off from the armies of King Ulnar, who has repeatedly sought to break the siege. Your Kai have withstood the attacks well, Lone Wolf, but they are weakening. Only you can save them now.’

‘But how?’ you ask, shaken by Gwynian’s account of the events which have occurred during your absence from the monastery. ‘If the armies of King Ulnar are powerless to break the siege, how can I hope to save my brethren?’

‘Do not despair, Lone Wolf,’ replies Gwynian, reassuringly. ‘All is not yet lost. You can save your brave order by closing the gate through which Naar sends his Lavas minions.’

You are about to ask how you could possibly achieve this, how you could close the Shadow Gate, but your urgent question is forestalled when Gwynian raises his hand.

‘Patience for just a moment, Lone Wolf,’ he says and he allows himself a smile. ‘I, humble Gwynian, possess the means by which you can thwart the Dark God’s murderous plan.’

Turn to 100.


Caccia il Loot, vecchio :nod:



From a secret drawer beneath the stone table, Gwynian brings forth a golden crystal the size of an apple. Its multi-faceted surface radiates a myriad tiny beams which shimmer and sparkle with the fiery energy that is locked within its core.

‘This is a Sun-crystal, Grand Master,’ he says, placing the object into the palm of your hand. Its surface feels pleasantly warm, inviting your touch. ‘If you are to save your brethren, you must close the Shadow Gate for good. This crystal can achieve this aim. It contains power sufficient to destroy the Shadow Gate and prevent its return.’
[illustration]
Illustration VI—‘This crystal contains power sufficient to destroy the Shadow Gate,’ Gwynian tells you.

You look down at the glowing crystal with fearful respect. Gwynian notes your concern and smiles.

‘You need not fear the crystal’s power for it cannot cause harm in our world. Only if it is cast into another plane of existence will its powers be released. Grand Master, you must cast it into the Shadow Gate that Naar has created.’

‘So this is how I can save my brethren,’ you whisper, as you peer into the glittering head of the crystal.

‘Just so,’ replies Gwynian. ‘Just so.’

‘Then I must away at once,’ you say, placing the Sun-crystal into the pocket of your tunic. ‘Now that I have the weapon I need to save my people, I can stay not a moment longer; I must leave for Casiorn at once.’

‘Yes,’ says Gwynian, still smiling, ‘I know of your plans, and I have made provision for you to travel to the City of Merchants more swiftly. Come, follow me, and all will be revealed.’

Record the Sun-crystal on your Action Chart as a Special Item. You must discard another item in its favour if you already possess the maximum number permissible.

Turn to 323.


Ringraziamo Gandalf e scegliamo quale Special Item scartare per il Sun-crystal!



You follow Gwynian through a series of corridors to a stable from where he brings forth a magnificent white stallion, the finest steed you have ever seen.

‘This is Wildwind, Grand Master,’ says Gwynian, as he strokes the steed’s muscular neck. ‘He will carry you to Casiorn far swifter than any horse you have known. Swifter than even your own fine steed, Storm.’

You look into Wildwind’s intelligent eyes and you detect the faint aura of magic about him. But it is not until you climb into the saddle that you sense his true power.

‘A thousand thanks, Gwynian. I am forever in your debt.’


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/small4.png

And with these words you bid Gwynian farewell and leave the Halls of Learning. You depart from Varetta through its great east gate and, once outside the city, you spur Wildwind to the gallop. You are astounded by his speed and untiring stamina: Gwynian was right—he is the fastest horse you have ever ridden. In little more than an hour you have covered sixty miles. It is only when you find yourself approaching a stone bridge, commanded by a huge gated archway, that you are forced to rein him to a halt. Above the archway you notice the words ‘Denka Gate’ engraved into the stone. Below them, written in chalk, is the message ‘Toll—4 Gold Crowns’.

After a few minutes, an unshaven old man emerges from a door set into this grand gate. He holds out his hand and demands that you pay him the toll.

If you wish to pay the gateman his toll of 4 Gold Crowns, turn to 74.

If you cannot pay, or if you do not wish to, turn to 331.


Che si fa? E ditemi cosa scartare per il Cristallo!

************************************************** ***********************
Lupo Solitario, Grand Thane

CS: 45 (+8 Sommerswerd, +2 Silver Helm, +5 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +5 Levelup)
--> 49 (con +4 Mindblast)
--> 53 (con +8 Kai-Surge)

EP: 38/48 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +10 Levelup)

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

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Signet Ring, Ruby Ring, Iron Key, Stone Bowl, Onyx Key, Laumpspur (Cura 4 EP), Matho's Potion

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, Silver Seal
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet

Money (50): 32 Corone, 60 Kika (10=1C), 52 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)
************************************************** ******

Rise-the-Sky
17th June 2013, 10:51
ma la statuetta di Zagarna non l'avevamo già buttata via eoni fa?

Cmq paghiamo va. Facciamo girare l'economia.

Lupoazzurro
17th June 2013, 11:12
paghiamo e buttiamo l'action figure di zagarna

Jesper
17th June 2013, 11:48
Si effettivamente anche io mi ricordo che era stata gettata alle ortiche lol :D

Comunque sia, siamo ricchi!



You leave behind the Denka Gate and follow a road that twists and climbs through densely wooded highland. Once you crest the last timbered hill, you begin a gradual descent towards the Taunor Valley—a fertile expanse of cropland and grassy plain. By dusk you can see the River Quarl ahead and, shortly before nightfall, you cross its fast-flowing waters at a bridge in the centre of Quarlen, a busy town on the caravan route to Casiorn.

Just beyond the bridge you see an impressive hostelry, with adjoining stables. A shield hangs above the courtyard gate displaying its name: ‘The Barrel Bridge Tavern’.

If you wish to stop and enter this hostelry, turn to 211.

If you choose to continue your ride to Casiorn, turn to 31.


Che si fa :D?

************************************************** ***********************
Lupo Solitario, Grand Thane

CS: 45 (+8 Sommerswerd, +2 Silver Helm, +5 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +5 Levelup)
--> 49 (con +4 Mindblast)
--> 53 (con +8 Kai-Surge)

EP: 48/48 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +10 Levelup)

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

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Signet Ring, Ruby Ring, Iron Key, Stone Bowl, Onyx Key, Laumpspur (Cura 4 EP), Matho's Potion

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

Money (50): 28 Corone, 60 Kika (10=1C), 52 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)
************************************************** ******

Bortas
17th June 2013, 12:25
Famosi una birretta, magari ci scappa la rissa, magari è la classica imboscata, magari c'è un vecchietto sospetto in un angolo tutto figo che la sa lunga... 211

Sturm
17th June 2013, 12:29
Entriamo va,magari troviamo la fusion tra Bortas e Gandalf (Bortalf) che ci da qualche ariano/partigiano consiglio :nod:

Jesper
17th June 2013, 14:32
As you enter the courtyard, a boy rushes out of the stables and eagerly takes charge of Wildwind’s reins. He praises your horse enthusiastically and promises that he will look after him well while you are enjoying your visit to the tavern. On entering the taproom, you are welcomed by the mouth-watering smell of roasting beef and fine ale. The tavern is busy and nobody pays you any special attention as you take a seat by the counter.

