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View Full Version : [LUPO SOLITARIO] Libro XX: The Curse of Naar



Jesper
5th July 2013, 09:51
LIBRO 20, SERIE GRAND MASTER: THE CURSE OF NAAR
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Siamo all'ultimo libro!



You are the warrior Lone Wolf—Kai Grand Master of Sommerlund. Fresh from your victory over your evil alter-ego, Wolf’s Bane, reluctantly you are forced to return to the Plane of Darkness. For there you glimpsed the fabled Moonstone and you have sworn to save this gem of mystical power from the clutches of Naar, the King of Ultimate Darkness.

In The Curse of Naar, you must venture once more through the Shadow Gate and confront the Dark God. Only by finding and retrieving the Moonstone can you hope to save your world from invasion by Naar’s armies of night. In this ultimate Grand Master challenge, your life and the future of your entire world are at stake!


Dopo aver fatto il culo al nostro clone malvagio in Wolf's Bane (http://www.wayne2k1.com/showthread.php?t=109168), è arrivato il momento di affrontare il malvagio dio Naar!

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THE STORY SO FAR...



You are Grand Master Lone Wolf, the sole survivor of a massacre that wiped out the First Order of the Kai—the warrior élite of Sommerlund. It is the year MS 5081, thirty-one 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 destroyed the base of their power that was the infernal city of Helgedad. In the wake of their destruction, chaos befell the Darkland armies that had been poised to conquer all of Magnamund. Their disorder escalated into a mutinous civil war which allowed the Freeland armies of Magnamund time in which to recover and launch a successful counter-offensive. Against the odds, a swift and total victory was secured over the feuding enemy armies.

For more than ten years now, peace has reigned in Sommerlund. Under your direction the once-ruined Monastery of the Kai has been 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 has been reestablished. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess strong latent Kai skills and all show exceptional promise. These skills will be nurtured and honed to perfection during their time at the monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.

Your attainment of the rank of Kai Grand Master brought with it great rewards. Some, such as the restoration of the Kai and the undying gratitude of your fellow Sommlending, could have been anticipated. Yet there have also been rewards which you could not possibly have foreseen. The discovery that within you lay the potential to develop Kai Disciplines beyond those of the Magnakai (which were once thought to be the ultimate that a Kai Master could aspire to) was truly a revelation. This discovery has inspired you to search for 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 scale 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 swiftly 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 Lorestones of Nyxator—seven gems of Kai power which you had recovered during an earlier quest for Kai knowledge. In this vault, bathed in the golden light of the 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 far 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 since your victory over the Darklords, peace has reigned victorious and the peoples of the Free Kingdoms have rejoiced 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 some 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. Yet your continuing victories have enraged the Dark God and inflamed his lust for vengeance. From the depths of his stronghold upon the Plane of Darkness he created and sent to Sommerlund an evil champion called ‘Wolf’s Bane’ who was the very image of yourself. While you were engaged upon a quest overseas, this impostor terrorized your homeland and sought to destroy your reputation and the honour of the Kai. And he would have succeeded had it not been for your courage and determination. You returned home and pursued your enemy to an ancient necropolis in the city of Tyso. Here, in a deep subterranean crypt, you and your evil alter-ego were drawn through a Shadow Gate, an astral corridor which connects your home world of Magnamund to several other planes of existence. You both emerged upon the remote planet of Avaros where a deadly duel ensued. With the unexpected help of an enigmatic elemental called Alyss you vanquished your foe, but before you could find your way back to your home world, you and Alyss were both sucked through a second Shadow Gate which led to the Plane of Darkness, the fell domain of Naar himself.

In the throne hall of Naar a titanic struggle took place as you and Alyss fought desperately to escape from the Dark God and his court of powerful minions. During this battle you discovered that Naar had in his possession the fabled Moonstone of the Shianti, a wondrous artefact created many thousands of years ago by the god-like Shianti whose presence upon Magnamund had heralded the dawn of humanity. This stone of power contains the combined might of all their magic and wisdom, the sum of all their knowledge. So significant was the creation of this stone that all time on Magnamund is measured from the date of its creation. It had long been held that the Moonstone’s location was a secret known only to the remnants of the Shianti, who dwell upon the Isle of Lorn in remotest Southern Magnamund, yet the evidence of your eyes told you that this mystical artefact had somehow fallen into the hands of the Dark God.

Suddenly the significance of the Moonstone became crystal clear. Naar had been using its legendary powers to generate Shadow Gates within the world of Magnamund, at locations and times of his own choosing. Such power had enabled him to send his loathsome champions to your home world, while the goodly forces of Kai and Ishir had been held at bay, helpless to counter them. Only you and your Kai brethren have stood in the way of the onslaught of Naar’s agents since the demise of the Darklords.

During the battle, thanks to Alyss’s selfless courage, you were able to escape from Naar’s throne hall by leaping into the Shadow Gate. As you entered its whirling maw, the last image that burned itself into your memory was that of Alyss slowly succumbing to the relentless attacks of Naar’s minions. Successfully you had defeated Wolf’s Bane and thwarted Naar’s sinister plan to destroy the honour of the Kai, but as you returned through the Shadow Gate to the land of your birth, you knew that the fight against Evil was not yet won. You realized that if you are to prevent the Dark God from sending more of his dread creations into Magnamund, you would have to return to the Plane of Darkness and retrieve the fabled Moonstone. Only by doing so would Magnamund truly be safe from the ravages of Naar’s armies of darkness.


TL;DR: mentre fuggivamo coraggiosamente da Naar alla fine dell'ultimo libro, ci siamo accorti che aveva tra i tentacoli la famigerata Moonstone of the Shianti; abbiamo capito che l'ha utilizzata fino ad ora per creare Shadowgate a bizzeffe per buttare i suoi mostracci su Magnamund. Ovviamente, dobbiamo fermarlo; ah, se capita vediamo anche di recuperare Miss Plot Device Alyss.

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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!

In soldoni, la scelta è tra Animal Mastery ed Assimilance :D

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!



Sun Prince

If you are a Grand Master who has reached the rank of Sun Prince (11 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Animal Mastery
Kai Sun Princes with this Discipline are able to alter their appearance, including clothing and equipment, to take on the guise of any animal that they may come into contact with. This physical change will only be witnessed by the animal in question.

Deliverance
Sun Princes with this ability are able to cause the regeneration of lost body parts, i.e. hands, feet, arms, legs, eyes, and internal organs. This improved Discipline can be used to repair a Sun Prince’s own body, or that of another person or creature. The time required to effect regeneration depends on the size and relative importance of the body part affected.

Assimilance
Kai Sun Princes who possess this Discipline are able to create an illusory double of themselves and project this image up to a range of thirty feet. The Sun Prince must remain in visual contact with his/her image in order to maintain the illusion. Physical, magical, and psychic attacks upon the illusory image will cause no injury. The range of this ability increases substantially when a Sun Prince attains the rank of Kai Supreme Master.

Kai-surge
Sun Princes who possess mastery of this Discipline are able to focus their psychic power into a Kai-ray: a laser-like beam of mental energy capable of penetrating the strongest of psychic defences. This ability can be used once during a combat to reduce an enemy’s ENDURANCE score by 15 points. However, use of this Kai-ray will also reduce a Sun Prince’s ENDURANCE score by 4 points. It cannot be used if a Sun Prince’s ENDURANCE score is 10 or less, and it cannot be used in conjunction with any other form of psychic attack.

Kai-screen
Sun Princes who possess this Discipline are able to create a mental sanctuary in which to keep safe their minds from psychic assault. Creation of this sanctuary does not require thought or concentration; it occurs instantly whenever a Kai Sun Prince is subjected to psychic attack. The defensive strength of this sanctuary further increases when a Sun Prince attains the rank of Kai Supreme Master.

Grand Huntmastery
Grand Masters who have reached the rank of Sun Prince are able to control their direction and rate of movement when subjected to strong currents of air or water, or when venturing through non-material planes of existence, e.g. Shadow Gates.



A voi la scelta! :D

Lupoazzurro
5th July 2013, 10:37
Voto per assimilance!

ma se è l'ultimo libro perchè parla di un ulteriore kai rank?

Jesper
5th July 2013, 10:40
Perchè a Joe piace il copia/incolla quasi quanto a me :sneer:

Rise-the-Sky
5th July 2013, 10:46
Comunque non è l'ultimo libro..poi c'è tutta la saga dell'eroe senza nome!

Cmq prendiamo assimilance..dubito che potremo trattare Naar come un gattino solo perchè abbiamo la skill da domatore di criceti. (anche se il nuovo rank è molto figo)

Jesper
5th July 2013, 10:54
Esatto :D

Finito questo, in realtà, la scelta di suddivide se avete voglia di continuare: la saga del discepolo di LW col random generator dei nomi Kai idioti, o la serie di Grey Star (Oberon in italiano), che è un mago della stessa confraternita di Bademon. Entrambi sono incredibilmente più difficili di LW che è sostanzialmente in godmode tutto il tempo :D

Comunque ne parliamo alla fine :P

Kaluisurrr
5th July 2013, 11:23
rofl, deliverance poco op cazzo, comunque go di assimilance

Bortas
5th July 2013, 11:43
Assimilance, modalità solid wolf...

Sturm
7th July 2013, 15:05
Beh essendo l'ultima rimasta direi Assimilance e andiamo a fare il culo a Naar :nod:

Jesper
8th July 2013, 09:16
Beh essendo l'ultima rimasta direi Assimilance e andiamo a fare il culo a Naar :nod:

C'era rimasta anche An(im)al Mastery :nod:

Ah, niente equip sto giro che stiamo ancora viaggiando per lo Shadow Gate!



Your journey through the Shadow Gate is a cold and lonely voyage, yet one that you endure without fear for you sense that Alyss is watching over you. She is using her powers to steer you safely home to Magnamund. As you hurtle through the timeless void, you remember vividly the last few moments which preceded your leap into the Shadow Gate and your triumphant escape from Naar’s throne hall, the innermost sanctum of his stronghold upon the Plane of Darkness. You recall how Alyss commanded you to flee whilst she drew away the frenzied attacks of Naar’s champion, Kekataag the Avenger. It was her selfless act of bravery which enabled you to escape and it has left an indelible mark upon your conscience. Inspired by her courage—and by the realization that if the Dark God is to be stopped from sending more of his foul creations to Magnamund you must deny him the fabled Moonstone of the Shianti—you vow that you will return to the Plane of Darkness and recapture that precious stone of power.

After what seems like an eternity, gradually the inky blackness of the abyss is illuminated by a fluorescent vapour studded with whirling motes of light. Clumps of tiny stars swirl around your body like swarms of glowing moths until you become completely cocooned within a shroud of blinding white luminescence. Then, quite suddenly, you feel solid ground once more beneath your feet and you emerge from the light to find yourself standing in a dank, subterranean vault.

Turn to 160.




You cast your gaze around the mouldering walls of this dimly lit vault and feel a surge of joy and relief well up from the pit of your stomach. The dripping granite is cold and cheerless, but to your eyes, having witnessed the horrors of Naar’s throne hall, this dank stone vault looks warm, welcoming, and reassuringly familiar. You have returned to the secret burial chamber below the Necropolis of Tyso, the place from where you began your journey through the Shadow Gate some time ago. With Alyss’s help you have arrived home safely to Sommerlund.

No trace of the Shadow Gate remains; it vanished the moment you emerged from the cocoon of light and took your first tentative steps into the vault. With eager anticipation you leave the chamber and hurriedly ascend to the surface where you are greeted by warm summer sunshine. The commander of Tyso is Baron Tor Medar, and two of his stewards are dutifully guarding the gates to the city’s necropolis. When they see you emerge from a mausoleum close by, their jaws drop open in amazement as simultaneously they recognize who you are from the cut and colour of your Grand Master robes. Upon recovering their senses, the stewards volunteer to escort you directly to Baron Medar’s castle. During the brief journey through the city you are shocked to learn that a whole year has passed since you entered the Shadow Gate, even though the time that you spent upon the Plane of Darkness seemed no more than a few days at most.

Baron Medar is an old and trusted friend and he welcomes your safe return to Tyso with a show of great warmth and affection. Having feared for the past year that you had perished during your pursuit of Wolf’s Bane, he is clearly delighted to hear that not only did you survive your ordeal beyond the Shadow Gate, but that you also vanquished the impostor. Naturally you are anxious to return to your Kai brethren without delay and Medar gladly offers his help. He gives you the finest horse in his stables and assigns a troop of his personal bodyguards to escort you swiftly across Sommerlund to the Kai Monastery.

At the monastery you receive a rapturous reception from the ranks of the Kai, for whom your return is the fulfilment of a year’s hopes and prayers. Firestone, the most senior of the New Order warriors, dispatches journeymen to carry word of your triumphant return to the King in Holmgard and to Guildmaster Banedon, the leader of the Magicians’ Guild in Toran. Firestone had rightly assumed command during your absence and, as he accompanies you through the grounds of the monastery to your vault below the Tower of the Sun, you commend him on how well he has conducted his stewardship of the monastery and the training of the Kai in his charge.

‘Thank you, my lord,’ he says with pride, ‘yet truly I cannot lay claim to all of the credit. My duties would have been far harder to fulfil had it not been for the invaluable aid I’ve received from your wise advisors, Lord Rimoah and Lord Ardan of Dessi.’

These two Old Kingdom magicians—Lords Rimoah and Ardan—greet you the moment you enter the vault. Ever since you disappeared into the Shadow Gate a year ago, they have resided at the monastery so that they could assist Firestone with the task of training the New Order Kai.

‘We sensed that you were still alive somewhere in the void beyond the universe of Aon,’ says Rimoah, beaming delightedly, ‘but neither I nor Ardan were able to discern precisely when you would return to Sommerlund. Come, Grand Master, tell us of your adventures beyond the Shadow Gate.’

Eagerly they listen to your account of how you tracked and defeated Wolf’s Bane and escaped from the throne hall of the Dark God. But it is your surprise revelation that Naar possesses the Moonstone of the Shianti which seems to fascinate and frighten them the most.

‘This is grave news indeed, Lone Wolf,’ says Lord Rimoah, in a suddenly sombre tone. ‘The Moonstone contains great power. It can create life and it can also destroy life—utterly. If Naar were able to fully harness its power he could use it to destroy all life on Magnamund. I fear it is just a matter of time before he fathoms its secrets. The Moonstone was once a blessing for the creatures of this world. In Naar’s hand it could become the curse of us all.’

‘I for one shall not permit this,’ you reply defiantly. ‘I shall find the means to return to the Plane of Darkness and retrieve the Moonstone. This I vow. For Sommerlund and the Kai, so long as I live, Naar will never conquer Magnamund!’

‘Your courage is an inspiration to us all, Grand Master,’ says Lord Ardan respectfully.

‘Aye, to us all,’ echoes Lord Rimoah. ‘And be assured, Lone Wolf, soon you will have the opportunity to enact your pledge, for it is within our power to help you fulfil your vow.’

Turn to 145.




Lord Rimoah summons a meeting of a secret council at the hall of the Magicians’ Guild in Toran. This gathering is attended by Magnamund’s wisest men, many of whom have aided you in the past. Among their number you recognize Guildmaster Banedon, Gwynian the Sage, Baron Medar, several of Dessi’s High Council of Elders, and the inner circle of magicians of the Brotherhood of the Crystal Star.

Under Rimoah’s direction, these distinguished and gifted men deliberate how best they can help you to retrieve the Moonstone from the Plane of Darkness. A Shadow Gate has long existed in the dungeons below the Guildhall and it is quickly established that the High Council of Elders can, by pooling their ancient skills, use this portal to convey you to Naar’s forbidden realm. The thought of journeying once more to the Plane of Darkness fills you with a sense of dread, yet this daunting voyage could prove to be but one of the lesser perils you will have to face if you are to fulfil your vow. You are sorely aware that once you arrive upon Naar’s domain, not only will you have to survive the attentions of his loathsome followers, but you must also locate the Moonstone and then return with it to your home world.

The members of the secret council consider these problems at great length. Reassuringly, they are able to offer you some practical help in overcoming them.

Turn to 223.




You accompany the members of the secret council to the deepest chamber below the Guildhall wherein lies the Daziarn Portal. It is a perpetual entrance to a Shadow Gate and is one of only a handful which exist upon Magnamund. For many centuries the magicians of Toran have used this portal to banish criminals and traitors from Sommerlund, believing that it led to the limbo of deep space from where there could be no escape. However, in recent years their understanding of this portal has greatly increased following your own journeys through similar Shadow Gates. Inspired by your accounts of the planes of existence which lie beyond the material universe of Aon, and by their own experimentation, the Brotherhood magicians and the Elders of the High Council of Dessi have since been able to achieve limited control over the forces which exist within these supernatural portals.