At a nearby table, you notice an argument is brewing between a merchant and a man dressed in a shabby hide coat. The merchant is accusing the man of stealing a purse of gems from his pocket, and the confrontation is being made worse by a third man, a lank-haired bargee, who is siding with the merchant. The accused man pleads that he is innocent but the other two give no credence to his pleas. Suddenly, the merchant draws a dagger and threatens to slit the man’s throat unless he hands over the stolen gems at once.

If you possess Telegnosis and have attained the Kai rank of Grand Thane, turn to 26.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 294.


Ce l'abbiamo!



Your advanced Kai Mastery reveals to you the whereabouts of the missing purse of gems. It is in the boot of the bargee, the lank-haired man who is siding with the merchant against the other. He is hoping to keep hidden his guilt by pointing the finger of suspicion at the man in the hide coat.

The bargee steps away from the table and, as he tries to move quietly towards the tavern door, he passes in front of your chair. Deftly you kick the top of his boot. The blow splits the purse and scatters gemstones all over the tavern floor.

‘Why you…’ growls the guilty bargee, and, in the blink of an eye, he draws a dagger and lunges for your heart.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/ill1.png
Illustration I—In the blink of an eye he draws a dagger and lunges for your heart.

Bargee (master thief): COMBAT SKILL 36 ENDURANCE 25

If you win this combat, turn to 199.


A Garret ste cose non capitavano :nod:

COMBAT RATING: troppo (con Mindblast)

Roll...9 (lol, con i combat isi rollo sempre 8+ -.-)
Lupo Solitario -0 (48)
Bargee instamorto!



The accused man thanks you profusely for proving his innocence, and the merchant, while on his hands and knees gathering up his scattered gems, offers the man one of his glittering stones by way of an apology.

Red-faced with embarrassment, the merchant then offers you 10 Gold Crowns for having rid him of a thief whom he was about to entrust with his entire cargo of gems and spices from Casiorn. (If you choose to accept the crowns, be sure to adjust your Action Chart accordingly.)

The tavern owner, however, is not so understanding. He does not like blood being spilled on his premises and he asks you to leave at once. You bid all three goodnight and then return to the stables to collect Wildwind.

Turn to 31.


Hurray! Ditemi se vogliamo prendere le Corone.



A signpost on the road out of Quarlen says ‘Casiorn 260 miles’. On a normal horse you would expect the journey to take four days, but on Wildwind you are confident of reaching the City of Merchants before midnight.

Aided by a full moon and your sharp Kai skills, you keep Wildwind on a safe course throughout your long night’s ride. Rapidly the miles melt away beneath his hooves and, as midnight approaches, you see the welcoming lights of Casiorn twinkling on the horizon. Using magical spyglasses, the watchful guards above the city’s west gate see you coming and set their torches to fire-beacons to help guide you. The gates of the city are thrown open and, as you ride through, you meet with a thunderous welcome from its citizens, rich and poor, many of whom have left their beds to cheer your arrival.

Not until you see the bulbous golden towers of the High-Mayor’s Palace do you allow Wildwind to slow his pace. You pass through the palace’s grand arch, crafted from marble and gold, and as you bring Wildwind to a halt you see a wondrous skyship hovering over the roof of the High-Mayor’s chambers. It reminds you of Skyrider—your friend Guildmaster Banedon’s flying ship—although the craft above is sleeker and appears to be fashioned not from wood, but from burnished metal.

‘She awaits your command,’ says High-Mayor Cordas, as he strides down the steps of his palace chambers with an entourage of guards and advisors scurrying in his wake. ‘What do you think?’ He beams, pointing to the ship. ‘Is she not magnificent?’


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/ill2.png
Illustration II—‘What do you think?’ he asks. ‘Is she not magnificent?’

‘Yes, indeed she is,’ you reply, as you dismount from Wildwind who, to your greater astonishment, displays not the slightest sign of fatigue after your incredible ride from Varetta. ‘Pray tell me, High-Mayor, what is the craft’s name?’

‘We call her “Cloud-dancer”,’ he replies, proudly.

Within the hour you are standing aboard the gleaming steel deck of Cloud-dancer, which vibrates gently in tune to the rising power of its magical engines. The crew of Casiornian engineers set free the hawsers which hold her in place and then, with a farewell wave to Cordas and his court, you give the order for Cloud-dancer to commence her maiden voyage north to Holmgard.

Turn to 60.


Non so perchè ho l'impressione che "Sky-tanic" sarebbe stato più adeguato <.<



Throughout your sky voyage home, your mind is filled with the fear and uncertainty of what may await you in Holmgard. You spend most of the journey on the rear deck, alone with your thoughts, staring down at the land speeding past more than a mile below. You watch as the jungle of the Maakenmire swamp gives way to the barren scrub of the Wildlands. Then, when you catch sight of the Pass of Moytura, your pulse races with excitement for this V-shaped cleft in the southern Durncrags is where the Wildland territories end and your beloved homeland of Sommerlund begins. Yet the excitement you feel here is but nothing compared to your elation when you first glimpse the lights of Holmgard—the Sommlending capital.

Guided by beacons blazing atop the King’s Citadel, the crew of the Cloud-dancer bring her gently in towards the city. The craft is made to hover directly above the Citadel and hawsers are lowered to anchor her in position against the wind. Then you descend by rope ladder to the Citadel roof where you are greeted by a distinguished party of Barons and Fryearls, led by King Ulnar himself.

‘Welcome home, Grand Master,’ he says, his voice breaking with emotion. Then he clasps you to his chest, like a father welcoming home a lost son. ‘Thank Kai and Ishir you are safe, Lone Wolf,’ he says. ‘Now may the darkness of Naar be lifted from our land.’

Turn to 44.