Using this newly-acquired knowledge of Shadow Gates, coupled with their powerful arcane lore, the council members begin preparations for a ritual which will culminate with you stepping into the Daziarn Portal. Rimoah oversees the drawing of an intricate pentagram upon the flagstones at the threshold of the portal, whilst Guildmaster Banedon instructs his guildsmen in the recital of complex spell chants and the placing of magical artefacts at key points around the chamber. The preparations are painstaking and lengthy. During this period you reflect on the quest you have vowed to undertake and Lord Rimoah takes time to reassure you of the vital importance of your mission. He also offers you some magical items which could prove invaluable during your quest for the Moonstone.

If you possess the Sommerswerd, turn to 27.

If you do not possess this Special Item, turn to 307.


Ce l'abbiamo, quindi niente

spada uber alternativa :D




Rimoah ushers you to a refectory table at the entrance to the chamber where Lord Ardan is carefully arranging artefacts upon a sheet of scarlet silk, and he invites you to inspect these curious items. He glances at your sword belt and smiles when he sees the finely-crafted hilt of the Sommerswerd protruding from your scabbard.

‘Well, I see you’ll have no need of new weaponry, Grand Master. Surely there can be no blade better suited to the slaying of the Dark God’s foul creatures than the one you already possess—the Sword of the Sun.’

‘Aye,’ comments Ardan, ‘ ’tis true. Your divine sword can vanquish any of Naar’s creations. It may even possess power enough to smite the Dark God himself!’

Lord Ardan’s words lift your spirits. It is comforting to hear that you possess at least one effective weapon against the horrors you may have to face during your quest for the Moonstone.

‘It is a fine blade, Grand Master,’ says Rimoah, ‘but be sure to use it with utmost discretion. It was crafted upon the Plane of Light and it radiates a strong and goodly aura. In Naar’s domain its radiant energies could attract unwanted attention.’

If you possess a Korlinium Scabbard, turn to 258.

If you do not possess this Special Item, turn to 341.


Ah, Rimoah e la fase di vestizione...



‘But with respect, Lord Rimoah,’ you reply, ‘the scabbard in which I carry the Sommerswerd is woven from strands of pure korlinium.’

You lift the sword, in its scabbard, and invite Rimoah to inspect it more closely. He steps forward and his eyes run up and down the length of the sword’s seemingly plain sheath. Sagely he nods his approval.

‘Indeed, it is korlinium and it will keep hidden the blade’s true power from Naar’s foul spawn,’ he says, and then he smiles wryly. ‘Until, that is, the time comes when you decide to unleash that power against them.’

‘Your scabbard will shield your goodly blade, Grand Master,’ comments Lord Ardan, ‘but what of yourself? You are imbued with Kai powers that may readily be detected. Your formidable skills could alert Naar’s minions to your presence among them.’

If you possess a Platinum Amulet, turn to 53.

If you do not possess this Special Item, turn to 296.


Abbiamo tuttooooh!!!



You reach to your throat, unbutton the collar of your Kai robes, and withdraw the Platinum Amulet by its braided cord.

‘Ah, I see that you already possess a sigil of power,’ says Lord Rimoah, approvingly. ‘It seems you are better prepared for the quest than we had anticipated.’

With a nod of his head he motions to Lord Ardan who then retrieves an almost identical amulet from among the items on the table. Ardan gives the amulet to Rimoah and he slips it into his pocket.

‘You’ll not be requiring this after all,’ he says, ‘but there is something which I’m sure you will find most useful. And I’m certain that you have not come across anything of its like before.’

Once again Rimoah motions to Ardan and the elderly wizard responds by taking up a small package that is wrapped in a silk handkerchief. Carefully he unfolds the patterned silk square to reveal a book which is bound in jet-black hide. A wave of nausea makes you swallow hard as your natural Kai instincts detect that the origins of this book are wholly evil. Ardan offers it to you and, reluctantly, you take it from him.

‘It was discovered a decade ago in Northern Dessi,’ says Ardan. ‘A party of our brethren found it on the Isle of Khor. It was buried in the ruins of Kazan-Oud.’

Carefully you open the stiff black cover and, to your surprise, you discover that the inner pages comprise several sheets of pliable metal. They have the feel of parchment but they sparkle and glimmer like plates of polished steel. You turn through the pages and note that every one appears to be empty, devoid of script, pictures, or diagrams of any sort.

‘I do not see how this book will help my quest,’ you say, as you flick back and forth through the seemingly empty pages.

‘This may be true while you are here in Sommerlund,’ replies Lord Rimoah, ‘but once you arrive upon the Plane of Darkness I suspect that its secrets will be revealed. We of the High Council believe it contains information about the many realms and territories within Naar’s domain. It may help guide you to the location of his throne hall and, with luck, to the Moonstone of the Shianti.’

You are dubious as to the true value of this item but, in deference to Lord Rimoah’s judgement, you agree to take it. (Record this Tome of Darkness on your Action Chart as a Special Item. You need not discard another Special Item in its favour if you already hold the maximum number permissible.)

To continue, turn to 329.


Klathu Verata Nictu anche a te, Rimoah. Fortunatamente non occupa spazio :D



Guildmaster Banedon announces that the preparations are now complete. With mixed feelings of fear and exhilaration, you step into the centre of the pentagram and stare resolutely into the inky black heart of the Daziarn Portal. The hypnotic chanting of the Brotherhood magicians rises in tempo and you feel gusts of icy wind play upon your face. Then the Elders of the High Council lend their voices to the sonorous chant and suddenly the chill wind becomes a howling gale. Crackling arcs of energy leap from the edges of the pentagram and disappear into the core of the portal. Above the deafening roar you hear Lord Rimoah shouting an ancient phrase of power and, in one breathtaking instant, you are pulled off your feet and sucked into the whirling maw of the Shadow Gate.

If you possess the Discipline of Grand Huntmastery and have achieved the rank of Sun Prince, turn to 16.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 274.


Ce l'abbiamo!



As you tumble and spin through the void of the Shadow Gate, you struggle to keep your eyes focused on a tiny mote of light which glimmers in the dark, immeasurable distance. You sense that your passage through this astral corridor is being guided by the concerted will of the council gathered at the entrance to the portal. Using their psychic powers they are attempting to steer your body through a maze of channels which will lead towards that remote speck of light. Sensing this, you draw upon your improved Kai Discipline and use it to aid the magicians’ efforts. By doing so you are able to stabilize yourself and reduce the terrible fatigue of your journey.

Turn to 90.




Gradually the distant speck grows larger until, with a sudden violent surge, you pass through its white-hot core and feel yourself engulfed by a damp and fetid atmosphere. Moments later your journey ends abruptly when you splash feet-first into a swampy morass. Despite the speed of your impact, your natural balance and agility prevent you from plunging beneath the surface of the stinking swamp into which you have fallen.8

After wiping away the slime that has splashed your face, you cast your gaze out across an unlovely vista of steaming mud pools fringed with dark jungle vegetation. A cloying aura of evil permeates every part of this vile landscape, leaving you in no doubt that you have successfully arrived at your destination, the Plane of Darkness. You look up and scour the corpse-green skies, but dense clouds of acidic vapour hide all traces of the Shadow Gate through which you have entered this plane. Feeling suddenly vulnerable standing waist-deep in steaming swamp mud, you decide to wade through the gluey sludge towards a nearby mound of barren grey earth. Once out of the mire, you rest on your haunches and consult the Tome of Darkness given to you by Lord Rimoah. Its metallic pages appear to be as blank as when you first flicked through them, but then you turn to one page that is now very different. Coloured designs have appeared, surrounded by a ragged text which radiates a flickering spectrum of light. Using your Magnakai Discipline of Pathsmanship, you are able to decipher much of this arcane writing.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/small4.png

The text tells of a creature called Nza’pok, Lord of the Mire, and of his Throne of Power which is located upon an islet at the mouth of the River of Flies. It describes the many vile deeds he has perpetrated for the cause of Evil, for which he has been greatly rewarded by Naar. The Dark God has granted him his own domain within the Plane of Darkness. It goes on to list the names of the creatures that are enslaved to him. But most interestingly it tells of a secret name ‘Khula’ which can be used to bind him, and of an amulet which he possesses that will enable one to leave his territory. You study the text for some time and conclude that this swamp must be a part of Nza’pok’s realm. The pages of the Tome seem to hold the key to the hierarchy of the Plane of Darkness and contain information that is needed to move from one domain to another. Unfortunately, not all of the book appears legible at any one time. You close the Tome and slip it back into your pack. Your natural instincts tell you that the Moonstone is not to be found here in this swampland, and, in view of what you have discovered, you decide that you must escape from here as soon as possible. However, if you are to do so successfully you will first have to find Nza’pok, the ruler of this domain, and take the amulet which he possesses. Suddenly your Sixth Sense warns you that the seemingly empty swamp harbours hidden enemies. They are distant but they are drawing closer with every passing minute. You get to your feet and look for the best route away from this mound, but only two ways offer any promise. To the south, you see a shattered causeway of mouldering grey stones, and to the east, you catch sight of a shallow ridge that barely breaks the surface of the swamp.

If you wish to explore the causeway, turn to 67.

If you decide to investigate the ridge, turn to 202.


Ok, dove si va :D?

PS: c'è pure una nota che ci ricorda che sul Plane of Darkness abbiamo +4CS se usiamo la Sommerswerd :nod:

************************************************** ***********************
Lupo Solitario, Sun Prince

CS: 47 (+8 Sommerswerd, +2 Silver Helm, +5 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +7 Levelup)
--> 51 (con +4 Mindblast)
--> 55 (con +8 Kai-Surge)
+3 CS se combattiamo disarmati

EP: 52/52 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +14 Levelup)

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

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Stone Bowl, Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP), Matho's Potion, Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP),

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali), Black Amulet, Silver Seal, Sun-crystal, Gold Cup
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet, Tome of Darkness

Money (50): 31 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
8th July 2013, 09:30
Ispezioniamo Ridge e vediamo se sta bene con la sua mascella... 202

Kaluisurrr
8th July 2013, 12:41
202, acqua è male

Jesper
8th July 2013, 13:12
The ridge leads you more than a mile into this unwholesome morass, yet you encounter no sign of animal life. A strange quietness overhangs the swamp, an eerie calm which accentuates the aura of evil that is radiating from every rock and murky pool.

As you press on, the cloudy green sky begins to darken and you sense a storm approaching. Minutes later, a gentle rain begins to fall which turns the surface of the swamp a milky blue. You raise the hood of your cloak and continue, but suddenly you notice that your clothes are giving off wisps of smoke where they have been spattered by the rain. This rain is not water: it is a vile and corrosive acid. Your Magnakai Discipline of Nexus protects your flesh from the effects of this acidic rain, but your clothing and equipment are vulnerable. Rather than risk them being ruined, you look around for some place to shelter from the coming storm. The only cover that you are able to discern is a clump of stunted, thorn-studded trees which stand upon a knoll several hundred yards ahead.

If you possess the Discipline of Grand Huntmastery and have reached the rank of Kai Grand Guardian or higher, turn to 123.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 78.


Ce li abbiamo!



You have covered barely a dozen yards when the shallow ridge of ground disappears completely beneath the surface of the steaming swamp. Within seconds you are wading knee-deep through mud that clings like thick, warm treacle. Yet by drawing on your natural Kai abilities you are able to haul yourself free from this sticky mire and make your way slowly to the distant knoll.

The boughs of the thorny-barked trees of this swamp island are tightly intertwined and form a formidable barrier. Through a gap in their tortured branches you can see a clearing at the centre of this copse and, when you magnify your vision, you glimpse part of a crude stone hut. You unsheathe your weapon and cleave a path through the trees to the clearing where you discover that the hut is surrounded by a moat brim-full of gelatinous black mud, the surface of which is pitted with a myriad of animal tracks. Sensing that the hut is empty, you leap across the moat and take cover inside from the corrosive rain.

If you possess Telegnosis and have reached the rank of Grand Thane or higher, turn to 269.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 348.


Pure questi!



Your advanced Kai skill alerts you to a stone slab, one of a dozen which form the floor of this hut. You can detect the presence of a valuable mineral buried somewhere beneath the slab and, after first checking that it is not booby-trapped, you manage to prise it loose and lift it away. Lying in a hollow in the dark earth you discover a radiant gem the size of a walnut. (If you wish to keep this Blue Diamond, record it as a Special Item which you carry in your pocket.)

Suddenly your attention is distracted from your discovery by the sound of screeching. You glance out of the doorway and catch sight of a flock of bat-winged creatures flying low over the surrounding trees.

If you have ever been to the Ruins of Maaken in a previous Lone Wolf adventure, turn to 107.

If you have never visited this place, turn to 252.


Ci siamo stati!



The sight of the approaching creatures stirs distant memories of the Temple of Maaken, the forbidden place which lies buried beneath the ruins of an old Sommlending city that teeters on the edge of the infamous Maakengorge. These winged horrors are Daemonaks, a breed of vampiric predators who were originally spawned by Lord Vashna, the first and mightiest Darklord leader. You first encountered one of their kind at Maaken, but now you face a flock of twenty such creatures.

As they descend towards your hiding place they give vent to a piercing wail that makes your flesh crawl. The sound of their cries unsettles you, but this discomfort pales in comparison to the shock you experience upon seeing the response to their hideous cries.

Turn to 280.


Anche se come dice la nota, siamo stati a Maaken ma non abbiamo incontrato sti cosi (a quanto ricordi io <.<). In ogni caso, sono 20!



From out of the dark earth surrounding your hiding place there arise monstrous shapes, alien beings long dead and buried yet cruelly denied an eternal rest. Muddy tatters of flesh hang from their pitted skeletal frames, and from their skull-mouths writhe wormy tongues riddled with decay. Numb with shock, you watch as this ghoulish legion draws itself to the surface and comes shambling towards you, driven on by the hellish cries of the swooping fliers.

Instinct and training trigger you to draw your weapon in readiness to meet this sickening corpse-horde, yet before they begin their attack, you are faced by a threat from another quarter. One of the flying creatures circling above is clutching in its claws a length of chain to which is attached a smoking bundle. Suddenly this creature dives out of the clouds and comes swooping down over the horde towards you. At the last minute it pulls up to avoid crashing into the stone slabs of the roof and, as it does so, it releases the chain. The bundle hits the soft ground once and then bounces through the narrow entrance of your hiding place.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/ill17.png
Illustration XVII—The ghoulish legion claws itself to the surface, driven on by hellish cries.

Instantly you are consumed by a cloud of acrid smoke that stings your eyes and threatens to close your throat. You sense at once that the smoke is a deadly poison, but fortunately your Magnakai Discipline of Nexus is sufficient to save you from a swift death.

If you possess Grand Nexus, turn to 337.

If you do not possess this Grand Master Discipline, turn to 229.


Stolti!



The poisonous fumes irritate your eyes and throat but your Grand Mastery saves you from suffering any lasting physical damage. You draw on your powers of infravision to counter the blinding smoke and at once you are able to make out the leaders of the shambling legion; they are now just a few yards from the entrance.

If you wish to attempt to escape before they block the entrance completely, turn to 151.

If you choose to stand and fight them, turn to 32.


Che si fa :D?

Kaluisurrr
8th July 2013, 14:10
ma apriamogli il culo a sti coglioni

Bortas
8th July 2013, 14:48
Cazzo durissimo stand and fight

Jesper
8th July 2013, 17:00
Relying on the element of surprise, you leap through the entrance and rush towards a gap in the line of advancing horrors. They immediately try to close ranks but their reactions are deathly slow and you are easily able to barge your way through them. Unfortunately you do not get very far; a heavy weight hits you squarely in the back and knocks you to your knees. As you struggle to stand in the thick mud you are engulfed by a coarse rope net dropped from above. Frantically you scrabble to untangle yourself, but a second net smothers the first and delays you long enough for the ghoulish horde to close in and pin you down. Two of the winged flyers descend close by and hurriedly they thread ropes through the edges of the nets. When their task is completed they shriek loudly and suddenly you feel yourself being hoisted aloft.

Pick a number from the Random Number Table. If the number you have picked is 0–4, you lose 1 Backpack Item of your choice as you are lifted into the air. If the number you have picked is 5–9, your money pouch spills open and you lose all of your Gold Crowns.

After making the necessary adjustments to your Action Chart, you may continue by turning to 63.


Sfiga random!

Roll...2!

Scegliete cosa perdiamo dal backpack :D



Through the criss-crossed ropes of your net prison you see the surrounding flock. They are swooping and cawing delightedly, like successful hunters returning home with their captured prey. Above, you can make out the claws and leathery black bellies of the three winged creatures that are hoisting you ever higher into the rain-swept clouds. You are tempted to use your Kai powers to break free and slay your abductors, but a glance below at the rapidly receding ground is enough to dissuade you, at least for now.

For more than an hour the flock transports you northwards through sickly green skies, hundreds of feet above a ceiling of storm clouds. Gradually this cloud cover thins until you are able to note that the swamp has given way to a tropical jungle which is thinly veiled by a swirling mist. A river snakes through this dense foliage, winding its way towards a coastline on the horizon. As you approach the distant sea, the river becomes wider and flows into a delta. Your captors follow the river and begin a slow descent to an islet on the eastern side of the delta, towards an area near its seaward shore where the jungle has been hacked down to make room for a primitive settlement.

As the flock encircles the settlement prior to landing, you are able to make out a cluster of strange-looking huts, seemingly constructed from the hides of reptiles and the bones of huge fish. In the middle of these huts there is an expanse of cleared ground and a large circular pit. The shrieks of the fliers draw an expectant crowd, a score of creatures of two distinctly different species. From the air they resemble gigantic ants and deformed, pale-skinned humanoids.

If you have ever visited the icy realm of Ixia in a previous Lone Wolf adventure, turn to 97.

If you have not, turn to 301.


Yes!



A feeling of dread makes your hands tremble the moment you catch a clear sight of the huge, ant-like creatures. You have encountered these insectoids once before, although in a location which could not be more different than the humid jungle settlement into which you are now descending. They are Dentaag, giant spindly-limbed insectoids who possess ghoulish heads implanted with evil composite eyes. They are an ancient breed, a cruel creation spawned by Naar for the armies of the Deathlord of Ixia. It was in the Deathlord’s frigid chamber, atop the Spire of Xaagon, that you last faced these terrible creatures and you had hoped then that your first encounter with them would also be your last. Fate has decreed otherwise.

Memories of your ordeal in Ixia suddenly come flooding back to haunt you. As you recall your previous encounter, you remember that these horrific beings possess strong psychic powers. Forewarned, you draw upon your mental Kai defences as your captors prepare to land with you inside the settlement.

If you possess Kai-screen, turn to 242.

If you do not possess this Discipline, turn to 59.


Abbiamo Kai-Screen!



You use your advanced ability to form a shield around your mind as a defence against a possible psychic assault. This precaution proves to be a wise one for as the net hits the ground, the Dentaag unleash a violent psychic attack in an attempt to weaken and subdue you.

Turn to 82.




You feel the crushing power of the hostile Mindforce collide with the fabric of your consciousness like a tidal wave that leaves you reeling under its impact. Yet your formidable psychic defences absorb and deflect all of this destructive energy, and you are able to survive the attack with no lasting damage to your psychic senses: lose 1 ENDURANCE point.

Turn to 290.


PFFFFFFFFFF



The net spills open as it touches the ground beside the yawning pit, enabling you quickly to disentangle yourself and unsheathe a weapon. Freed from the net but still trembling from the residual effects of psychic shock, you drop to one knee to steady yourself as you try to assess your situation. You look around for a way to escape from this alien settlement but all that you can see is an encircling wall of hideous humanoid mutants and ant-creatures. A tight wedge, comprising a dozen of these creatures, gibbers excitedly as it rushes forwards with frightening speed. You attempt to stand and meet their attack, but they hit you before you are fully upright and knock you headlong into the pit.

Cursing your luck, you struggle to your feet amongst a deep carpet of bones and look up at the rim of the pit, some fifteen feet above. An unbroken line of ghastly faces are shrieking and staring back at you with unconcealed glee. Suddenly, the faces fall silent and a gap appears in their ranks to allow access to their hideous leader. You swallow hard to suppress the rising nausea you feel upon seeing this creature’s grotesque features. Its body resembles a huge bloated bubble, endowed with a misshapen humanoid face, like that moulded by a child from wet clay. Its pustulant raw skin is studded with warts and tufts of rust-coloured hair. Chuckling maniacally, it drags itself around the edge of the pit by means of six claw-tipped tentacles and you note, with disgust, that it leaves a trail of steaming grey slime wherever it passes. Through its bulbous lower lip there hangs a chain to which is attached an amulet, seemingly crafted of iron. You magnify your vision and see that an inscription on this crude amulet bears the name ‘Nza’pok’. Instantly you recall the text of the Tome of Darkness and realize that this creature must be Nza’pok himself, the ruler of this territory within the Plane of Darkness.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/ill18.png
Illustration XVIII—You realize that the hideous, semi-humanoid before you is Nza’pok himself, the powerful ruler of this territory.

Nza’pok opens his crooked mouth to reveal several rows of rotting jagged teeth. Then words of the Dark Tongue rumble from his gullet to send shivers down your spine. You suspect that he is commanding his followers to slay you and your worst fears are confirmed when you witness spears being passed overhead to the front ranks of his chaos-horde. The humanoids snatch them up in their twisted hands and raise them in readiness to hurl at you upon the word of command from their hellish leader.

If you possess Magi-magic and wish to use it, turn to 43.

If you possess Kai-alchemy and wish to use it, turn to 184.

If you possess neither of these Disciplines or choose not to use them, turn to 71.


Un Barbapapà di Nurgle! Che si fa? :D

Rise-the-Sky
8th July 2013, 17:26
Magi-Magichiamolo va..per gli oggetti non ricordo che cavolo ci portavamo dietro...ma cmq ci sarà stato almeno 1 inutile razione di cibo da sacrificare al dio dado no?

Kaluisurrr
8th July 2013, 18:22
Magi magic go

Bortas
8th July 2013, 18:28
Magicabulabidibula

Tibù
8th July 2013, 19:34
alchemy cheèmmeglio

Jesper
9th July 2013, 10:36
Magi Magic gooooo!

E scartiamo l'inutile ciotola di pietra :D



With your back pressed hard against the wall of the pit, you quickly recite the words of the Old Kingdom Spell Shield as you draw a circle in the air directly above your head. Nza’pok growls the order to his minions and immediately a clattering deluge of spears rains down upon you. Most shatter when they hit the invisible barrier you have created, but some ricochet off the pit wall and their sharp tips gouge your flesh.

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

If your total is 4 or less, turn to 312.

If it is 5 or more, turn to 277.

Abbiamo +2 grazie alla nuova disciplina!

Roll...7!



You gasp as one spear tip nicks the back of your right leg and another grazes your left foot (lose 2 ENDURANCE points). Fortunately, though, the pain quickly recedes when your natural Kai curing skills act to staunch the bleeding.

Turn to 5.


Pffffff



You have survived the first volley but your ordeal is far from over. As soon as the front rank hurl their spears they retreat to let those behind them come forward to take their places at the rim of the pit. With cool defiance you stare back at this new rank of mutants. This time you count more than thirty spears held ready to be hurled at you upon Nza’pok’s command, far more than you can hope to avoid at once, even with the aid of magic. Yet, despite the overwhelming odds, you refuse to show this loathsome spawn any sign of weakness or despair.

You offer up a silent prayer to the God Kai to protect you, and then suddenly you recall part of the script of the Tome of Darkness that told of a secret name which can bind Nza’pok when spoken aloud. This name could be the key to your survival, yet you have no time left to retrieve the book from your Backpack. If you are to use this secret name you must try to recall it from memory.

If you think that Nza’pok’s secret name is ‘Hulka’, turn to 171.

If you think that the name is ‘Khula’, turn to 105.

If you think that the name is ‘Lukha’, turn to 56.


Chi se lo ricorda, senza andare a guardare?:D

E' Hulk, Kulo o Luca?

************************************************** ***********************
Lupo Solitario, Sun Prince

CS: 47 (+8 Sommerswerd, +2 Silver Helm, +5 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +7 Levelup)
--> 51 (con +4 Mindblast)
--> 55 (con +8 Kai-Surge)
+3 CS se combattiamo disarmati

EP: 51/52 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +14 Levelup)

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

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP), Matho's Potion, Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP),

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), Silver Rod, Jadin Amulet (+1 ai Roll per evitare proiettili normali), Black Amulet, Silver Seal, Sun-crystal, Gold Cup
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet, Tome of Darkness

Money (50): 31 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)
************************************************** ******

Kaluisurrr
9th July 2013, 10:38
khulone

Bortas
9th July 2013, 10:53
Io voto per Kulo, mi ricorda qualcosa...

Jesper
9th July 2013, 11:06
E Kulo sia!



You shout the word ‘Khula’ and the effect is both immediate and electrifying. Nza’pok freezes, as if he has suddenly turned to stone, and a sheen of grey ice appears on his foul-smelling blubbery skin. Then the iron amulet which is hanging by a chain from his lower lip begins to pulsate with an eerie green light. The chaos-horde are at first stunned by their leader’s transformation; then shock rapidly becomes a blind panic and they turn and flee, dropping their spears and trampling each other in their scramble to get away.

Swiftly you climb the wall of the pit, and as you pull yourself over the edge, you see the mass of humanoids and ant-creatures swarming across a bridge which leads to a neighbouring delta island. Once the last few are across, a rope is pulled and the middle section of the bridge drops away into the river to prevent you from pursuing them. Confident that the horde no longer poses any threat, you return your gaze to its frozen leader. Nza’pok is completely immobile except for his eyes which blaze with a potent mix of fear and hatred. You sense that this once all-powerful being is terrified that you will now enact your revenge upon his helpless body.

If you wish to unsheathe a weapon and slay Nza’pok while he is unable to resist, turn to 13.

If you decide not to kill him, but wish to take the glowing amulet which hangs from his mouth, turn to 139.

If you choose to ignore Nza’pok and the amulet, you can escape from the settlement by turning to 126.

Che si fa ora :D?

Bortas
9th July 2013, 11:16
Sono combattuto tra il colpo di grazia e il loot, lootiamo avremo tempo per uccidere sta merda insulsa...

Kaluisurrr
9th July 2013, 11:18
ammazziamo sto fetente

Lupoazzurro
10th July 2013, 08:37
Loot! E poi lo ammazziamo.

Jesper
10th July 2013, 10:04
Si loota!



You hook a link of the chain upon the tip of your weapon and wrench the amulet free from Nza’pok’s frozen lip. The amulet ceases to glow the moment it is cut free, and you sense that it is now safe to touch. When you pick it up, you notice that on the facing side is engraved Nza’pok’s name and on the reverse side you discover a runic number.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/small5.png

Record this Nza’pok Amulet on your Action Chart as a Special Item, which you keep in your pocket. The runic number on the reverse side is a six. Make a note of this number in the margin of your Action Chart for future reference.

To continue, turn to 314.


Now, that's gangsta! Scartiamo la Silver Rod che gia nel libro scorso aveva rischiato di essere buttata alle ortiche :D



You hurry away along a track that winds through the settlement of huts and down to a beach covered with coarse black sand. Here a ramshackle jetty, constructed from wood and bone, protrudes from the lee of a sand dune and out into the sluggish grey sea. Fringing the beach is dense jungle from where there suddenly arises a cacophony of hellish cries. You glimpse shadows moving in the undergrowth, and when you stop momentarily to take a longer look, several arrows come shooting out of the trees. They arc towards you and explode when they hit the sand close by. Your Kai senses warn you that there are a great number of archers lurking in the jungle, far more than you can hope to defeat single-handedly. Anxious to escape while you are still able, you hurry down the beach to the jetty where you discover a sea-going canoe. Without daring to look back, you leap into this canoe, cast off its mooring rope, and paddle as fast as you can away from the shore.

Once you feel sure that you are beyond arrow range, you attempt to follow the coastline in the hope of finding a safer place to put ashore. But a mist sweeps in across the water and engulfs your tiny craft before you can change course. This mist thickens rapidly to become a dense sea fog, the like of which you have never experienced. Despite your advanced Kai skills, you are unable to see through it and quickly you lose all sense of time and direction.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/small8.png

After what seems like many hours, you eventually catch sight of a dark shape low in the water which, at first, appears to be a distant island. You paddle towards it but as you draw closer you sense that all is not what it seems. Then you feel a warm glow radiating from the pocket of your robe and discover that it is the Nza’pok Amulet. Carefully you remove it and, guided purely by instinct, you hold this glowing disc of iron above your head. In the distance you can hear the sound of rushing water which is followed by an incredible sight: the island is sinking slowly into the sea. In less than a minute it has completely disappeared without trace. The amulet no longer glows and so you slip it back into your pocket before continuing your eerie voyage across this uncharted ocean.

Turn to 232.


LW non ha ancora capito un cazzo, relativamente all'acqua <.<



Gradually the sea mist clears and you catch sight of land on the horizon. Your senses tingle with expectation for you have now entered a new realm of the Plane of Darkness and you are aware of several dramatic changes to your immediate surroundings. The sluggish grey sea has become a muddy brown sludge that clings to your paddle like marsh slime. Every time you break the crusty surface a cloud of tiny black insects erupts from the slime and soars into the warm, fetid air. The sky above is no longer green; it is a bilious yellow and it is streaked with high clouds that flash intermittently with sheet lightning.

Despite the glue-like consistency of the ocean, you detect a strong tidal undertow. Rather than fight it you decide to cease paddling and allow it to carry you towards the distant shore. While you wait for the current to do its work, you retrieve the Tome of Darkness from your Backpack and turn through its pages in the hope of learning some of the secrets of this new, foul-smelling realm.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/small4.png

The page that revealed to you information about Nza’pok’s realm is now blank, but the one following it has changed in both colour and texture. Lines of spidery writing have appeared on a page that now looks and feels like cured animal hide. Once again, using your Magnakai Discipline of Pathsmanship, you are able to decipher much of this arcane text.

The writings tell of two powerful beings called the Künae, the Lords of Decay, and of their Throne of Power which is located upon ‘the rotting corpse of Ghandezh, the Wyrm of Naaros’. You scan the page, passing over a long list of vile deeds that have earned the Künae the right to rule their ignoble realm, until you come to the part which details the secret names which can bind them. The names are ‘Jantoor’ and ‘Rhunadan’. The text instructs those who would use these names in the presence of the Künae to exercise great caution, for if the name that is spoken is not directed at the correct Lord of Decay, the ‘evocator will sacrifice his body and soul and be enslaved to the Künae forever upon the realm of putrefaction’. The text gives no indication of how to identify each of the Künae and does not state how and when their secret names should be used to bind them. Yet it does state that in order to leave their realm one must possess a ‘ring of power’, one of two such rings which exist and are worn ‘upon the first fingers of the right hands of the Künae’.

You close the Tome and stow it in your Backpack. Time has passed rapidly while you have been consulting the book, and your canoe is now but a few hundred yards from the shore. Directly ahead you can see the estuary of a river, and away to your left you note a stony beach which gently ascends to a forest of grey-green trees.

If you wish to paddle your canoe into the river estuary, turn to 216.

If you decide to beach your craft on the stony shore and explore the forest beyond, turn to 85.


Ok gente...dove si va?

************************************************** ***********************
Lupo Solitario, Sun Prince

CS: 47 (+8 Sommerswerd, +2 Silver Helm, +5 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +7 Levelup)
--> 51 (con +4 Mindblast)
--> 55 (con +8 Kai-Surge)
+3 CS se combattiamo disarmati

EP: 51/52 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +14 Levelup)

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

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP), Matho's Potion, Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP),

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), Jadin Amulet (+1 ai Roll per evitare proiettili normali), Black Amulet, Silver Seal, Sun-crystal, Gold Cup, Nza’pok Amulet (6)
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet, Tome of Darkness

Money (50): 31 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
10th July 2013, 10:39
85 lupo è animale di terra...

Kaluisurrr
10th July 2013, 10:48
abbandoniamo l'acqua il prima possibile ovviamente, 85

Jesper
10th July 2013, 11:39
The canoe grounds on a submerged boulder a few dozen yards from the beach, forcing you to abandon the craft and wade ashore. You soon discover that the stones littering this beach are slick with an oily residue. Your natural agility overcomes this obstacle but the slippery surface makes it difficult for you to reach the cover of the distant tree-line as swiftly as you would like.

As you draw near to the perimeter of trees you pause for a moment to scan the dark jungle undergrowth. Long streamers of moss-encrusted vines hang from the trees, draping themselves limply over every rock and bough, and a tangled mass of interwoven creepers and low-spreading branches forms a blanket canopy which keeps much of the forest floor in semi-darkness. As you stare into the damp and shadowy foliage, you feel a growing sense of unease. Your burning desire to press on with your quest is suddenly dampened by an overwhelming urge to avoid this jungle.

If you possess Grand Pathsmanship and have attained the Kai rank of Grand Crown or higher, turn to 115.

If you have Grand Pathsmanship but have yet to attain this rank, turn to 334.

If you do not possess this Grand Master Discipline, turn to 255.


Ce li abbiamo!