King Ulnar convenes an emergency council of the Sommlending barons in his Chamber of State. When all are assembled, Baron Caldar of Anskaven conducts a briefing, principally for your benefit, outlining the grave situation confronting Sommerlund and, most especially, the New Order of the Kai. You are aware of much of what he says, having been briefed already by Gwynian the Sage in Varetta, but you learn that the Sommlending army has lost many brave men attempting to break the siege at the Kai Monastery and is too weakened, at present, to attack the enemy again.

‘Where is Guildmaster Banedon?’ you ask, when called upon by the King to speak to the council of war.

‘He is at the Kai Monastery,’ answers Baron Medar of Tyso. ‘He, in company with Lord Rimoah of Dessi and the ten most senior magicians of Toran’s Brotherhood, went to the monastery during the early days of the siege. They travelled there aboard the Guildmaster’s skyship and…’ At this point, the Baron hesitates and looks to the King, as if seeking his permission to continue. The King continues on his behalf.

‘Grand Master,’ he says, his voice heavy, ‘the Guildmaster’s skyship was seen falling from the skies above the monastery. Border Rangers saw it crash in flames. We…we fear that all aboard were lost.’

The King’s words come as a terrible blow for Banedon and Rimoah are your closest friends. If it is true, and all of Sommerlund’s finest magicians have been lost at a stroke, then the blow is doubly severe. The security of your homeland will have been greatly compromised by their deaths.

If you possess Telegnosis, turn to 252.

If you do not possess this Discipline, turn to 124.


Ce l'abbiamo!



You request the King to excuse you from the council of war for a few moments. He grants your request, thinking that you wish to be alone to grieve the loss of your friends, Banedon and Rimoah, and he allows you the use of his royal chamber.

Once you are alone, you use your Kai Mastery to attempt to make contact with Guildmaster Banedon telepathically. You concentrate with all your power, straining your psychic energies in your effort to connect with your friend’s mind. To your surprise, you detect a barrier in the ethereal plane, a wall of dark energy that has been placed there purposefully to prevent telepathic contact. You sense that the barrier is the work of the Dark God Naar and you call on all your reserves of psychic strength in an effort to break through it.

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 7 or less, turn to 312.

If it is 8 or more, turn to 286.


Abbiamo +4 al Roll!

Roll...8!



You feel your psychic powers burrowing through Naar’s ethereal barrier. You have almost penetrated this shield when suddenly you sense the presence of the Dark God himself; he is pouring the essence of his Evil into the breach, repairing the damage you have inflicted.

Immediately you cease your telegnosis. You are mortally afraid of allowing Naar the opportunity of locating and attacking your Mindforce, for if he were to do so, you risk losing not only your sanity but also your soul!

Turn to 136.




Despite not having made a telepathic contact with Guildmaster Banedon, you refuse to believe that he and Lord Rimoah are dead. You resolve instead to reach the Kai Monastery and destroy the Shadow Gate as soon as you are able and, strengthened by this resolution, you return to the council of war and announce your decision to the King. You show the council the Sun-crystal that Gwynian gave you, and you tell them how you intend to use it.

Ulnar and the barons applaud your plan and your steadfast courage. The King places under your command his élite Guard Cavalry regiment, so that you may be able to use them to break through the enemy’s line at its weakest point and reach the Kai Monastery. Captain D’Val, commander of the Guard Cavalry, knows where this weak point is and he will guide you to it.

The King dissolves the council and, as the barons return to their armies in the field, he orders you to rest in his chambers for a few hours.

‘Get some sleep, Grand Master,’ he says, patting you paternally on the shoulder. ‘You will need it. You ride with the Guard at dawn.’

Turn to 94.




As the sun rises above the waters of the Holmgulf, it sheds its golden light upon the hopeful citizens of Holmgard who have gathered to cheer your departure. You ride out of the King’s Citadel at the head of the Guard Cavalry regiment, with Captain D’Val at your side. Bouquets of Sommlending roses are thrown before the hooves of your warhorse, and your ears ring to the jubilant cries of the crowd as you, and the brave horsemen at your back, ride with pride through the city streets that lead to Holmgard’s north gate.

Once outside the city, you order your troop to couch their lances and form up in column, four abreast, in readiness for a swift ride north. At midday, you cross the River Unoram and meet with a patrol of Border Rangers who are guarding a junction. A track emerges from the Fryelund Forest and joins with the main road from the west at this point. Although it is unsigned, you recognize its rutted surface at once: it is the Alema Trail, one of several forest tracks which lead to the Kai Monastery, thirty miles distant. Captain D’Val tells you that the enemy line is weakest at a place several miles along this trail.

The Border Rangers come quickly to attention when they see you approaching. Their leader, a sergeant with a battle-wounded leg, warns you that the enemy were seen earlier flying over this area of the forest. You acknowledge his salute, and then you give the order for the regiment to form up in column, two abreast, before leading them along the trail and into the Fryelund Forest.

You have covered less than a mile of this woodland track when you find yourself descending a gentle slope towards a stream, a tributary of the Unoram. There once was a bridge which crossed the watercourse at this point, but it has long since collapsed. Its ancient stones now form a ford which carries the trail over to the far side of the stream.

If you possess Grand Huntmastery and have attained the Kai rank of Sun Lord or higher, turn to 203.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 151.


Ce li abbiamo!



Your Kai Mastery alerts you to a beam of ultraviolet light at the exit from the ford. This pencil-thin beam emanates from behind the age-worn keystone of the old bridge, crosses the exit just inches off the ground, and disappears into some bushes opposite.

‘Column halt!’ you shout, bringing the regiment to a stop at the approach to the ford.

‘Is something wrong, Grand Master?’ asks D’Val, anxiously.

‘Perhaps,’ you reply, staring at the beam which is invisible to the captain’s eyes. ‘Wait here, captain, while I satisfy my curiosity.’

You urge your horse forward and approach the fallen keystone. As you draw closer, you sense that it conceals an explosive device constructed from materials not of this world. It is an elaborate booby trap planted here by Naar’s minions, and it is set to detonate should any large creature unwittingly break the beam.

If you possess Kai-alchemy and wish to use it, turn to 274.

If you possess Grand Nexus and wish to use it, turn to 71.

If you possess neither of these skills, or if you choose not to use them, turn to 22.


Usiamo Kai-Alchemy!



You instruct Captain D’Val to retreat with the regiment fifty yards back along the trail. When he has complied with your order, you move upstream until you can see, at an angle, the source of the ultraviolet beam: it is a small metallic polyhedron, studded with rivets.