You decide to explore the perimeter of the undergrowth and have walked almost a mile along its edge before you come across the remnants of a path which leads into the jungle’s dark interior. Cautiously you advance along this overgrown trail, but you have not gone far before you are forced to a halt by a thick curtain of hanging vines and creepers.

Using your advanced Kai Discipline, you command the mossy creepers to move aside and create a tunnel through which you can pass. The reaction to your order is immediate and dramatic. There is a deafening noise, like the sound of heavy tropical rainfall, and suddenly the hanging vines rise up and flail the air. They lash out at you with stunning ferocity, forcing you to retreat back along the trail before their stinging blows. Rapidly your sense of surprise is surpassed by fear when you realize that these vines are not plants at all; they are hostile living creatures.

If you wish to attempt to evade their attack, turn to 35.

If you decide to try to fight your way through them, turn to 46.


Che si fa :D?

Rise-the-Sky
10th July 2013, 11:49
Non possiamo metterci a combattere contro tutta la merda che vive in sto piano...evitiamoli e andiamo a cercare qualcuno che valga la pena riempire di botte. (fare a cazzotti con dell'edera assassina non è molto cool)

Kaluisurrr
10th July 2013, 12:20
famoli a fette cazzo

Sturm
10th July 2013, 13:08
Sbrachiamoli tutti :nod:

Jesper
10th July 2013, 14:27
Viuuulenza!



From beneath the coating of moss which sheathes these vines emerge hundreds of tiny hollow barbs, transforming them instantly into deadly foes capable of ripping you to shreds. They whip the air within inches of your face, forcing you to frantically dodge and dive to avoid being torn open. You draw your weapon and strike out, cleaving through the end of one of these deadly creepers which emits a high-pitched squeal as it recoils, trailing a spray of sticky green slime from its sundered tip. As if enraged by their companion’s cry of pain, the remaining vines snake towards you with increased tenacity. You must fight them.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/ill3.png
Illustration III—The deadly vines whip the air, inches from your face.

Haemodyls: COMBAT SKILL 49 ENDURANCE 42

These vine-creatures are immune to all forms of psychic attack, except Kai-blast and Kai-ray. If you possess Animal Mastery, you may add 2 to your COMBAT SKILL for the duration of this fight.

If you win the combat, turn to 19.


Tentacle raped! :D Senza poteri mentali, la nostra COMBAT RATING è -2.

Facciamo fare un giro a Kai-Ray, prima di tutto...tanto abbiamo il 40% di subire lo stesso ammontare di danni in un turno regolare di combattimento :D

Lupo Solitario usa Kay-Ray!
Lupo Solitario -4 (48)
Haemodyls -15 (27)

Roll...5
Lupo Solitario -3 (45)
Haemodyls -6 (21)

Roll...1 :(
Lupo Solitario -5 (40)
Haemodyls -2 (19)

Roll...9 :oldmetal:
Lupo Solitario -0 (40)
Haemodyls -10 (9)

Roll...1 :(
Lupo Solitario -5 (35)
Haemodyls -2 (7)

Roll...9 :lol:
Lupo Solitario -0 (35)
Haemodyls -10 (morti!)



The few remaining vines that survive your deadly blows rapidly disappear into the canopy of branches and, within seconds of your victory, the jungle becomes deathly silent once more. You wipe your weapon against the trunk of a tree to remove the worst of the foul-smelling ichor, and then you move back along the trail towards the beach. However, when you reach the edge of the trees you see a patrol of scaly-winged reptiles swooping and gliding along the rocky shoreline. They have discovered the remains of the canoe and are now searching the beach for signs of survivors.

Rather than risk being spotted by these vicious-looking creatures, you stay hidden beneath the jungle canopy and return once more along the trail. At the place where you had previously been halted by the curtain of bloodsucking vines, you now discover the way ahead is open and you press on until you come to the edge of a large clearing. This expanse of level ground is devoid of foliage yet it is littered with strange fruits that resemble gigantic grey pineapples. Beyond these curious fruits you can see the ruins of a settlement partially overgrown with moss. Warily you make your way around the fruits and across the clearing towards a statue which is crouching amongst the ruins. It is constructed of a smooth, lustrous black mineral and is fashioned in the likeness of some evil beast of prey. It reminds you of a hyena, but one with a massive lower jaw set with a pair of sabre-toothed fangs. Between its forelegs is a flight of rubble-strewn steps leading down to an open door. You detect waves of power emanating from somewhere beyond this darkened doorway, but you are unable to determine just how deep below the ground the source of this energy is located.

If you possess Telegnosis and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond, turn to 76.

If you do not possess this skill or choose not to use it, turn to 177.


Ok gente! Vogliamo uscire dal nostro corpo, o abbiamo molta paura? Ricordo che quando siamo fuori dal corpo siamo indifesi...d'altro canto, investigare può salvarci la vita :D

Kaluisurrr
10th July 2013, 14:42
e usiamo sto spirit walk, penso sia la seconda volta che lo usiamo

Bortas
10th July 2013, 15:35
Trascendentiamo, è l'ora, di fare un viaggio gay astrale...

Sturm
10th July 2013, 17:11
Astraliamo tutto il cazzo del tutto!

Jesper
11th July 2013, 08:52
Passeggiamo spiritualmente!



You crouch down among some mossy boulders directly opposite the stairwell to the open entrance. Then, using your Grand Mastery, you let yourself slip into the trance-state that will allow your conscious mind to leave your corporeal body. You continue to see your surroundings as they would appear to your physical eyes, but now you are able to transport yourself freely through the air like a bird.

You glide towards the statue and swoop down through the open portal, pausing momentarily to scan the surrounding arch for hidden traps. Detecting none, you continue deeper into the darkness of this alien edifice. A wide stone ramp descends to a sealed portal which is engraved with runes. You cannot immediately decipher them but you sense that they are evil in design and possess some destructive power locked within their jagged forms. Then the sound of a growl, above and far away, makes you suddenly fearful for the safety of your physical body, and so you leave the portal and ascend rapidly to the surface where you rejoin your dormant form. (Unless you have attained the Kai rank of Sun Lord or higher, you lose 2 ENDURANCE points due to the haste with which you have returned to your corporeal body.)

Having already reconnoitred the entrance to your satisfaction, you are able to descend the steps and enter the base of the statue with confidence. You follow the stone ramp down to the sealed portal where you carefully examine the runes which cover every square inch of its surface. You are beginning to fathom some of their secrets when suddenly you hear a noise above and behind you. Instantly you spin on your heel and reach for your weapon, but the outline that you see silhouetted in the archway at the top of the ramp is so shocking that you are unable to close your trembling hand upon it.

Turn to 268.




Framed in the archway is a snarling, sabre-toothed beast with eyes that radiate darkness, like two dull satanic orbs. It is hyena-like, and its hunched shoulders and straggly mane lend it an uncanny resemblance to the statue which sits atop this subterranean vault. Vile saliva drips from its fangs and snout, and an evil sound—part snickering, part bubbling—issues from its massive jaw.

Slowly and deliberately it descends the ramp towards you. As it moves you notice that the ribs of its great frame are showing through its furry hide, giving it an emaciated appearance. Your senses detect that it is starving and that it sees you as the answer to its gnawing hunger.

If you possess some Muntaag Honey, turn to 159.

If you do not possess this Backpack Item, turn to 321.


Non abbiamo il miele satanico per l'orso satanico!



As the beast stalks closer, you see a dull crimson fire glowing at the core of its soulless eyes. It tenses its sinewy muscles and a dozen steely claws extend like flick-knives from its forepaws. It is preparing to attack. You sense that you must act quickly to defend yourself for this beast is now set to pounce.

If you have a Bow and wish to use it, turn to 51.

If you do not have a Bow, or if you choose not to use it, turn to 287.


:dumb:?

:sneer:

Rise-the-Sky
11th July 2013, 09:23
Tu chiedi l'ovvio...

Bortas
11th July 2013, 10:01
L'arco è l'arco

Jesper
11th July 2013, 10:49
Swiftly you draw an Arrow to your Bow and take aim at the beast’s snout. The creature narrows its evil eyes and begins to sway from side to side. It is as if it senses the danger that your missile poses and it is trying to reduce its chances of being struck.

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

If your total score is 7 or lower, turn to 175.

If it is 8 or higher, turn to 203.


Bentornato, successo automatico :saddest:



Your Arrow buries itself deeply into the creature’s throat and brings it crashing to the ground. Howling with pain, it rises unsteadily and looks at you with eyes that blaze like two fiery suns. It has suffered a near-fatal wound yet you sense it still possesses strength enough to rend you limb from limb. You draw another Arrow to your Bow but the sight is enough to break the creature’s nerve and, with a final shriek, it scrambles away up the ramp. You watch it disappear through the archway before you shoulder your Bow and turn your attention to the portal. You are anxious to examine its surface and find a way to open it.

Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and it moves inwards with an audible clunk! Moments later, the portal creaks open and you hurry through before it slams shut with a resounding boom.

Turn to 210.




The moment you pass through the portal you are assailed by an overwhelming odour of decay. The vile stench of putrefaction has been ever-present since you landed upon the shores of this unwholesome realm, but the reek that occupies the chamber you have now entered is immeasurably worse. Your innate Magnakai Discipline of Nexus protects you from the harmful effects of this diseased odour, yet even so you feel nauseous and heavy-headed: lose 1 ENDURANCE point.

The walls drip with a yellow slime that radiates a dim fluorescence by which you can see an open archway in the far wall. Eager to escape from this stench-filled chamber, you enter and explore a tunnel which lies beyond the archway. Unfortunately the stench is no better here. In fact, the further you explore this twisting passageway the worse it becomes. Yet you press on regardless, allowing your instincts and your Kai senses to guide you to the source of the alien power that lies somewhere within this foul lair.

The tunnel continues for more than a mile, descending deeper by ramp and stair until it arrives at a vast circular chamber. Here you discover a huge door fashioned from a strange, shimmering green metal. Runes adorn its carved panels, mirroring those that are engraved in a large circle in the centre of the stone floor.

If you have ever visited Mogaruith in a previous Lone Wolf adventure, turn to 265.

If you have never visited this place, turn to 41.


Ci siamo stati!



This circular hall is chillingly familiar, although you are sure that you have never been here before. Then a cold shiver runs down your spine when suddenly you recall where it was that you saw a chamber and runes uncannily similar to these. It was in Mogaruith, in the antechamber to Arch Druid Cadak’s Throne Hall.

You magnify your vision and focus on the runes that decorate the floor. They are similar to those you encountered on the portal to this subterranean labyrinth when first you entered, and you feel your pulse quicken when slowly you are able to decipher part of their meaning:

‘Ye who seek entry to the Hall of the Künae, renounce all falsehood and trickery for thou art transparent beneath our gaze. Pay homage to the Lords of Decay lest thy soul be devoured by the insatiable horde of Nemagog. Place gold within the circle for thy wish to be fulfilled, base metal without for thy fate to be sealed.’

With great caution, you cross the floor of the chamber and examine the engraved surface of the portal after a gentle push confirms that the door is locked. You were hoping that the runes which cover this great metal portal would reveal how it can be opened, but to your dismay they merely catalogue (in sickening detail) the evil accomplishments of the Künae. Then you discover three small slots: one circular, one square, and one triangular in shape.

If you possess any Gold Crowns, turn to 109.

If you have no Gold Crowns, turn to 65.


Siamo ricchi!



From the runic inscription on the floor you suspect that the portal may be opened by using a piece of gold. Taking a Gold Crown from your Belt Pouch you carefully examine the three slots, using your Kai senses to help you choose into which one you should place your coin. Unfortunately, your senses can only detect the powerful magical energy that is present in the core of this portal.

If you wish to insert your Gold Crown into the circular slot, turn to 195.

If you decide to insert the coin into the square slot, turn to 214.

If you choose to insert the coin into the triangular slot, turn to 332.


Ok, LW ha seguito il metodo Montessori? O c'è qualcos'altro dietro questa scelta? Che si fa? :D

Bortas
11th July 2013, 11:07
Hahahaha, ok la logica vorrebbe monta tonda in buco tondo, ma io sarei per metterla nel triangolino, non si sa mai che significhi fica...

Kaluisurrr
11th July 2013, 11:13
io dico nel quadrato

Sturm
11th July 2013, 11:24
Triangular :nod:

Jesper
11th July 2013, 11:55
Verso il triangolino che ci esalta!



You press the Gold Crown into the triangular slot and instantly you are blinded by a flash of white light. A searing pain runs down the length of your arm and you are thrown backwards by this sudden release of energy: lose 4 ENDURANCE points.

Turn to 143.


Ahahah no.



You drag yourself to your feet and use your Kai healing skills to massage the life back into your numbed arm. As the feeling returns, you take another Gold Crown (remember to erase the one you have just lost) from your pouch and approach the portal once more. This time you are grimly determined to make the door open.

If you wish to insert your second Gold Crown into the circular slot, turn to 195.

If you decide to insert the coin into the square slot, turn to 103.


What now :D?

Rise-the-Sky
11th July 2013, 12:05
Il cerchio... cazzo l'universo di LW è un mondo pieno di culattoni..cosa mettere monete d'oro nei triangolini amorosi -.-

Kaluisurrr
11th July 2013, 12:10
Quadratoh

Bortas
11th July 2013, 12:40
Buttiamo i soldi un po' ovunque... Siccome la risposta giusta sarà cerchio, inseriamo nel quadrato.

Sturm
11th July 2013, 13:08
Quadrato vediamo che succede :nod:

Kaluisurrr
11th July 2013, 13:41
e lupo solitario rimase ucciso perchè non riusciva ad infilare dei soldi dentro una fessura di merda :rotfl:

Lupoazzurro
11th July 2013, 13:42
Insert coin - giù il gettone!

Cerchio

Jesper
11th July 2013, 14:43
Il quadrato vince! :D



You insert the Gold Crown into the square slot and instantly you are assailed by another blinding flash of white light, but one far stronger than the first. A blistering wave of pain engulfs your hand and arm and you are thrown into the air by this explosive release of energy: lose 6 ENDURANCE points.

Cursing your poor judgement, you stagger to your feet and cradle your twice-injured arm. When function fully returns to your burnt and aching hand, you take a third coin from your pouch and press it into the circular slot. It falls into a hollow inside the base of the door and, with a grating squeal, the great portal slowly swings open.

Remember to erase 2 Gold Crowns from your Action Chart before going on with your quest.

To continue, turn to 343.


AAHAHAHAAHAHAHAHHAHAHAH



The portal opens into a vaulted corridor lined with wall-paintings that exude a crude aura of evil. This procession of gaudy murals depict nightmarish scenes: diseased creatures, alien landscapes blighted with pestilence, hosts of larvae writhing in awful triumph over the goodly forces of Kai and Ishir. This macabre celebration of decay fills you with revulsion, yet it pales in comparison to the sight awaiting you at the corridor’s end.

Beyond the corridor lies a vast chamber, rough-hewn from the bedrock of this rotting land. The decomposing carcass of a gigantic reptile rests here upon a floor which shimmers in the eerie yellow half-light. Bile rises in your throat when suddenly you realize why the floor is shimmering: it is carpeted with a seething sea of maggots. Gagging with fear and nausea, you snatch your cloak to your mouth and steady yourself against a pillar as you survey this ghastly hall. Mounted upon the broken back of the great reptilian carcass are two throne-like chairs carved from black wood. Between and below them, lying deep within the creature’s exposed rib cage, is a dark semicircular shadow that resembles the entrance to a cave. Drawing upon your Magnakai Discipline of Divination, you scan the hall and quickly determine that all is not what it seems. You detect the presence of three powerful entities protected by spells of illusion and invisibility. You feel sure that two of them are the Künae, the rulers of this hellish domain, but the third eludes you. Its aura feels oddly familiar, yet you cannot readily determine its location or identity.

If you have ever visited Mogaruith, Kaag, or Helgor in a previous Lone Wolf adventure, turn to 18.

If you have never visited any of these places, turn to 320.


QUesto può voler dire solo una cosa!



Suddenly you fathom the identity of the third spirit occupying this hall. It is Cadak, Arch Druid of the Cenerese, sworn enemy of the Kai and all who ally themselves to the cause of Good. His body was destroyed on Magnamund five years ago but his spirit survives here, in this reeking hall, bound in eternal servitude to the Lords of Decay.

Your heart pounds as you witness a swirling, ghostly, gossamer shape arise from the hollow rib cage of the carcass and snake towards you like a vampiric mist. As it draws closer, you hear the chilling voice of Cadak invade your mind: ‘From beyond death the powers of decay grant me revenge, Lone Wolf!’

If you possess Kai-screen, turn to 249.

If you do not possess this Grand Master Discipline, turn to 4.


Il fù Cadak!