You utter the words of the Brotherhood Spell Lightning Hand and point the index finger of your right hand at the device. A tingle runs the length of your arm and a crackling arc of power jumps from your finger to the polyhedron. Instantly, there is a violent explosion which peppers the area around the ford with sharp splinters of rock. As the dust of the explosion clears, you signal to D’Val to bring the regiment forward.

‘Thank Ishir you’re with us,’ says the captain, as he leads the men across the ford. ‘Without you, this wicked sorcery would have cost us dear.’

Turn to 235.




After the explosion at the ford, you sense that the regiment is more wary of the surrounding forest. You proceed at a slower, more cautious pace, and keep a watchful eye on the trail ahead. You have not gone very far when your eagle-eyes detect something amiss in the undergrowth away to your right. You magnify your vision and see a patch of grey among the greens of the forest floor. After a few moments you recognize it to be the sole of a man’s boot.

If you wish to halt the troop and examine what you have seen more closely, turn to 171.

If you decide to ignore it and continue along the trail, turn to 280.


To :dumb: or not to :dumb: ? :D

Bortas
17th June 2013, 14:46
Pigliamo i soldi, togliere la feccia dal mondo necessita comunque una retribuzione...

Btw:dumb: ora e sempre!

Rise-the-Sky
17th June 2013, 14:55
Ma abbiamo ucciso Link?
Imbapowwa il nostro Lupozzo.

Cmq investighiamo

Jesper
17th June 2013, 16:27
Link fatto di crack :nod:



You signal to Captain D’Val to bring the regiment to a halt. Then, as soon as they are stationary, you dismount and move into the undergrowth alone. Stealthily you advance towards the boot, suspecting it to be another of the enemy’s booby traps, but when you get to within a few feet you see that it is no trap. A knot tightens in the pit of your stomach and a tear wells up in your eye as you look with pity at what lies here.

Turn to 245.


Sto giro è il cadavere di paido nudo e incaprettato for sure :nod:



Two miles further along the Alema Trail, you catch your first glimpse of Naar’s minions. You see five horny-skinned creatures, hovering on the breeze, thirty feet above the distant tree-line.

These creatures have wings and tails that shimmer like burnished gold, and armour-like plates which protect their limbs and bellies. From their beaks protrude snaky tongues, and their claw-like hands and feet are tipped with talons that glint like sharpened knives in the sunlight.

If you have visited Ixia or Lake Vorndarol in a previous Lone Wolf adventure, turn to 147.

If you have ever visited these places, turn to 67.


Eccerto!



You recognize these creatures at once—they are Lavas, winged horrors from the Plane of Darkness, the domain of the Dark God himself. The memory of your previous experience with these creatures sends a shiver coursing down your spine.

With a silent signal you bring the regiment to a halt. Captain D’Val leans towards you from his saddle and whispers: ‘Here is the enemy who have your monastery surrounded, Grand Master, and this is the weakest point in their line.’

‘I know this place,’ you reply quietly. ‘The monastery lies over the next ridge of trees. If we are to break through here, we must be quick about it. These creatures can take to the skies—it would not take them long to summon reinforcements.’

‘You are right, Grand Master. The risks are indeed great, but I and my men are willing to take them to ensure your return to the Monastery of the Kai. You must get through. You are the only one who can destroy the Shadow Gate and remove this curse from our land.’

‘Very well then, captain,’ you reply, unsheathing your weapon. ‘Pass the order to prepare to charge.’

Turn to 200.


Benny Lava!



You lead the regiment along the trail to where the surrounding forest opens out into a shallow meadow. Along the centre of this grassy clearing there meanders a small stream, where a dozen of the winged creatures are spread unevenly along the muddy banks. They are staring intently at the water, seemingly fascinated by the sight of the trout swimming there, and at first they do not see the regiment approaching. You give the signal to change formation, to form into two lines abreast for the charge. Then you glance at the wooded rise on the far side of the meadow, knowing that beyond this ridge lies your goal—the Kai Monastery.

Suddenly one of the creatures hovering over the stream raises the alarm and his ghastly brothers growl with surprise. Unnervingly, they clack their beaked jaws as they survey the King’s Cavalry, as if they are relishing the thought of an imminent feast. You order the men to lower their lances and then, with a smile of grim determination on your lips, you spur your horse forward and give voice to your battle-cry: ‘For Sommerlund and the Kai!’

The King’s Cavalry sweep down the meadow and engulf the winged horrors, driving their lances through their steely hides. You see two of the creatures disappear beneath a thundering wave of hooves, and another two are caught from behind as they attempt to take to the air. You strike one creature a blow to its head as you gallop across the stream. It glances off its iron-hard skull, but the force is sufficient to stun the beast. As it staggers drunkenly in your wake, Captain D’Val, who is leading the second line, veers towards it and runs it through with his lance.

Once you are over the stream, you spur your horse up the grassy rise towards the top of the ridge, now no more than a hundred yards distant. You are within seconds of reaching the crest of the ridge when suddenly one of the creatures comes swooping out of the sky. It fixes you with its glowing eyes and extends its talons as it comes screaming down towards your face.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/ill12.png
Illustration XII—One of the creatures swoops down at you, extending its talons as it screams towards your face.

If you possess Kai-alchemy and wish to use it, turn to 129.

If you possess Magi-magic and wish to use it, turn to 37.

If you possess neither of these skills, or if you choose not to use them, turn to 303.


Cosa usiamo :D?

Sturm
17th June 2013, 16:50
Magi-magichiamogli le scaglie!

Lupoazzurro
18th June 2013, 09:19
gloooarrrrr

Jesper
18th June 2013, 10:46
gloooarrrrr

:sneer:



You intone the words of the Old Kingdom Spell Invisible Fist and extend the palm of your right hand, pointing it towards the belly of the swooping beast. You feel a surge of energy leap from your palm and shoot towards the creature. It senses your attack and veers in mid-air to avoid it, but its reactions are too slow to escape being hit. The concussive force of your spell deals a crushing blow to its chest and, momentarily stunned by the impact, the beast loses control and hits the ground with a sickening crunch.

Turn to 215.


E sto giro è proprio GLOAR! :metal:



Suddenly you hear Captain D’Val’s strident voice rising above the din of the battle: ‘Ride on, Lone Wolf!’ he shouts. ‘Ride to the monastery!’

You glance over your shoulder and see the captain and his men locked in combat with the winged creatures. More are swooping in from the east now, drawn by the cries of their brothers. The tide of the battle is turning against D’Val’s men and your heart goes out to them as they struggle bravely against increasing odds. Your instinct is to turn back, but you heed the captain’s plea and urge your horse on towards the top of the ridge. The best way you can serve these courageous men now is to reach the Kai Monastery and destroy the Shadow Gate.