The swirling spirit of Cadak condenses and shapes itself into a column of flickering light. It now resembles a large candle flame, but one that radiates an icy coldness. Within this chill flame you see Cadak’s evil eyes glowing hypnotically. You draw on your psychic defences to shield yourself from an imminent attack, and moments later, you feel pulses of energy bombarding the wall that you have erected around your mind. You sense that your speedy and successful defence has greatly weakened your old enemy. You are about to turn the tables by launching a counterattack when suddenly you hear something quite unexpected.

‘Spare me and forgive me, Lone Wolf,’ pleads Cadak’s plaintive voice in your mind. ‘I renounce my evil past. Forgive me so that death may free my soul from the slavery of Evil. Grant me this salvation and I shall help you to escape from the realm of the Künae.’

The host of maggots which carpet the floor of this foul hall suddenly recede like an ebb-tide. As they retreat, a glowing ring is revealed lying on the slime-smeared ground.

‘Take the ring, Lone Wolf. Take the ring and grant me your forgiveness. With the ring the way is clear for you to leave this hall through the Tunnel of the Wyrm.’

Beyond the flame-like spirit of Cadak you can see the rotting rib cage of the carcass. The semicircular shadow that occupies it is now pulsing with a warm, amber light.

If you agree to forgive the spirit of Cadak and wish to pick up the ring, turn to 128.

If you refuse to forgive the spirit of Cadak and decide that you will not pick up the ring, turn to 20.


Ok, dopo aver dimostrato che LW non sa risolvere questo (la versione semplice):

http://www.kiddicare.com/wcsstore7.00.00.507/ExtendedSitesCatalogAssetStore/images/catalog/KC26421/KC26421_l.jpg

Ora che si fa :D?

Rise-the-Sky
11th July 2013, 14:48
Nella mentalità orientale i malvagi (se potenti) possono infine vedere la luce e redimersi.
Nella mentalità occidentale questo non accade mai.

LW è forse giapponese?
Ha gli occhi a mandorla?
E' alto un metro e 20?
Ha il cazzetto?

NO!

Dunque che sto pseudo druido del cazzo si fotta.

Kaluisurrr
11th July 2013, 15:05
ma che si fotta sto coggione, al rogo cadak

Sturm
11th July 2013, 15:45
Io sono per dargli fiducia :nod: vediamo come muore malamente LW :sneer: voto per prendere l anello!!

Jesper
11th July 2013, 15:56
E invece no!



You are wise not to trust Cadak’s repentant plea for forgiveness: it is a trick. Sensing that you have seen through the charade, his spirit-entity becomes enraged. It howls a curse and the ring instantly transforms into a huge scaly worm. This creature has no eyes, but it does possess a large mouth packed with razor-sharp fangs which it snaps repeatedly, like an angry dog. You draw and raise your weapon and, in the space of a heartbeat, you deal the worm a mighty blow which splits it open from mouth to tail. Cadak’s spirit emits a hideous scream, as if the destruction of the worm has wounded him deeply. Rapidly his spirit-form fades until all that is left is an echo of his plaintive cry of pain and frustration.

Invigorated by your victory, you turn your attention now to the huge carcass that dominates this hall. You are determined to find a way out of this stinking chamber and you feel sure the answer lies somewhere here. You are advancing towards these huge rotting remains when a new and sinister threat to your life suddenly materializes.

Turn to 228.


Se cadevamo nel tranello

era un'instadeath :sneer:




Seated on the two throne-like chairs perched upon the back of the rotting carcass appear the ghastly forms of the Künae, the Lords of Decay. They are a hideous sight, and your stomach churns with revulsion as you struggle to comprehend their abominable manifestation. Their torsos resemble two mounds of glistening black jelly, studded with polyps and ulcers and sores that exude a noxious grey slime. They have flat heads that are oval-shaped and shell-like, with puckered mouths and indented eye-slits that radiate an evil yellow light. From their rubbery sides protrude two snaky limbs ending in three-fingered hands coloured a sickly, leprous green-grey. And fixed upon the first fingers of their right hands you see rings of gleaming gold that are exquisitely crafted and embellished with intricate patterns. These rings are exceptionally beautiful and seem glaringly out of place upon the fingers of these grotesque beings.

As you stare at the rings you recall the text of the Tome of Darkness and its instruction that if you are to leave this rotting domain, you must first obtain a ring from the Künae. Your Kai Sixth Sense confirms that these are the rings, and the tunnel-like opening in the body of the carcass is the exit from this realm of putrefaction. Your senses also reveal that the Künae are communicating with each other telepathically. Their eyes glow with increasing intensity and you fear that they are getting ready to launch a magical assault against you.

If you possess Assimilance, have attained the Kai rank of Sun Prince and wish to use it, turn to 273.

If you possess the Sommerswerd and wish to use it, turn to 188.

If you possess Skarn-Ska and wish to use it, turn to 347.

If you do not possess Assimilance, have yet to attain the required level of Kai rank, or do not possess either Special Item (or have chosen not to use it), turn instead to 306.


Assimilance o Spadadiddio? O niente ? :D

Rise-the-Sky
11th July 2013, 16:06
Assimilance.

MA SKA-SKA....sarebbe la spada sostitutiva???????

Oddio volevano trasformare il nostro Arianissimo in un giamaicano??

Bortas
11th July 2013, 16:17
Assimiliamo

Lupoazzurro
11th July 2013, 16:59
Spadadiddiooooohhhhhhhh

Kaluisurrr
11th July 2013, 17:03
assimilance, la spadadiddio ci han detto di non usarla finchè non siamo davanti a naar

Sturm
13th July 2013, 12:26
Assimiliamogli l'ano!

Jesper
15th July 2013, 19:10
Ok ragazzi problema: mi hanno blindato la connessione dall'ufficio -.- C'è una whitelist minuscola ç_ç

L'unica è provare ad aggiornare dal tablet, ma la wifi fa schifo al cazzo, e ora la stanno usando tutti perchè la wired è, appunto, whitelistata. Spero nella sommossa popolare (anche perchè fare troubleshooting senza accesso a internet fa ridere) e vi tengo informati ç_ç

Sturm
16th July 2013, 08:50
No beh questo è contro i diritti umani,io propongo scioper di massa!

Bortas
16th July 2013, 10:00
http://i290.photobucket.com/albums/ll247/Tijuana22/Nooooooo.jpg

Jesper
17th July 2013, 22:10
Ok, per ora la whitelist resta :( Quel che posso fare è mettere su un paio di update la sera, sperando che fixino a breve ;)

Assimiliamo!



You draw upon your improved Discipline to create an illusory double of yourself which appears standing a few yards away to your right. You sense that this unexpected apparition causes a wave of anxiety in the mental communication passing between the Künae. The creature seated upon the left throne becomes agitated and begins to flail the foul air with its snaky limbs. Then it utters a sinister command to its partner and you hear the words echo in your mind: Slay him, Jantoor!

The creature seated upon the right throne responds immediately. It raises its right limb and a gout of fire shoots from the palm of its leprous hand.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 58.

If it is 5–9, turn to 153.


Mi sa che abbiamo fatto bene a schifare Assimilance fino ad ora <.<

Roll...0



The crackling gout of flame comes shooting across the hall. At first it seems to be targeted at your illusory double; then it veers in mid-air and comes speeding towards your chest.

If you possess the Sommerswerd or Skarn-Ska and wish to use it in an attempt to deflect this onrushing column of fire, turn to 44.

If you possess neither of these Special Items or choose not to use them, turn to 173.


Che si fa :D?

(E si, la spada Ska con le trombette sarebbe stata la uber spada alternativa se non avessimo avuto la Sommerswerd :P)

Kaluisurrr
18th July 2013, 00:12
e usiamo sta spadadiddio.

Sturm
18th July 2013, 11:34
Spadaddioh abbestiaaahhhrghhh!!

Bortas
18th July 2013, 15:41
Anche se ci consigliano di usarla poco è il momento della spadadiddioooooo!!!

Whiskeyjack
23rd July 2013, 16:26
Prima che finiscano i libri una volta lo voglio gridare anch'io: SPADADIDDDDIOOOOOOOO!!!

Kaluisurrr
23rd July 2013, 17:25
jesper dove sei, non puoi abbandonare lupo solitario alla fine proprio

Whiskeyjack
28th August 2013, 19:27
Jesper è stato catturato da Naar
:saddest:

Earenia
29th August 2013, 09:11
ç_ç

Jesper
29th August 2013, 10:00
Buone notizie ciurma! Il blocco totale di internet dall'ufficio continua (riesco a collegarmi solamente con un tablet, usando una wifi esterna che prende 1 tacca lol)...però da lunedì sono in ferie fino a metà mese! Direi che dovrebbe esserci abbastanza tempo per prendere Naar a calci nelle palle :nod:

Stay tuned!

Kaluisurrr
29th August 2013, 11:46
about time

Jesper
29th August 2013, 11:54
about time

:sneer:

Sturm
29th August 2013, 12:55
Go Jesper, che è un mese che alleno l'ugola a gridare: SPADADDIOOOOOH

Bortas
29th August 2013, 13:14
Finally

Jesper
8th September 2013, 12:42
E come promesso...ecco il ritorno di Liuto Solitario! :metal:

SPADADIDDIOOOOOOHHHHHHHHHHHHHHH



You hit out at the onrushing column of fire and it connects with the flat of your magical blade. There is a terrific flash of blinding golden light and you feel an electrifying jolt that sets every nerve in your body jangling. You follow through with your blow and send the Künae flame rebounding from your blade to slam into the far wall where it dissipates harmlessly across its surface.

Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you shout his secret name and immediately the creature becomes immobile. The sight of his frozen form—and the sudden cessation of mind contact—throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the tide of larvae writhe towards you they begin to swell grotesquely in size.

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Künae. But there is no time to consult the Tome of Darkness: you must try to recall the name from memory.

If you think the secret name is ‘Rhunotar’, turn to 96.

If you think the secret name is ‘Rhunadan’, turn to 311.

If you think the secret name is ‘Rhunaguin’, turn to 289.


Visto il lasso di tempo intercorso, guarderò dall'altra parte mentre barate :nod:



:sneer:

Kaluisurrr
8th September 2013, 13:32
boh mi pare fosse rhunadan

Jesper
8th September 2013, 14:10
Sarà quella giusta :D?



You shout the name ‘Rhunadan’ and the remaining Künae immediately ceases to move. All trace of its psychic energy vanishes and its flailing limbs become frozen in mid-air, lending it the semblance of a petrified tree. The advancing horde of maggots rapidly shrink to their former size and retreat before you, seeking the safety of the hall’s furthest corners. The power which drove them and caused them to mutate has suddenly disappeared and they are thrown into chaos. You stride towards the carcass and swallow hard as you step through the ancient rotting remains that ooze from its rib cage. You raise your weapon and, with one swift blow, you sever the fingers of the Künae’s right hand and quickly retrieve the gold ring.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/small2.png

Suddenly, a squeal of hinges draws your attention to the great portal on the far side of the hall. It swings open to reveal an angry horde of corpse-creatures who stagger into the chamber and come surging towards the carcass. They are the Dregants, a decomposing army of humanoids enslaved to the Künae. They have sensed their rulers’ plight and have flooded here in their hundreds to protect them. Desperate to escape from this ghoulish host, you turn and leap feet-first into the cave-like hole that occupies the belly of the carcass.

Turn to 100.


C'è andata di culo :D



Upon entering the tunnel, the ground disappears beneath your feet and you begin to fall through darkness towards a pale speck of greyish light far below. You are gripped instantly by the fear that you have unwittingly stepped into a deep pit, yet your descent is uncannily smooth and controlled. It is as if you are being lowered by an invisible cable down a dark, interminable mineshaft.

As you slowly descend, your fear subsides and you take the opportunity to look at the ring which you cut from the hand of the Künae. It radiates its own dim light by which you can see a runic inscription carved on the inside of the band. Record this Künae Ring on your Action Chart as a Special Item, which you keep in your pocket. The runic number on its band is 20. Make a note of this number in the margin of your Action Chart for future reference.

After what seems like more than an hour, you eventually reach the base of this dark shaft. Your feet hit solid ground with more force than you are expecting after the long and gentle descent, and the violent jolt of impact leaves you sprawled in the dust, stunned and gasping for breath: lose 2 ENDURANCE points.

Dragging yourself wearily to your feet, you inspect your new surroundings with a feeling of curiosity and apprehension. You have emerged in a deep mine tunnel that passes through ore-rich rock. The reek of iron, sulphur, and rust assails your nostrils: a pungent aroma but one that smells as sweet as spring in Sommerlund after the indescribable stench of the Hall of the Künae. You scan the tunnel in both directions and use your Kai senses to gather information. The faint sounds of hammering and scraping can be heard coming from somewhere above, and the symmetrical grooves which scar the tunnel walls tell you that this passage was excavated by some sort of gigantic burrowing machine. Feeling certain that you have entered a new realm of the Plane of Darkness, you are about to consult the Tome of Darkness when suddenly you hear a noise along the tunnel away to your right. Something huge is approaching at great speed.

If you possess Grand Huntmastery, turn to 113.

If you do not possess this Discipline, turn to 7.


Prendiamo l'anello coniglio, ci annotiamo il numero e abbiamo Grand Huntmastery!



Your improved mastery enables you to detect the outline of a large creature approaching through the tunnel. Viewed from the front it has the appearance of a gigantic beetle, but one with hundreds of stubby legs that are moving in rapid waves like those of a millipede. You sense that it is a living creature and not a mechanical device, and that it is approaching at a terrific pace. Its width almost completely fills the tunnel and, unless you take immediate steps to avoid it, you could be knocked down and crushed as it passes through this section.

If you wish to turn and run from the advancing creature, turn to 279.

If you wish to try to find a safe haven where you can avoid its passing, turn to 122.


Che si fa :D?

************************************************** ***********************
Lupo Solitario, Sun Prince

CS: 47 (+8 Sommerswerd, +2 Silver Helm, +5 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +7 Levelup)
--> 51 (con +4 Mindblast)
--> 55 (con +8 Kai-Surge)
+3 CS se combattiamo disarmati

EP: 51/52 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +14 Levelup)

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

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP), Matho's Potion, Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP),

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), Jadin Amulet (+1 ai Roll per evitare proiettili normali), Black Amulet, Silver Seal, Sun-crystal, Gold Cup, Kunae Ring (20)
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet, Tome of Darkness

Money (50): 31 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
8th September 2013, 14:34
122 stiamo cacati la blatta inarrestabile sembra più una trappola che una creatura da affrontare, già ci indica come andrà, gettati a terra e stiacciati, meglio trovare il classico scanso...

Kaluisurrr
8th September 2013, 14:45
corriamo via come fossimo indiana jones inseguiti da un masso rotolante

Sturm
9th September 2013, 16:00
Appoggio il vecchio 122 e poi backstab alle spalle con la spadaddddioooooh!

Tibù
9th September 2013, 23:24
122!
non avevo visto che si era ricominciato :nod:

Jesper
10th September 2013, 01:34
122!



You scour the tunnel walls but detect no cracks nor crevices large enough to accommodate your body. Then you notice the supporting beams which criss-cross the tunnel ceiling. They protrude no more than a foot or two from the roof of the tunnel, but they could provide you with a way of escaping out of the path of the approaching juggernaut.

If you possess Kai-alchemy and have attained the Kai rank of Grand Crown or higher, turn to 73.

If you possess Kai-alchemy but have yet to attain this rank, turn to 251.

If you do not possess Kai-alchemy, turn to 166.


Abbiamo tutto :D



You recite the words of the Brotherhood Spell Teleport and the moment you complete the recitation you feel your feet losing contact with the ground. You will yourself along the tunnel, away from the approaching creature, and as you glide around a gentle bend you see a junction less than a hundred yards ahead where another tunnel meets this one from the right. Displaced air is now rushing past you, whipping at your hair and cloak, and the rumbling noise has grown to an almost deafening crescendo. Swiftly you glide along the passageway, enter the adjoining tunnel, and ease yourself back to the ground (lose 1 ENDURANCE point).

A few moments later the gigantic beetle-creature thunders past in a cloud of dust, hauling a long line of ore wagons in its wake. Some of these heavy wagons are empty but the majority are piled high with grey metallic rock. This ore load is heavily veined with a mineral which radiates a yellow luminescence.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/small9.png

If you wish to leap onto the last ore wagon as it passes by the junction, turn to 181.

If you do not wish to leap onto the wagon, turn to 158.


Joe non ha ancora capito come funziona il teletrasporto :sneer:

Comunque, che si fa :D?

Sturm
10th September 2013, 10:04
Io me butterei sull'ultimo vagone stile Indiana Jones! 181 :nod:

Kaluisurrr
10th September 2013, 13:25
go nel vagone!