Turn to 250.




You crest the ridge and your spirits soar when you see the Kai Monastery two miles distant. The chequered battle-banner of the Kai flutters atop the Tower of the Sun, proudly defiant in the face of the hordes of winged Lavas circling overhead. The monastery is largely intact, though much of its surrounding wall has been damaged and plumes of smoke rise from the inner keep and training park. Yet, even at this distance, you sense that it is still being held secure from Naar’s loathsome minions.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/ill15.png
Illustration XV—The chequered battle-banner of the Kai flutters proudly atop the Tower of the Sun.

The New Order have indeed proved themselves worthy in your absence. However, the pride you feel for your young acolytes is tempered by the price that has been paid. At the base of the Tower of the Sun you can see the blackened wreckage of the Skyrider, Banedon’s skyship, twisted and gutted where it fell to earth. There are bodies strewn about it, but at this distance, even with your magnified vision, you cannot tell if they are friend or foe.

Dusk is already upon the land and darkness will be total within the hour. Mindful of the circling Lavas who command the skies, you decide to abandon your horse and continue from here on foot. It will be harder for the enemy to spot you moving through the forest on foot than if you were to continue on horseback.

If you possess Kai-screen and have reached the rank of Kai Grand Guardian or higher, turn to 96.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 328.


Cioè...Lupo Solitario ha costruito QUELLO sostanzialmente da solo, tra un'avventura e l'altra :lol:

Comunque abbia Kai-Screen e il rank!



You resolve to reach a clearing in the Fryelund Forest, a mile to the east of the monastery, where a secret entrance and passageway are located. The passage leads directly to your vault beneath the Tower of the Sun, and it is your intention to gain entry to the monastery by this way.

Before you set off towards the woods, you use your psychic Mindblend ability as an extra camouflage precaution. Quickly it proves to be wise, for no sooner have you begun to run for the trees, than a flight of winged Lavas come soaring out of the clouds overhead. You throw yourself to the ground and they pass by without slowing.

Once they have disappeared beyond the ridge, you get to your feet and continue your run for the trees.

Turn to 51.




You rush into the forest and glance overhead to make doubly sure that you are not being tracked by the winged Lavas. The darkening sky is clear of the enemy and confidently you press on through the trees, sure in your ability to remain undetected now that you are in your natural environment of the forest.

Soon you reach the clearing and hurry to a boulder which bears the imprint of a human hand. You place your right hand upon it and the imprint fits around it like a glove. Silently a hinged stone slab rises up from the ground revealing a stair that leads down into a brick-lined passageway. You enter and hurry along this familiar tunnel, covering a mile before you come to a door that opens automatically at your approach. Beyond lies the Vault of the Sun, your personal stronghold. It radiates a warm golden light: it is the rays of the Lorestones of Nyxator. Once safely inside your underground lair, you pause to allow the radiant light of the Lorestones to wash over your tired and aching limbs and, within the space of a few heartbeats, the fatigue of your long journey home is melted away (restore all lost ENDURANCE points).

Revived and revitalized, you throw open the door to the vault and see a young Kai Master standing guard at the foot of the tower stairwell. He is Sabre Fox, one of your most gifted students.

‘Gr…Grand Master!’ he stammers, hardly daring to believe his eyes. ‘You have returned. Praise the gods! Our prayers have been answered!’

You smile at the young Kai Master who now has tears of joy in his steel-grey eyes.

‘Yes, Sabre Fox,’ you reply, ‘I have returned. Now let us vanquish this foe and rid our land of their evil shadow.’

Turn to 180.


Siete pronti ad assaporare i nomi idioti dei discepoli? :D (anche se il meglio lo da il generatore casuale di nomi Kai nella serie successiva, in cui si gioca un discepolo di LW...e vengono fuori delle cose bellissime tipo "True Friend" o "Sword Shield" :nod:)



With Sabre Fox at your side, you climb the circular stairs to the Grand Hall of the Tower of the Sun. Excitedly the young Kai Master announces your arrival to the battle-weary Kai who are gathered here, and, at first, they look at you in stunned disbelief. Then the truth of what they see sinks in and they give vent to a loud cheer that can be heard all throughout the monastery.

The news of your return spreads like wildfire. Two of the first to welcome you back are your friend Guildmaster Banedon, and your trusted advisor Lord Rimoah.

‘Thank Ishir you are alive, Banedon,’ you say clasping his hand in friendship. ‘In Holmgard they fear that you and Rimoah were killed aboard your skyship. It gladdens my heart to see this is not so.’

‘And it warms me to see you safely home, Grand Master,’ he replies.

‘Though we’ve been hard-pressed to keep your home safe in your absence,’ adds Lord Rimoah, with a wry smile.

‘You both have my deepest thanks,’ you reply. ‘You took a great risk in coming to the aid of the Kai. I have seen what became of your skyship, Banedon. You were indeed fortunate to have survived.’

‘Aye,’ he replies, sadly. ‘Yet, alas, three of my Brotherhood were not so blessed. They perished when the Lavas dragged us from the skies.’

‘Take heart, Banedon, for their deaths will not be in vain. They shall be avenged.’ And with these prophetic words you take the Sun-crystal from your pocket and show it to your grieving friend. ‘With this crystal I shall destroy the Shadow Gate and put an end to Naar’s evil plan.’

Together with Banedon and Rimoah, you make a tour of the monastery to assess for yourself the extent of the battle damage. Your presence among the young Kai greatly improves their morale and strengthens their resolve to withstand the Lavas’ siege. You visit every area of the monastery, including the Lore Hall of Solaris where the bodies of those slain in battle have been laid out, awaiting burial. It saddens you to see so many Kai dead and, as you walk among their still ranks, you recognize many in whom you had held high hopes: Spring Rain, Eastwind, Sharp Dove, Deep Heart, Frost Lark, and Firefly. As you turn to leave the Lore Hall, you vow to Banedon and Rimoah that the sacrifice they have made will never be forgotten.

Turn to 256.


Spring Rain è stato più volte sospeso per la sua passione per i watersports :nod:

Firefly è stato sospeso e basta.

:saddest:



You return to the Grand Hall where Banedon and Rimoah tell you of the location of the Shadow Gate.

‘Kai scouts sighted it in the foothills of the Durncrag Mountains, less than five miles distant, at a place called Raven’s Eyrie,’ says Banedon.

‘I know this place,’ you say. ‘My old tutor, Storm Hawk, and I camped there on a hunting trip when I was an acolyte, before the war with Darklord Zagarna. There is a track that leads there—I know it well.’