Jesper
10th September 2013, 13:52
Nel vagone!



You make a brave leap for the last wagon in the line and land among its cargo of glowing ore with a stunning jolt: lose 2 ENDURANCE points. This wagon is only partially filled and you are able to stay hidden as it trundles on its way. You soon pass a junction where another tunnel joins with this main passageway, and from here onwards you feel the temperature steadily rising. Although your Platinum Amulet protects you from the increasing heat, your senses warn you that you are in grave and ever-increasing danger. The ore in this wagon is highly radioactive and your Kai skills and amulet can afford you only limited protection from its deadly gamma rays.

Fearful of this deadly cargo, you haul yourself over the rear of the wagon and get ready to abandon your ride. Your pulse races in anticipation of the jump for the wagon is moving at high speed and the rocky tunnel floor is no more than a speeding blur just inches below your feet.

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

If your total score is now 0–2, turn to 342.

If it is 3–7, turn to 117.

If it is 8 or higher, turn to 221.


Abbiamo +2 al Roll!

Roll...5!



As you are getting ready to leap from the rear of the wagon, you suddenly feel your stomach tighten and the skin on your face and hands becomes sore and inflamed. You sense that you are succumbing to the insidious effects of the radioactive ore and, rather than wait a moment longer, you make your jump before you are fully ready.

You hit the tunnel floor with bone-shuddering force, and even though you cover your head and roll expertly to lessen the shock of impact, you suffer painful injuries to your shoulders, knees, and elbows: lose 4 ENDURANCE points.

To continue, turn to 88.


LW conosce le radiazioni :nod:




You pull yourself to your feet and listen to the ore train as it disappears into the distant gloom with a sound like dying thunder. When you can no longer hear its rumble, you walk back along the tunnel to the junction where a new passageway branches off to the left. Your gnawing desire to find the Moonstone prompts you to explore this tunnel and you follow it for several hundred yards until you reach a dank and empty cavern. Streams of ore-rich water run down the walls of this chamber, staining them a rusty shade of brown. You are hungry and you decide to stop and rest here for a while. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

While you are resting, you decide to consult the Tome of Darkness to see if it has any useful information about this strange subterranean complex.

Turn to 33.

Fortunatamente abbiamo la Guida Michelin di Mordor.



You retrieve the book from your Backpack and thumb through its shiny blank pages until you discover two pages that have changed both in colour and texture. A cluster of rust-red lettering is enclosed within the black runic borders that outline these two sheets of creamy parchment. Once again, using your Magnakai Discipline of Pathsmanship, you study the complex text and are able to decipher much of its meaning.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/small4.png

The words tell of Zantaz, the Lord of the Pit, whose many accompanying titles include Reaper of Gloom, Armourer of the Fell Legions, and Guardian of the Gate of Dragonflame. It says that he presides over a ‘deep realm of rock, iron, steel, and flame’, and that among the many eternal duties he has been set by Naar, his primary task is to forge weapons of power for the Dark God’s champions. Zantaz has no secret name, but you are able to translate the text which details how one can leave his domain. It makes for uneasy reading. The Tome states that any who wish to depart must first ‘defeat Zantaz in mortal combat and cast his body into the Pit of Darkflame, from whence he shall be reborn’. Only by proving oneself worthy in combat against Zantaz can one cause ‘the Gate of Dragonflame to release the worthy victor’. The name ‘Zantaz’ is vaguely familiar; you are sure that you have heard it before. As you ponder the remaining text which lists his infamous deeds, you suddenly recall where it was that you heard his name spoken. It was many years ago, while you were still an initiate at the Kai Monastery, and your old tutor, Storm Hawk, was lecturing your class about the Drakkarim: the barbarian race of humanoids whose conquests in Northern Magnamund preceded the rise of the Darklords of Helgedad. Zantaz was the name of the warrior-god whom the Drakkarim worshipped.

Feeling a little unnerved by what you have discovered and remembered, you close the Tome and slip it back into your pack. You sense that the Moonstone is not to be found here in this domain of tunnels, and so you resolve to escape from here as soon as possible. But if you are to do so successfully, it seems you will first have to find and defeat Zantaz, the warrior-god of the Drakkarim.

You get to your feet and continue along the tunnel which leads out of the empty cavern. You follow this passageway for several hundred yards until you arrive at a junction where another tunnel crosses your path from right to left. Cautiously you scan the tunnel in both directions and notice that away to your right, little more than twenty yards distant, is an open archway. Although you can sense no living presence, the angle of view and the darkness of the interior prevent you from determining what lies beyond this archway. To your left, your tracking skills reveal that the tunnel leads eventually to a dead end.

If you wish to investigate what lies beyond the arch, turn to 260.

If you decide to ignore the archway and continue your exploration of the main tunnel, turn to 23.


E dopo la lezione di storia, che si fa :D?

Bortas
10th September 2013, 13:57
Passiamo l'arco frughiamo tutto il dungeon, siamo o non siamo loot solitario 260

Kaluisurrr
10th September 2013, 14:41
260

Sturm
10th September 2013, 18:43
Loot :dumb: 260 a cazzo dritto!

Tibù
10th September 2013, 19:11
260 obv

Jesper
11th September 2013, 12:38
Cerchiamo del loooot!



You approach the archway, and after checking that there are no hidden traps, you enter. Beyond lies a vast unlit hall which is filled with rows of weapons and armour. Racks of swords, spears, axes, and shields stretch into the distance as far as your keen eyes can see. Most are crudely forged and of alien design, yet the sheer number of weapons contained within this hall is enough to take your breath away.

Of the thousands of weapons contained in the racks nearest to the archway, you discover the following that are of adequate quality:
Sword
Spear
Axe
Broadsword
Arrows
Bow

If you wish to take and keep any of the above weapons, remember to make the appropriate changes to your Action Chart. The number of Arrows you can take is limited by the space currently available in your Quiver.

To leave this armoury and continue your exploration of the tunnel, turn to 23.


Il loot nei libri di Joe è peggio di quello di Diablo 3 :saddest:



For countless hours you follow this tunnel as it ascends and descends by ramps and stairways through a bewildering maze of chambers, vaults, and grand halls. On your travels through this vast underworld you witness many awe-inspiring sights: huge subterranean quarries, blazing furnaces, armouries, weapon forges, steel mills, and white-hot lava pits. Armies of grey-skinned humanoid workers labour without rest within this hellish domain to manufacture weapons of war and destruction.

At one vast hall you stop to observe a legion of these creatures tapping the volcanic power which lies at the core of this realm. By a system of chutes and tubes they divert a blazing lava flow to turn gigantic wheels and heat titanic vats of noxious fluids. The workers, although physically similar in size and demeanour to Drakkarim, seem to lack consciousness and remain oblivious to your presence. It is as if they have been turned into unthinking automatons, programmed simply to perform their labour with little regard to their immediate surroundings.

You leave the hall and ascend a staircase which spirals hundreds of feet through solid rock to a titanic concourse. Here your senses detect a living presence and you allow your Kai instincts to lead you in pursuit of it. You enter a tunnel which branches away from the concourse and follow this to a wider passage. The walls of this passage are decorated with spectacular scenes of war and destruction. Thousands of troops fight an endless parade of battles across the landscapes of a hundred different worlds. In each of the scenes the theme and the outcome is identical: the victory of the superior forces of Evil over the inferior armies of Good. This callous celebration of evil military might infuriates you, but you control your anger and use it to sharpen your senses. You detect that somewhere at the end of this passage is where the living presence can be found and, not knowing the nature of what it is that you will find there, you approach with the utmost caution.

The passage ends at a vast chasm where a narrow bridge of rock crosses a yawning void to a gate located on the far side, some 300 yards distant. The gate and its surroundings have been fashioned to resemble the mouth and head of a ferocious dragon, and the bridge of rock is likewise carved to resemble its extended tongue. A shimmering, twinkling, blue-white light gleams from the mouth of the dragon-gate, revealing it to be the exit from this dark domain. Excited by your discovery, you step onto the narrow rock-bridge and make your way across to the far side as swiftly as you dare. On either side of this stone beam the chasm falls away into a seemingly bottomless pit. You try not to look down for the sight makes your stomach churn uncontrollably.



You are nearing the centre of the bridge when suddenly a dark and terrifying apparition manifests itself before the dragon-gate. This awesome sight brings you skidding to a halt.

Turn to 200.




Before the dragon-gate stands an armoured colossus. Clad from horned helm to booted foot in glowing black plate armour, this mighty warrior stands a full arm’s length taller than yourself and radiates an evil so intense that you feel your skin crawling with fear and revulsion. In his right hand he wields a broadsword carved with runes of power, and in his left a dagger that bleeds scarlet venom. He raises the sword and spears of blue lightning arc from the surrounding chasm wall to earth themselves upon the hilt of his unholy blade. You launch a psychic probe to test the mental defences of this god-like warrior and you are shocked when you fail to locate his Mindforce. You sense that this being is a living entity, and that he is the source of the power that has drawn you to this chasm, yet it is as if his mind has been erased. He has the psyche of an automaton: cold, brutal, and utterly unhuman. His mental state presents a formidable defence against your powerful psychic abilities, rendering them near-useless. Yet where your psychic skills may fail, your agility and your mastery of conventional combat may prove especially effective against this hulking foe.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/ill12.png
Illustration XII—The colossus has the psyche of an automaton: cold, brutal, and utterly inhuman.


If you possess a Bow and wish to use it, turn to 336.

If you do not possess a Bow or choose not to use it, turn to 26.


Un guerriero del caos! Notare il sospensorio :nod:

Che facciamo :D?

Bortas
11th September 2013, 12:48
Arcodiddioooooo

Kaluisurrr
11th September 2013, 14:09
arco.

Whiskeyjack
11th September 2013, 14:24
Arcamadosca!

Sturm
11th September 2013, 16:02
Arcodiddioooooh!

http://24.media.tumblr.com/tumblr_m91oc68jU41qgdz4ro8_500.gif

Jesper
11th September 2013, 19:44
ARCHIAMO!



In the blink of an eye you unshoulder your Bow and draw an Arrow ready to fire. The warrior does not flinch in the face of your swift threat and you soon understand why this is so. As you cast your eyes over his body in search of a target, you are unable to detect any chink in the thick plate armour that encases him. Cursing your mysterious foe, you release your Arrow and send it whistling towards his throat, at a point where the scales of his chest armour meet the lower edge of his great helm. The steel-tipped missile fails to penetrate; it shatters harmlessly on impact and the pieces tumble away into the chasm (erase this Arrow from your Action Chart).

Having now tested his armour, you are in no rush to close for combat with this enemy. If at all possible you would still prefer to use your skills to defeat him at a distance.

If you possess Grand Nexus and have attained the Kai rank of Grand Crown or higher, turn to 98.

If you possess Magi-magic and wish to use it, turn to 294.

If you possess Kai-alchemy and wish to use it, turn to 135.

If you do not possess these skills, or if you have yet to attain the required level of Kai Mastery, turn to 224.


Maledetti nerf!

:saddest:

Ciò detto: abbiamo tutto :D Cosa vogliamo usare?

Kaluisurrr
11th September 2013, 19:48
magi magic, famogli scoppiare l'armor cazzo!

Sturm
11th September 2013, 20:26
Ma si va usiamo magi magic almeno gli diamo un'occasione di essere utile :nod:

Bortas
12th September 2013, 01:23
Per me sarabbe meglio Alchemy, btw va anche bene magic...

Jesper
12th September 2013, 13:33
PORCODIOBAMBINI il forum mi ha cancellato il post -.-

Comunque sia...usavamo

GLOAR!



You give voice to the Old Kingdom power-word Gloar! and project its concussive energy at the towering warrior. He shudders momentarily as the invisible force of your spell-word collides with his chest, but the shock is insufficient to topple him from this narrow beam of rock and he quickly recovers.

The warrior retaliates by raising his black sword and releasing a crackling surge of electrical energy from its tip. It passes over your head and earths itself to the end of the stone beam, at the place where it joins the chasm wall. You feel a jolt beneath your feet as the beam cracks and breaks away from the wall and, to your amazement, you watch as this solid spar of rock curls up and slowly rolls in towards you, like a snake’s tongue returning to its mouth.

The coiled beam retracts towards the mouth of the dragon-gate, forcing you nearer and nearer to the fearsome black warrior. As he watches your reluctant approach he swings his mighty sword above his head, slicing and stabbing at the air with it in eager anticipation of the coming fight. When you are pushed to within ten yards of the gate itself, you reach for your own weapon and brace yourself for a fight that seems unavoidable.

If you possess the Sommerswerd or Skarn-Ska, turn to 254.

If you possess neither of these Special Items, turn to 147.


Gloar non è stato molto efficace :( E abbiamo la Sommerswerd!



You unsheathe your magical sword and a halo of light engulfs its razor-sharp blade, illuminating the surrounding gloom of the chasm. The towering warrior roars with anger as the light from your sword washes over him; it is as if its goodly glow is causing him great pain. He bellows a phrase in the Dark Tongue and suddenly his broadsword is sheathed with a black fire that crackles and spits venomously. Then the cruel dagger clenched in his left hand begins to glow red. When its poisoned tip becomes white hot it emits a trail of noxious steam.

With a maniacal yell the warrior raises both of his weapons and strides forward, stabbing and slicing wildly as he advances upon you. The first blow from his sword hits your blade with such power that you are thrown back as far as the coiling tongue of rock will allow. You recover quickly then launch yourself forward in a swift and desperate attempt to seize the combat advantage.

Zantaz: COMBAT SKILL 52 ENDURANCE 52

This warrior is immune to all forms of psychic attack. Remember to add the appropriate bonus to your COMBAT SKILL whilst using your magical sword for the duration of this combat.

If you win this fight, turn to 186.


O___________________________________o

Non rifaccio il combat <.< Comunque sia abbiamo avuto dei tiri piuttosto buoni e, nonostante la CR di -5, abbiamo vinto rimanendo con 15EP!



Your killing blow sends the warrior tumbling from the stone beam to plummet headlong into the yawning black chasm. A ring of fire bursts around him as he falls, illuminating the distant base of this vast pit which is filled with a sea of black flame. You observe his fall with a sense of grim satisfaction until you suddenly become aware that you are still in mortal danger. The tongue of rock is continuing to roll steadily towards the dragon-gate, and unless you hurry to enter this glowing portal you risk being crushed to death in its stony coils.

If your current ENDURANCE score is 4 or less, turn to 276.

If your score is 5 or more, turn to 303.


Abbiamo più di 4 EP!



You rush towards the glowing portal and leap through it just as the retracting coil of rock reaches the mouth of the dragon-gate. You hear a crash of stone echoing in the far distance as you fall headlong through a corridor of swirling flame. Your Platinum Amulet protects you from this fierce conflagration, and it also feeds you with a steady warming stream of energy which radiates from the centre of your body outwards to soothe your aching limbs.

Pick a number from the Random Number Table (0 = 10). Now double the number you have picked. This total equals the number of ENDURANCE points you may restore as a result of the healing effects of the Platinum Amulet. (Remember: your ENDURANCE score cannot exceed the total with which you began this adventure.)

After a short time the swirling corridor of flame gradually darkens and you feel the speed of your fall begin to decrease. Then, in a breathtaking instant, your feet slam into hot, cindery ground and you crash forwards to land in a tangled heap.

If you have ever visited the Palmyrion town of Scade in a previous Lone Wolf adventure, turn to 125.

If you have never visited this town, turn to 215.


Anche qui non rerollo...abbiamo fatto 7! Quindi ci siamo curati 14 EP :D E siamo gia stati a Palmyrion...



You drag yourself to your feet and look with mounting dread at the nightmarish landscape into which you have fallen. A blazing vista meets your gaze, a burning dead world of volcanic magma, boiling lava pools, and shifting islets of cinder and ash. The smoky orange sky is lit frequently by geysers of yellow flame which shoot forth from vents in the uncertain ground, and a hellish temperature conspires with a toxic atmosphere to overwhelm your senses.

Your initial feelings of dread suddenly deepen when memories of this dark domain come flooding back to haunt your consciousness. You have been here once before, four years previously, when your brave actions in defence of the Kai Monastery resulted in a mortal combat upon this evil domain, against Vaxagore, the leader of Naar’s dragon army. You had wished then never to return to this terrible place, but fate—it seems—has decreed otherwise.

You are aware that your Platinum Amulet is affording you protection from the searing heat and poisons of this realm. However, your Kai senses tell you that a fire-storm is brewing in the skies above and you fear that the powers of the amulet will not be sufficient to save you when this storm breaks. Anxiously you scan the bleak horizon in search of anything that may provide shelter from the coming storm. The only feature which promises to provide cover is the cone of a seemingly dormant volcano several miles away on the distant horizon.

If you possess Kai-alchemy and have attained the Kai rank of Grand Crown or higher, turn to 245.

If you possess Telegnosis and have attained the Kai rank of Sun Lord or higher, turn to 165.

If you possess Grand Huntmastery and have attained the rank of Kai Grand Guardian or higher, turn to 230.

If you do not possess any of these skills, or if you have yet to attain the required level of Kai Mastery, turn to 144.


Ok, se il forum non si mangia anche questo post...che si fa :D? Ditemi anche se volete che drinki una o più pozioni!


************************************************** ***********************
Lupo Solitario, Sun Prince

CS: 47 (+8 Sommerswerd, +2 Silver Helm, +5 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +7 Levelup)
--> 51 (con +4 Mindblast)
--> 55 (con +8 Kai-Surge)
+3 CS se combattiamo disarmati

EP: 32/52 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +14 Levelup)

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

Weapons (2): Dagger, Broadsword

Backpack (8): Rope, Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP), Matho's Potion, Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP), Laumpspur (Cura 4 EP),

Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), Jadin Amulet (+1 ai Roll per evitare proiettili normali), Black Amulet, Silver Seal, Sun-crystal, Gold Cup, Kunae Ring (20)
[Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith, Wolfskin Cloack, Platinum Amulet, Tome of Darkness

Money (50): 31 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
12th September 2013, 14:30
Beviamoci una pozza giusto per riprendere 4 utilissimi pf non si sa mai si risparmia l'IP.

Poi 245 perchè siamo maghi fighissimi...

Kaluisurrr
12th September 2013, 14:48
grand huntmastery

Tibù
12th September 2013, 18:33
alchemy

Sturm
14th September 2013, 00:26
Alchemy abbestia!

Jesper
14th September 2013, 17:41
Beviamo una pozza di vigorilla e poi Alchimia portami via!



You speak the words of the Brotherhood Spell Teleport and focus your eyes upon the distant volcano. At once you feel yourself rising up from the uncertain soil, and then you soar like an eagle through the acrid burning air towards the distant crater.

The use of this Brotherhood Spell costs you 2 ENDURANCE points, yet it saves you from a difficult and perilous trek across dangerous terrain.

To continue, turn to 86.


Secondo me i danni li prendiamo perchè LW pensa di viaggiare volando invece di teletrasportarsi, e di conseguenza va a sbattere nella roba :nod:



Upon reaching the crater you are relieved to discover that its steep sides are covered with hardened lava, dusted with loose volcanic ash. You climb towards the rim, pausing halfway to take cover from the searing hot winds in the lee of a jagged boulder. While you are sheltering here, you take the opportunity to consult the Tome of Darkness given to you by Lord Rimoah. Its metallic pages appear as blank as when you first looked through them, but then you discover a page that is now very different. Bold black text stands out from a page that glimmers like mirrored steel. Using your Magnakai Discipline of Pathsmanship, you are able to decipher much of the arcane script which fills this page.



The text tells of a creature called Huan’zhor the Dragonlord and of his Throne of Power which is located within ‘a nest of fire atop the Tree of the Wyrm’. It lists the many acts of evil perpetrated by Huan’zhor during his long existence, for which he has been generously rewarded by Naar; the Dark God has granted him this fiery domain within the Plane of Darkness. It continues at length to describe the creatures that are enslaved to him, which include the Lavas, the Zarthyn, and the Chugotha. But most interestingly it reveals his secret name ‘Zheva’ which can be used to bind him and tells of a magical item, the Scarab of the Wingless Dragon, which can be found in the ‘nest of fire’ and which can be used to effect an escape from his realm.

You close the Tome and slip it back into your pack. From your makeshift shelter you command a view over the surrounding landscape in which there is nothing that remotely resembles a nest or a tree. All you are able to discern with any clarity is the blazing fire-storm which is now sweeping across this charred land. Fearful of what could befall you when the fire-storm reaches this exposed flank of the crater, you continue your climb and seek cover within the crater itself.

If you have ever visited the city of Tahou in a previous Lone Wolf adventure, turn to 194.

If you have never visited this city, turn to 339.


Lone Wolf contro il viale dei ricordi <.<



Upon reaching the lip of the crater you discover that the lining of the cone is surprisingly smooth. You look down to the vent at its centre and your suspicions are further aroused when you note that it is perfectly symmetrical. No natural volcanic forces could have created this precisely circular hole and it prompts you to slide into the cone to take a closer look. When you reach the vent you discover it consists of a circular platform of carved stone blocks with a well-like opening at its middle. It immediately reminds you of the Tahou Cauldron, a well in the centre of the city of Tahou which gives access to the ancient subterranean city of Zaaryx located a mile below its streets. However, unlike the open vent of the Tahou Cauldron, this hole is filled with a shimmering blue light.

Turn to 331.


Almeno sono dei posti sballosi <.<



Your Sixth Sense detects that the force of gravity is greatly reduced within the confines of this shimmering pool. As you stare into its mesmerizing blue light, you suddenly realize that it is a means of transportation; it is the apex of a magical elevator that could enable you to descend into the vent at a steady, controlled speed.

Suddenly, a huge sheet of flame sweeps low across the sky. The crater offers you little protection and its searing furnace heat smothers you, forcing you to your knees. Gasping for breath, you glance up and see that the fire-storm is fast approaching—you now have no more than a few minutes left before it engulfs the crater. Your fears of what may lie at the bottom of the shimmering pool are now matched by your terror of being caught up in the approaching conflagration.

If you possess a Blue Diamond, turn to 157.

If you do not possess this Special Item, turn to 106.


La mancanza di ricchezze ci indebolisce!



Your fear of being engulfed by the approaching fire-storm prompts you to take immediate and decisive action. You leap into the well and a painful jolt runs the entire length of your body as you are consumed by the shimmering light. It feels as if you have just jumped into a pool of ice-cold electricity: lose 4 ENDURANCE points.

The initial shock quickly passes and you surrender yourself to a long descent through a column of glimmering azure light. You feel your Platinum Amulet glowing warmly at your throat and you sense that it is protecting you from the rigours of this journey into the unknown.

Looking down through the curtain of blue light, you can see the roofs of ziggurats and towers rising up to meet you. Gradually you slow to a halt and find yourself standing upon a circular dais of basalt rock atop a large, flat-roofed building. Several yards away to your left you see a squat tower, and to your right, standing at a parapet, you see a horny-skinned creature with wings that glimmer like folded sheets of gold leaf. Your pulse races when you recognize this creature to be a Lavas, one of Naar’s deadly minions. The Lavas is peering idly at the view beyond the parapet and is unaware of your arrival, yet you are reluctant to leave the shimmering beam for fear that it may see you and raise an alarm.

If you possess Assimilance and have attained the rank of Kai Grand Guardian or higher, turn to 72.

If you possess Assimilance or Grand Huntmastery, turn to 174.

If you do not possess these skills, or if you have yet to attain the required level of Kai Mastery, turn to 140.


Fuck!

Almeno Assimilance è l'ultima abilità che abbiamo preso :D



Using your Grand Mastery, you conjure a thick mist to surround the basalt dais on which you stand. The sudden appearance of the fog startles the Lavas and nervously it backs away along the parapet. It is armed with a barbed trident with which it stabs the air as it retreats, as if to warn off any would-be attacker. You watch the Lavas moving away and then, under cover of the mist, you sprint from the dais towards an open archway at the base of the tower. A spiral stone stairway leads down to a landing, one level below, and as you reach this floor you see something that brings you skidding to a halt.

Turn to 270.


Ninja style!



Through a square hole in the wall of the tower, you catch your first clear view of this subterranean domain which lies deep beneath the crater. Nestling within a colossal cavern of crimson lava-rock, you look out across an alien city that is split in two by a steep-sided chasm. Lavas swoop back and forth across this divide while their wingless comrades traverse it by means of a narrow bridge constructed from blocks of blue-grey basalt. As you stare at the stubby towers and flat-roofed dwellings clustered on either side, your heart suddenly skips a beat. Perched upon a vast mound of shiny black cubes on the far side of the chasm you see a temple. Carvings of dragons embellish its angular surfaces, engraved in such a fashion that their scaly bodies lie recumbent around the base of the edifice whilst their tails writhe towards its highest level. Here they become entwined to form a twisted stem. Atop this stem, like branches fanning out above the trunk of a petrified tree, you see an inverted cupola of bright orange flames: a nest of fire. Your senses confirm that you have found the lair of Huan’zhor the Dragonlord, as revealed in the Tome of Darkness. This is the nest of fire which lies upon the Tree of the Wyrm, and it is here that you will find the scarab that will allow you to leave Huan’zhor’s hellish domain. Quietly you resolve to reach the distant temple and achieve this aim.



You magnify your vision and your hopes rise when you see that both the fiery nest and the temple appear to be uninhabited. However, your enthusiasm is soon tempered when you consider how you can reach the far side undetected. For several minutes you observe the Lavas flying over the chasm and the traffic of wingless reptilians who cross via the bridge. The construction of new dwellings is taking place on the far side and the Lavas are busy overseeing the transportation of building blocks from a quarry situated close to the tower in which you are standing. Under the direction of the Lavas, a steady convoy of winged dragons transports these quarried blocks across the chasm in great nets which are slung beneath their bellies. As you watch this activity, you formulate two ways of reaching the far side. You could attempt to cross the bridge during a lull in the traffic, or you could try to stow away in one of the nets being ferried across by the lumbering dragons.

If you wish to attempt to cross the chasm via the bridge, turn to 259.

If you decide to try to stow away in one of the dragon’s nets, turn to 179.


Che si fa :D?

Kaluisurrr
14th September 2013, 18:23
dentro alle reti da vero ninja

Sturm
15th September 2013, 16:44
Dentro la rete come un bel pesciolino :nod: rinominiamoci Lone Fish! :nod:

Jesper
16th September 2013, 10:01
179!



179

You descend the spiral stairs to the base of the tower and make your way quickly through the narrow alleys of this subterranean settlement. Your Kai camouflage skills keep you hidden from the Lavas and dragons that soar overhead, and you are able to reach the edge of the quarry unnoticed. Here you observe teams of reptilians chiselling freshly quarried stone into perfect cubes. Other teams load these heavy blocks into nets, fourteen to each, and then fix them by hooks and harness to the dragons who transport them across to the far side of the chasm.


Stealthily you make your approach to an area where full nets are awaiting transport. Using your Magnakai Discipline of Nexus, you open a sealed net and hide yourself inside among the blocks of stone before closing up the seal behind you. Minutes later you hear the beat of large wings and the frenzied chattering of the reptilian work crews as they struggle to affix the net to a dragon’s harness. Then the wings beat faster and you feel yourself swinging free from the ground. Slowly the great dragon hauls its heavy cargo into the air. As it begins to level out, you peer down through a gap in the blocks to see the chasm looming nearer. Then you see a river of scarlet lava flowing along the base of this great divide, more than a mile deep. The dragon is approaching the far side when suddenly it dips its huge head and looks down at the cargo hanging below its belly. An icicle of fear stabs your heart when you see its ghoulish eye staring directly at the place where you are hiding.

If you possess Animal Mastery and wish to use it, turn to 149.

If you possess Kai-surge and wish to use it, turn to 62.

If you possess Kai-screen and wish to use it, turn to 205.

If you do not possess these skills, or if you choose not to use them, turn to 42.


Che si fa :D?

Bortas
16th September 2013, 10:33
Menare il drago sarebbe bellissimo, ma ammansirlo (inutilmente) con animal mastery sarebbe tanta roba... (149 per me)
http://elisabettamanfucci.blog.tiscali.it/files/2004/02/113980e3465.jpg

Sturm
16th September 2013, 10:47
Charmiamo il drago e usiamo come pet :nod: 149

Jesper
16th September 2013, 12:10
Qui micio micio!



You sense that the beast has detected your presence among its cargo, and you know that you must act swiftly if you are to prevent it from screeching a warning to the Lavas flying close by. Defiantly you return the dragon’s stare and use your Kai skill to command the creature to forget that it has seen you.

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

If your total score is now 3 or lower, turn to 284.

If it is 4 or higher, turn to 31.

Roll...5!




To your relief you sense that the dragon is no longer convinced that it is carrying a stowaway. It raises its head and continues its flight towards the construction area which lies close to the main temple. Upon reaching this busy area it hovers above an expanse of levelled ground which is covered with dozens of cargo nets full of blocks awaiting collection by the building teams. A crew of four reptilians guides your net gently to the ground and then swiftly unhooks it from the dragon’s harness using long poles.

From the safety of your hiding place you watch as the dragon flies away to collect another cargo. As soon as the reptilians move on to attend to the next delivery of blocks, you leave the net and make your way as quickly as you can towards the main temple.

Turn to 220.

Questo non è il Lupo che stai cercando :nod:




The piles of building materials and the partially-finished dwellings which surround the base of the main temple make it easy for you to approach this edifice without being seen. Your Kai senses confirm that this grand construction is the lair of Huan’zhor, the master of this fiery domain, and they also confirm that the evil Dragonlord is not in residence. You skirt around the base of the temple until you locate an entrance which is guarded by two armoured reptilians. Using your Magnakai skills you lure these guards away from their posts just long enough for you to gain entry. Once inside, you discover that at ground level the temple comprises just one large chamber which is supported by a single central pillar that runs through the middle of the building. A circular stair winds around the outside of this pillar, giving access to the levels above. Cautiously you ascend the stairs and pass through four levels, all empty. The higher you climb, the hotter it becomes until, when you reach the uppermost tier of the temple, only your Platinum Amulet saves you from being roasted alive. In the roof of this narrow circular chamber you discover an open trapdoor through which you can see a mass of flickering orange flames. You sense that it is the base of the nest of fire, the location, as told in the Tome of Darkness, of the Scarab of the Wingless Dragon, the artefact that can secure your escape from this domain. With bated breath you climb the scorched steps which lead to the open trapdoor in the base of the nest of fire, but as you draw closer, your Sixth Sense warns you that the opening is not all it seems. It is protected by an invisible shield of magical energy.

If you possess a Blue Diamond, turn to 295.

If you do not possess this Special Item, turn to 239.

Oooops




A closer look at the raised stonework surrounding the trapdoor reveals an unbroken line of engravings that flow around a number of square indentations in the scorched basalt. You focus on these and your Kai senses reveal them to be part of a combination lock which activates the spell that protects this hatch. If you press the correct number of hollows in the correct order, you will cause the shielding spell to vanish.

Carefully you study the engravings and decipher a series of clues within their shapes which help you to deduce the correct number of hollows, and the order in which they must be pressed. This secret sequence is equal to exactly half the value of the runic number inscribed on the inner band of the Künae Ring.

If you think you know what this secret number is, turn now to the entry that is the same as your answer.

If you do not know the answer, turn to 172.


Joe ha esaurito il grande libro degli enigmi (3-5 anni) :nod:

Un veloce sguardo al nostro inventario ci dice che...



The instant you tap the tenth square, amber sparks flare and crackle into life to encircle the opening like the trail of a slow-burning fuse.5 You sense that the magical shield which protects this hatch is rapidly disappearing. When you can no longer detect any residue of magical energies, you pull yourself through the trapdoor and climb into the nest of fire.

Turn to 250.




With trepidation you cast your eyes around the walls of this fiery nest to see a great shaking panoply of gold, orange, and crimson flames. They shoot fifteen paces into the air and, despite your protections, they scorch you with their terrible heat. The floor of the nest is paved with glowing black metal and is heaped with scores of wondrous artefacts that comprise Huan’zhor’s secret treasure hoard. Gems, jewellery, statuettes, armour, and weapons of fiendish design and purpose are piled knee-high all around you. Close by the trapdoor you notice a pool of shimmering blue light that you immediately recognize to be the apex of a transporter beam, similar to that which brought you here from the crater. By its location you judge that it must pass through the central column which supports the nest and the temple below. At first you assume it gives access to the underground levels of the temple, but when you stare into its mesmerizing light your Sixth Sense reveals otherwise. This transporter beam leads to another realm within the Plane of Darkness.

Mindful of your purpose here, hurriedly you search the treasure hoard for the Scarab that will enable you to escape safely from this hellish domain. As you are sifting through the hundreds of artefacts, you suddenly hear a distant screech that is distinctively different from the coarse cawing of the passing Lavas. Through the flickering wall of flames you glimpse the outline of a gigantic dragon as it emerges from a vent in the roof on the far side of the chasm. Immediately, a deathly silence fills the great cavern as the Lavas and reptilians cease their activities and bow in deference to their master. Your pulse races when you see this monstrous creature come gliding across the chasm towards the temple for you know that he is Huan’zhor the Dragonlord, the ruler of this realm of fire, and he is fast returning to his nest.