You are determined to destroy the Shadow Gate and you resolve to go to Raven’s Eyrie tonight, to carry out the mission. Also you are aware that tomorrow is a very special day. It is Fehmarn—the first day of Spring, a holy day in Sommerlund when traditionally all of the Kai gather at the monastery to reaffirm their fealty to King Ulnar and the God Kai. It is also the anniversary of the massacre of the First Order, the day upon which all of your warrior caste, save you, were massacred by Darklord Zagarna’s hordes.

‘I will destroy the Shadow Gate tonight,’ you vow resolutely, ‘and tomorrow we shall celebrate Fehmarn, secure in the knowledge that a lasting peace has returned to our land.’

Moments later, a doleful bell sounds from atop the Durncrag Tower: it is the alarm.

‘Hurry, my lords!’ shouts a young Kai Savant who comes rushing breathlessly into the Grand Hall. ‘The enemy are attacking in force!’

‘To your battle positions, my lords!’ you command, as you stride towards the door. ‘The time has come for you to avenge your dead brothers. Fight well! Fight true! The spirit of the Sun-god Kai is with us this night!’

A great cloud of winged Lavas is speeding towards the monastery from the northwest and they will arrive within a few minutes at most. As you watch the young Kai Lords arm themselves and take up their positions around the monastery, you consider where best to position yourself for the imminent battle.

If you wish to join the acolytes who are lining the battlements of the North Watch, turn to 114.

If you choose to fight from the top of the Tower of the Sun, the highest point in the Kai Monastery, turn to 158.


Dove ci schieriamo :D?

Bortas
18th June 2013, 11:00
Lupo è bestia di terra, non di cielo ne di acqua quindi io direi dal basso con la marmaglia, insegnamo come si vincono le battaglie con olio di gomito ed ariana possenza a questi ometti deformi, per me 114

Lupoazzurro
18th June 2013, 12:27
andiamo in prima linea e sfondiamo tutto il cazzo del tutto!

Jesper
18th June 2013, 12:31
Alla pugna!



The lower ranks of the Kai are proud and excited to have you among them. Your presence inspires their courage and you feel confident that they will fight exceptionally well in the coming battle. Lord Rimoah is also by your side, quietly intoning the words of battle-spells in preparation for the Lavas’ attack.

‘Here they come!’ shouts Sabre Fox from the far end of the battlements.

‘Take up your bows, my lords!’ you cry, as the first wave of winged beasts comes sweeping down from out of the northern sky. ‘And make every arrow count!’

If you possess a Bow and wish to use it, turn to 192.

If you do not, turn to 78.


:dumb:?

Rise-the-Sky
18th June 2013, 12:34
E' tempo di mostrare a queste Spine che cosa sa fare un Gran Maestro di Stocazzo con l'arco.

Bortas
18th June 2013, 12:35
Arcodiddio perforza!!!

http://24.media.tumblr.com/tumblr_ldrd7si6Ad1qbjpavo1_500.gif

Sturm
18th June 2013, 12:35
Cazzo manco a dirlo,qua scatta il megacazzodeltutto
ARCODIDDIOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOH
http://fandomania.com/wp-content/uploads/2011/03/09/mazinger-z-team-533x400.jpg

Jesper
18th June 2013, 13:12
You draw an Arrow and take careful aim at one of the leading Lavas. As it dips its head and opens its jaw, you release your straining bowstring and send your shaft whistling towards its face. The fire-hardened tip penetrates its eye and, with a hideous shriek, it spins end over end before crashing into the parapet of the North Watch.

‘Fire at their eyes!’ you shout, and a cloud of fifty Kai arrows are sent screaming through the sky to seek their elusive mark. More than half find their target, decimating the first wave of the Lavas attack at a single stroke, yet those winged creatures who do survive this deadly volley are quickly among the defenders on the wall. Suddenly you are confronted by one of these beasts who attempts to bat you from the battlements with its horny tail. You leap to avoid its scything attack, draw your weapon in mid-air, and strike your first blow the moment your feet return to the flagstones of the North Watch.

Lavas: COMBAT SKILL 48 ENDURANCE 46

If you win this combat, turn to 282.


Ah, era facile, bastava sparargli negli occhi :nod: Se solo l'avessimo saputo prima!

COMBAT RATING: +5 (con Kai-Surge)

Roll...1 :(
Lupo Solitario -4 (-1)(43)
Lavas -6 (40)

Roll...8 :metal:
Lupo Solitario -0 (-1)(42)
Lavas -14 (26)

Roll...5
Lupo Solitario -2 (-1)(39)
Lavas -10 (16)

Roll...0 :oldmetal:
Lupo Solitario -0 (-1)(38)
Lavas -18 (morti!)



The defenders on the North Watch fight like lions. The battle is fierce and bloody throughout the monastery, but the struggle is soon won and the shaken remnants of the winged attackers are repelled with heavy losses. A great cheer goes up as the last of the battered Lavas limps into the air and makes its escape towards the Durncrags.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/small1.png

You are moving slowly along the battlements, helping the wounded and praising those Kai who have shown exceptional bravery, when Banedon approaches.

‘The time is ripe for you to begin your mission, Grand Master,’ he says, as he watches the last of the enemy wave disappearing into the mountains. ‘They have lost many this night—it is unlikely they will return before the dawn.’

‘Yes, my friend,’ you reply, touching the pocket of your tunic which contains the Sun-crystal, ‘you are right. The time has come. I will leave for Raven’s Eyrie at once.’

Turn to 40.


E ora, con l'aiuto del Sole...



You leave the monastery under cover of darkness and set off towards the northwest, into the foothills the Durncrag Mountains. Soon you pick up the trail that leads to Raven’s Eyrie and you follow it for a mile to where it crosses a mountain stream. Mist oozes from the peaty soil, breathing a damp film on the surrounding rocks.

You continue beyond the mist-enshrouded stream until you reach a rocky spur of granite called Eagle’s Claw. Here you detect a low humming sound and your pulse quickens; you sense you are getting closer to the Shadow Gate. This resonant hum steadily increases in volume the nearer you get to Raven’s Eyrie. Then, as you come to within a few hundred yards of the peak, you catch your first glimpse of the Shadow Gate. It is an awe-inspiring sight.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/small8.png

It appears like a black, semicircular cave mouth that seems to hover motionless in the air. Crackling snakes of electrical energy surround its edges, and the air before it writhes and shimmers like a desert mirage. You reach into the pocket of your tunic and remove the Sun-crystal, weighing it carefully in your hand so that you will be ready to throw it accurately when the time comes.

The electrical fire that borders the Shadow Gate suddenly flares and gives off hissing sparks which climb like fireworks into the night sky. Moments later, a trio of Lavas emerge from its total darkness and soar into the air. Judging by their direction of flight, you determine that they are going to reinforce the enemy line which keeps King Ulnar’s armies at bay.

You are too far from the Shadow Gate to hurl the Sun-crystal and so, with caution, you begin to inch your way nearer to your goal.

If you possess Grand Pathsmanship and Telegnosis, turn to 291.

If you do not possess both of these skills, turn to 127.


Le abbiamo entrambe!



Your Kai Mastery warns you that another flight of Lavas are about to emerge from the Shadow Gate. You flatten yourself against the damp granite rocks and wait until this second flight passes overhead before resuming your steady advance up the mountainside towards the Shadow Gate, now less than a hundred yards distant.

When you have climbed to within thirty yards, you draw back your arm and get ready to hurl the Sun-crystal into the inky black core. At this moment, a piercing shriek rises above the throbbing hum of the Shadow Gate and, to your horror, you look up to see a Lavas diving towards your chest. Hurriedly you throw the Sun-crystal before the creature can press home its attack.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 139.

If it is 5–9, turn to 233.


Roll...2!



The Lavas veers away from you and uses its wings to deflect the Sun-crystal. With dismay you watch as the glowing crystal drops harmlessly among the rocks, below the entrance to the Shadow Gate.

Hurriedly you scramble over the jagged granite in a desperate attempt to retrieve the Sun-crystal and try again, but as you are about to stretch out and close your hand upon it, the Lavas swoops down and fixes its claws into your backpack.

Turn to 108.


FUUUUUUU



The shrieking Lavas snatches you off the mountainside and soars into the air. At first you struggle to free yourself from its mighty claws, but then you see the creature is carrying you directly towards the yawning black maw of the Shadow Gate and you freeze with shock.

Moments before entering this hellish abyss, you look down and get a passing glimpse of the Sun-crystal lying among the rocks, no more than thirty feet from the entrance to the Shadow Gate.

If you possess Grand Nexus and have reached the Kai rank of Grand Thane, turn to 247.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 88.


Niente Grand Nexus :(



The instant you pass through the Shadow Gate, you are assailed by howling gales and icy winds that freeze you to the bone: lose 3 ENDURANCE points. You feel as if both you and the Lavas are whirling downwards in ever-decreasing circles into the core of the vortex, and rapidly you lose all track of time. Then, as abruptly as it began, the whirling ceases and the frigidity of the abyss is transformed into a harsh and blistering heat. With fearful apprehension, you force open your eyes to look upon the nightmare realm that surrounds you.

Turn to 64.


Ormai siamo di casa...



With dread, you cast your eyes across a nightmare landscape that stretches in every direction to a horizon dancing with fire. Streams of blazing lava cut fissures through the coal-black soil, and pools of molten mud, glowing cherry-red, spout geysers of yellow flame that seem to claw vengefully at the orange sky. The heat, and the stench of sulphur, is overwhelming.

The Lavas drops you onto the shifting black soil and soars upwards until it disappears into the roiling clouds. In the middle distance you see a herd of dragon-like creatures, snorting fire as they lumber slowly across this hellish plain. You sense great danger, and when you focus your Kai skills at the approaching leviathans, you are shocked by what you learn.

You have been transported to the Plane of Darkness, the domain occupied and ruled over by Naar, the Dark God. The approaching dragon-creatures are massing to enter the Shadow Gate that lies several hundred yards at your back. They are Naar’s newest creations, and you sense that if they are allowed entry to your world, Sommerlund and the Kai are doomed.

If you possess Grand Nexus, turn to 321.

If you possess a Platinum Amulet, turn to 208.

If you possess a Talisman of Ishir, turn to 18.

If you do not possess this skill, nor either of these Special Items, turn to 131.


Abbiamo il Platinum Amulet!



You give thanks for the Platinum Amulet, for you sense that it is protecting your body from the extreme heat and toxic atmosphere of this hellish plane. However, the amulet alone is not sufficient to keep you safe from the creatures that are now advancing rapidly towards the Shadow Gate.

Turn to 80.


Magical Bling bling



The herd of coppery-red dragons continues its relentless advance across the fiery plain. You count more than a hundred in total, and each one is as long and as broad as a galleon. The largest of their number, who is also the swiftest of foot, comes looming towards you, breathing blasts of blue flame. His scaly brethren halt in their tracks and watch expectantly, through hooded black eyes, as their leader stalks you like a cat preying upon a helpless dormouse.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/ill5.png
Illustration V—The scaly dragon brethren watch as their leader stalks you like a cat.

High above, swooping in and out of the clouds, are scores of cackling Lavas. You sense also another presence, a wispy dark shadow that exudes malevolence. You shudder when you realize that you are in the presence of a manifestation of Naar himself. He has come to witness your doom, to enjoy the sport of your final, futile battle, before he unleashes his dragons upon Sommerlund. The Lavas’ attacks were but a preliminary phase of his master plan to destroy Sommerlund and the Kai.

With terror in your heart you retreat across the moving sands in a desperate attempt to reach the Shadow Gate—your only hope of escape. The dragon continues to advance and it utters a thunderous roar as it bares its fangs in preparation for its attack.

If you have a Bow and wish to use it, turn to 196.

If you do not, or if you choose not to use it, turn to 122.


Porca zoccola O-o

Effettivamente ci erano stati promessi draghi...

Che si fa :D?

Bortas
18th June 2013, 14:03
Arcodiddio come se non ci fosse un domani...

Rise-the-Sky
18th June 2013, 14:26
TEmo che non servirà a un caSSo cmq proviamoci

Lupoazzurro
18th June 2013, 14:50
GLOARRRR

ah no, non c'è...ci avevo preso gusto.

allora....

ARCODIDDDIOOOOHHHHHH

Jesper
18th June 2013, 15:15
In Arcodiddio we trust!




As you draw an Arrow and raise your Bow at the dragon’s massive head, you hear the Lavas emitting a sound that approximates laughter. Clearly they are amused by your reliance on such a primitive weapon. Undaunted by their cackling sneers, you pull the bowstring as taut as you can and place your trust in the Gods Ishir and Kai to guide your aim.

If you possess Magi-magic and have attained the Kai rank of Sun Lord or higher, turn to 297.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 334.

E' il momento di GLOAR!



You whisper the words of the Old Kingdom Spell Penetrate and direct its power to the tip of your Arrow. Instantly, its steel point and shaft become as hard as diamond. Then, with a prayer to Ishir on your lips, you release your straining bowstring and send the Arrow whistling towards the dragon’s head.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery (with Bow), add 5 to the number you have picked. If you possess Grand Nexus, add 2. If you possess Telegnosis, add 1.

If your total score is now 7 or less, turn to 242.

If it is 8–9, turn to 173.

If it is 10 or more, turn to 102.


Ok, facendo un rapido calcolo dovremmo farcela solo di bonus :D In ogni caso, rollo...

Roll...7!



Your Arrow penetrates deeply into the dragon’s eye. Its entire length disappears into the black cornea and he reacts to the sudden, agonizing pain by emitting a ground-shuddering roar. He rears up on his hind legs and, for a few terrifying moments, he claws wildly at the sulphurous sky before keeling over on his side. You have slain the dragon!

Turn to 24.


:metal::metal::metal:



The death of their leader stuns the dragon herd into frozen silence, and you seize this opportunity to make a dash for the Shadow Gate. Before Naar can direct his Lavas to block your escape, you reach the Shadow Gate and hurl yourself through it into the whirling black abyss.

Turn to 69.




The howling winds of the abyss buffet you unmercifully as you spin around this whirling black vortex. Pressure begins to build in your body, and soon the pain in your head and chest become almost unbearable: it feels as if you are being torn apart.

If you possess Grand Nexus and have attained the rank of Grand Thane, turn to 187.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 305.


Niente Grand Nexus :P



In desperation you draw upon your psychic Kai defence skills to erect a shield around your mind. This eases the agony coursing through your head, but your body sustains a severe battering before you are able to control the pain that grips your torso and limbs: lose 4 ENDURANCE points.

Gradually, you feel your pain subsiding. Flashing motes of light are now beginning to whirl past you in the inky blackness, and faint sounds are reaching your ears, emanating from a pinpoint of light in the far distance. This speck of light steadily grows until it seems to fill your senses, and, with an abruptness that leaves you gasping for breath, you suddenly find yourself lying face down on a slab of damp granite.

Turn to 276.


E vabbe :D



Still shaking from the effects of your return through the Shadow Gate, you slowly get to your feet and look out across the surrounding foothills. Here, on your home world, several hours have passed since you were carried through the Shadow Gate and into the Plane of Darkness, and as you survey the land, you notice that the first rays of the Fehmarn dawn are beginning to colour the eastern horizon.

You look down at the mountainous slopes which descend before the yawning black mouth of the Shadow Gate, and, to your relief, you see the faint golden shimmer of the Sun-crystal. It is still lying where it fell, thirty feet below where you are now standing.

If you possess Kai-alchemy and have attained the Kai rank of Sun Thane or higher, turn to 54.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 10.


Siamo Alchemici!



You recite the words of the Brotherhood Spell Slow Fall and then leap from the rocky slab to where the Sun-crystal is lying, wedged among the rocks. The spell slows your descent, and you are able to land easily. With a growing sense of awe, you take hold of the warm crystal and turn to look back at the Shadow Gate in order to gauge your throw.

The halo of energy which surrounds the Shadow Gate begins to crackle fiercely, and your Kai instincts tingle with a strange and sinister premonition. You can sense that, on the Plane of Darkness, Naar has just consigned his newest champions to the Shadow Gate. His mighty dragon herd is on its way to Magnamund.

As the first rays of the dawn sun spread across the surrounding rocks, you draw back your arm and hurl the Sun-crystal into the gaping maw of the Shadow Gate.

Turn to 350.


FUCK YEAH!



There is a blinding flash as the Sun-crystal passes through the Shadow Gate, and a deafening implosion follows which sucks a whirlwind of air and loose rock into its whirling core. For a few moments you hear a terrible, far-off scream: it is the lonely cry of Naar himself, lamenting the destruction of his dragon herd, which, by your action, you have consigned to oblivion. The vortex continues to whirl but it is growing smaller as its collapsing power fades. It shrinks and shrinks until, with a final Crack! it disappears completely.

You return to the monastery where, upon your arrival at the north gate, you are treated to the loud and joyous applause of the young Kai warriors. Banedon and Rimoah praise and congratulate you for your victory over the minions of Naar; it is a victory that will long be remembered in the history of Sommerlund and the legends of the Kai.


http://www.projectaon.org/en/xhtml-less-simple/lw/18dotd/small9.png

Congratulations, Grand Master Lone Wolf. Once again you have triumphed over the evil forces of the Dark God. You are truly a brave and exceptional warrior. Yet the fight against Evil has still to be won. A new and chilling manifestation of this Evil will soon appear in your world, and it is an Evil that will test your skills to the limit. The nature of this challenge awaits you in the next Grand Master adventure, which is entitled:

Wolf’s Bane


Vittoria! :metal:

Ora, prima di pregustarci un'avventura in compagnia dei nostri teneri discepoli, un po' di tempo per il GIOCO DEL SE FOSSE!

Bortas
18th June 2013, 15:19
Lo dicevo io Arcodiddio + freccia gloar!!!

che sarebbe successo a non usare l'arco nel finale?

Sturm
18th June 2013, 15:53
Che succedeva se nella taverna non intervenivamo?
In ogni caso avremmo incotnrato il vecchio scoreggione o nel caso sceglievamo di non fargli visita la situazione si sarebbe dipanata in altro modo?

Jesper
19th June 2013, 10:36
che sarebbe successo a non usare l'arco nel finale?

Potevamo provare ad usare Alchemy per cavarcela. Nel caso, dovevamo combattere il Drago che aveva CS 56 :nod:


Che succedeva se nella taverna non intervenivamo?

Da grandi eroi decidevamo che la vicenda non ci riguardava e ce ne andavamo :lol:


In ogni caso avremmo incotnrato il vecchio scoreggione o nel caso sceglievamo di non fargli visita la situazione si sarebbe dipanata in altro modo?

Se dicevamo che lo conoscevamo gia, anche se poi decidevamo di non andarci ci veniva a trovare lui :nod:

Se invece non l'avevamo mai incontrato, potevamo esplorare un po' la città e rischiare di combattere una "temibile" gang di rapinatori con CS 36 :nod: Alla fine però, tutte le strade portano al vecchio scureggione.

Jesper
19th June 2013, 10:52
Il nuovo thread vive QUI (http://www.wayne2k1.com/showthread.php?t=109168&p=1961374#post1961374)!