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

If your total score is 4 or less, turn to 77.

If it is 5 or more, turn to 327.

Roll...7!




The sight of Huan’zhor fast approaching galvanizes you into action. You abandon your physical search for the Scarab of the Wingless Dragon, and instead you close your eyes and focus your psychic Kai skills in an attempt to detect its presence. The tactic seems to work for the image of the scarab crystallizes in your mind’s eye, but when you open your eyes you are disappointed to discover that you are staring at a seemingly plain orb of gold. Through the wall of flames you can see Huan’zhor flaring his mighty wings; he is slowing his approach to the temple in preparation to land upon his nest of fire. In desperation, you stoop to retrieve the orb from among the other treasures and, as your fingers touch its golden surface, it breaks open to reveal the scarab within. Moments later the shadow of Huan’zhor darkens the nest—he is now seconds away from landing.

If you wish to keep the scarab and leap into the transporter beam, turn to 155.

If you wish to pocket the scarab and find a place in the nest where you can hide from the approaching Dragonlord, turn to 64.


Che si fa :D?

Bortas
16th September 2013, 12:26
Teletrasporto signor Sulu! 155

Sturm
16th September 2013, 14:03
Mmmm lo stand and fight mi suona un po' troppo periglioso al momento,quindi :

http://24.media.tumblr.com/0ba004a4b2087d860c79f7e6b2b1efab/tumblr_miylsphZwk1s6d3x4o1_500.gif

Kaluisurrr
16th September 2013, 14:14
teletrasporto GO

Jesper
16th September 2013, 15:05
Goooooo!



The moment you enter the beam, you feel yourself descending through the centre of the temple in a cocoon of shimmering blue light. Gradually the heat of the nest of fire gives way to a pleasant coolness, but as you continue your descent deeper and deeper into the unknown, this equable temperature slowly transforms into an unbearable icy chill. Never before have you experienced the terrible coldness that engulfs you now. Fortunately, the magical properties of the Scarab of the Wingless Dragon protect and keep you from freezing to death. (Record this Scarab on your Action Chart as a Special Item which you keep in your pocket.)

As the temperature slowly begins to rise, you are able to examine the Scarab that you took from Huan’zhor’s nest, and at once you notice two runic numerals on the back of the wingless dragon, engraved on its surface. (The numerals comprise the number 31. Make a note of this number in the margin of your Action Chart for future reference.) Having satisfied your curiosity, you place the Scarab into the pocket of your tunic and wait patiently for the beam to complete its seemingly endless descent.

Eventually the shimmering light fades and you feel solid ground materialize beneath your feet once more. Stretching before you now lies a gigantic cavern. Its walls of cracked and stained obsidian rise to a high-arched roof where twelve stalactites of glowing lime-green stone form a circle. On the floor directly below this circle are the shattered remains of a crystal dais, its broken fragments glimmering in the cavern’s eerie, icy gloom.

If you have ever visited the city of Helgor in a previous Lone Wolf adventure, turn to 84.

If you have never visited this place, turn to 124.


Ci siamo stati ovviamente :D



This gloomy cavern looks chillingly familiar, and when suddenly you recognize its derelict features a sense of fear and loathing pervades your mind. It was here you first encountered the Demoness Shamath with her army of attendants and dread automatons. You shudder when you recall how you seized the evil Deathstaff from this place, escaped from here by way of a Shadow Gate, and later thwarted Shamath’s attempt to resurrect Darklord Vashna from the depths of the Maakengorge. The chamber’s cracked and crumbling walls seem to reaffirm your past victory over the Demoness for you can detect no trace of the Shadow Gate nor of the supernatural creatures who previously dwelt in this once-splendid chamber. Cautiously you step out of the transporter beam and enter the cavern. The shattered remnants of the crystal dais crunch underfoot as you make your way across the floor towards a tunnel which gradually descends for more than a mile before reaching a circular cavern. The mouths of several smaller tunnels meet at this chamber, and all of these entrances are dark, save for one which radiates an icy blue luminescence. Before approaching any closer, you retrieve the Tome of Darkness from your Backpack and consult its pages.

The page that revealed to you information about the realm of Huan’zhor is now featureless, but the one which follows it has transformed; it has taken on the appearance of a thin sheet of ice. Sandwiched within its transparent layers are lines of blood-red writing interposed with intricate diagrams and astrological charts. Relying once more upon your Magnakai Discipline of Pathsmanship, you are able to decipher much of this sorcerous text. The writings confirm some of what you already know, and they also provide you with fresh information that may aid your quest. You have entered the realm of the Demoness Shamath, the Mistress of the Gates of Darkness. The Tome does not tell of her defeat by your hand, but you assume that this is because it was written long before your recent victory over her and her minions. Speaking as if she were still in control here, it says that she rules this domain from her Throne of Power which stands beside the Pool of Sorrows. You pass over the long list of unspeakably cruel deeds which earned her the right to rule this icy realm, and the revelation of her secret name ‘Gnekasha’ until you discover that which interests you most: details of how to escape from this realm. You swallow hard when you read that all those who would seek to leave the realm of Shamath must first ‘spill their own blood in the Pool of Sorrows’.

You close the Tome and stow it away into your Backpack, and then stealthily you approach the tunnel entrance which is radiating a pale azure light. When you halt upon its threshold and peer through its embellished archway, you witness a scene which both shocks and confounds you.

Turn to 275.





Beyond the archway you see a vaulted cavern ringed by pillars of ice. A huge marble throne and a table of carved marble stand before two massive black gates which gleam like polished jet. Located behind the throne, and within an arm’s length of the grand gates, you glimpse a well-like pool set flush into the frosted cavern floor. The surface of this well is seething and swirling, as if its black waters were about to bubble and boil over.

The sight of this wondrous cavern is a stunning spectacle, yet it pales in comparison to the visage of the creature which is occupying the massive marble throne.

If you have ever visited Lake Vorndarol in a previous Lone Wolf adventure, turn to 302.

If you have never visited this place, turn to 183.

Non ci siamo fatti mancare niente!




In unison, the robed figures levitate several paces from the floor so that they are able to rest the pillow and phial upon the surface of the great marble table. Then silently they lower themselves back to the ground where they wait patiently for the Demoness to stir from her slumber. After several minutes she raises her head and you are shocked to see that her womanly face is hideously scarred and disfigured.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/ill15.png
Illustration XV—You are shocked to see the Demoness’s hideously scarred and disfigured face.


‘Ah, my lieutenants,’ she says, yawning and stretching her arms wide, ‘I see your work is complete. By Naar, I hunger for revenge upon Avarvae! I trust your elixir will make her pay for the torment she has wrought me.’

‘All is ready, supreme mistress,’ reply the robed ones, sycophantically. Clearly their answer pleases the Demoness. Her ruined face twists into the semblance of a smile as she picks up the phial and examines it closely. The glass bottle looks especially fragile and tiny as she holds it between her gigantic index finger and thumb.

‘Excellent!’ she murmurs. ‘Soon she shall pay for what she did to me.’

The Demoness Shamath rises from her throne and turns towards the seething pool of black fluid which is set into the floor close by. The shimmering waters grow calm and you see her scarred reflection in the pool. Then the fluids seethe afresh and her image swirls and changes. When it reforms you see, to your horror, that the reflection is no longer that of the Demoness. The face staring back from the surface of the pool is yours!

‘Ayeeeeeee!’ howls Shamath. ‘It is Lone Wolf! The Kai Lord is here!’

If you have ever encountered Demoness Shamath in a previous Lone Wolf adventure, turn to 22.

If you have never encountered this being before, turn to 227.

SI Joe SI!




The unexpected sight of your face in the pool fills Shamath with a blind rage. In her fury, she expels a mass of psychic energy from which, using your Magnakai Discipline of Divination, you are able to extract scores of vivid images. They are Shamath’s memories of what befell her after she failed to resurrect Darklord Vashna from the depths of the Maakengorge.

From the collage of images you deduce that your destruction of the Shadow Gate at Maakengorge forced Shamath to return to the Plane of Darkness. As punishment for her failure to complete her mission, Naar imprisoned her and commanded Shamath’s hated rival—Avarvae the Tormentress—to ruin her evil beauty. Satisfied that the Demoness had paid for her failure, Naar allowed her to return to her realm where, ever since, she has been goaded and tormented by her malicious rival.

The appearance of your face in the pool has brought back these haunting memories. It has also alerted Shamath to your presence in her Throne Room. As her rage subsides, you sense that she is communicating telepathically with her two lieutenants. Suddenly, all three turn to stare at the pillar behind which you are hiding, and your Sixth Sense tells you that they are preparing to launch a combined psychic attack.

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

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 335.

Siamo super mentali!




Before the Demoness and her Lieutenants of Night can focus their attack, you use your improved Kai Discipline to launch a hasty psychic assault on all three beings simultaneously. Your rapid bolts of psychic power penetrate their defences and short-circuit their minds with devastating effect. The Lieutenants of Night fall screaming to the floor where they writhe in agony like wounded snakes. The Demoness reels and totters backwards, slumps down heavily upon her throne, and then grips her disfigured head with both hands as she struggles in vain to regain control of her mind.

Seizing your advantage, you unsheathe your weapon and rush forward. With two swift and deadly blows you dispatch the lieutenants in passing and then rush towards Shamath’s gigantic throne. Through the red haze of the agony that fills her head, the Demoness sees you approaching. Immediately she slams her right hand down upon the arm of her throne, to where a glowing opal is set into the stone.

‘Gnekasha!’ you scream, giving voice to her secret name, and she freezes as still as a stone statue. But not before her clenched fist has struck the glowing gem.

Suddenly you hear a terrible sound: it is the screams and cries of Shamath’s vengeful legions. With dread you glance over your shoulder and look to the source of the cacophony: the chamber of tunnels beyond the archway of the Throne Room. What you see there sends an icy cold shiver of fear coursing down your spine.

Turn to 201.

Bagascia!


Pouring from the mouth of every tunnel that converges upon the antechamber outside Shamath’s Throne Room is a howling host of robed and skeletal creatures. The skeletal beings are armed with short swords and they march slowly with stiff machine-like movements, whilst the robed creatures shriek, howl, and move like demons. They streak ahead of their lumbering skeletal comrades and, as they burst into the Throne Room, you see that they are armed with gleaming silver crossbows. Fearful of being struck by a bolt fired from one of these formidable weapons, you dash to take cover behind Shamath’s great marble table.

If you possess Telegnosis, turn to 104.

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


Siamo anche telegnosti!




As you draw level with the great table, your eye is caught by the phial of potion lying upon its pillow of purple silk. Your Discipline of Telegnosis reveals to you that this golden fluid, whilst deadly and corrosive to creatures of Evil, has many properties that are beneficial to creatures of Good. Such a potion could prove useful for healing wounds or restoring lost energy.

If you wish to attempt to retrieve this potion from atop the giant table, turn to 286.

If you choose to ignore the potion, you may take cover behind the table by turning to 3.

Aggiornare dal tablet è un parto lol :D Che si fa?

Bortas
16th September 2013, 15:22
Beviamo lo sperma dorato divino, che fa bene al mal di gola (tanto è un trappolone ma Lupo si sà è curiosità allo stato puro)...

Tibù
16th September 2013, 18:04
286 :lazar:

Jesper
17th September 2013, 08:55
Prendiamo il Powerthirst!



You take a running leap at the table and grab the phial from the pillow. Then, as your feet return to the ground, you stagger forwards and throw yourself behind Shamath’s great Throne of Power. Crouching here with fear running cold in your veins, you listen to the hiss of the first crossbow bolts and the screams of the approaching horde. Then you notice the waters of the strange pool which lies no more than a dozen yards away from the throne. Beyond this pool you see the pair of huge black gates which dominates the far wall of the chamber and suddenly you recall the text which appeared in the Tome of Darkness. This is the Pool of Sorrows, and beyond it lie the Gates of Darkness, an exit from this cruel domain. Your feelings of excitement at having discovered a way to escape the approaching horde are tempered when you further recall that you must spill your own blood into the pool if you are to leave this realm successfully.

With little hesitation, you stab a finger against the point of your belt buckle and draw a few droplets of blood. Then you spring to your feet and rush towards the pool. As you come to within a few yards, you flick your finger and a stunning transformation takes place the instant your blood hits the pool’s swirling surface.

(On your Action Chart you may record the phial you have taken as Shamath’s Potion. It is a Backpack Item.)

To continue, turn to 300.


phat loot!




As your blood mingles with the fluids of the pool, the great shiny gates that fill the far wall of this chamber suddenly vanish to reveal an awesome vista. Beyond where these gates once stood now lies an expanse of deep space, an infinite darkness, a void speckled with distant stars and the wispy trails of passing comets. The thought of stepping into the vast perspective of this void fills you with fear, but you choke back your doubts and anxieties for you know that it is the only certain way that you can escape from Shamath’s domain.

With a prayer to Kai and Ishir on your lips you sprint towards the void, but you are forced to dodge and weave as you run in order to avoid being hit by the hail of missiles that come whistling towards your back.

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

If your total score is now 4 or less, turn to 233.

If it is 5–7, turn to 110.

If it is 8 or higher, turn to 322.

Abbiamo +6!

Roll...3!




Successfully your Kai speed and agility keep you safe from the hissing crossbow bolts. When you come to within a few yards of the open gates, you leap into the air and sail feet-first into the darkness of the void.

To continue, turn to 60.

Ninjadiddio!




As you pass into the void, a sensation of unimaginable speed assaults your senses. You fly through the stellar darkness and a universe unfolds before you, like a million gems strewn upon an endless sea of black velvet. Your physical body is sheathed within a casing of pale white light, and you sense that it is a protective shell generated by your Platinum Amulet to protect you from the icy chill and airlessness of this astral starscape.

You surrender yourself to the invisible currents that ebb and flow through the void and, as you glide across this immeasurable no-space, once more you consult the Tome of Darkness. The transparent page that revealed information about Shamath’s realm is now blank, but the one which follows has changed in colour and texture. Lines of glowing text have appeared on a page that is as dark as deep space. Again, using your Magnakai Discipline of Pathsmanship, you are able to decipher much of the text and you discover that it tells of ‘Avarvae the Tormentress’. It reveals that this void, which is her domain, is called ‘The Oblivion of the Tortured Souls’. You ignore the list of her cruel and evil deeds, and search out her secret name.

Unfortunately you discover that there is no name to bind her. However, you do learn that no special artefact is required to leave her realm and there are two exits: The Gates of Darkness, by which you entered, and the Bridge of the Damned. Having no desire to return to Shamath’s domain, you put away the Tome and resolve instead to find the Bridge of the Damned. Yet, as you stare across the infinite distances of this void, it is hard to dispel your fears that you may end your days lost here forever.

If you possess Shamath’s Potion, turn to 315.

If you do not possess this item, turn to 218.

Ce l'abbiamo!




Your Kai Sixth Sense detects that Shamath’s Potion has properties that can heal your body and restore lost energy.

If you wish to drink all of this potion you can restore all of the ENDURANCE points you may have lost on your quest so far. However, if you drink the entire potion you must erase it from your Action Chart. Alternatively, you may drink half of the potion and restore 5 ENDURANCE points. If you drink only half of the potion you need not erase this item from your Action Chart.

After making your choice of action, remember to adjust your Action Chart accordingly.

To continue, turn to 218.

Per qualche motivo Joe ci fa scegliere se bere tutto ora, o berne metà. Bercela tutta dopo nn pare possibile, e pare anche una strunzata (anche perché siamo full EP :D).




From the depths of the void seven glowing shapes appear. At first they defy your direct gaze, as if these shadowy semblances can only be observed from a particular angle, but as steadily they draw closer, they solidify and their fearsome shape becomes plain to see. They appear as seven skeletal riders, each cloaked in a glowing robe and mounted upon a hellish, supernatural steed. They wield lances wreathed with white flames and their eyes are pinpoints of red fire.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/ill14.png
Illustration XIV—Seven skeletal riders appear, mounted upon hellish steeds.

If you have ever visited Yanis, the Shining City, in a previous Lone Wolf adventure, turn to 176.

If you have never visited this place, turn to 47.

Abbiamo fatto il tour completo!




You recognize these creatures for you have encountered them once before, when your Magnakai quest took you to the fringes of the Neverness in the Daziarn Plane. They are Shadow Reavers, wholly evil spirit-entities. They serve Naar’s champions of darkness as scouts and messengers upon the non-corporeal planes of existence.

Turn to 47.





The seven riders keep their distance, yet they pass close enough to satisfy their curiosity before they turn and speed away into the void. As you watch them disappear, a deep sense of unease grips you. You are relieved to have avoided a confrontation yet you sense that their departure is but a temporary reprieve; they may yet return in greater numbers.

Shortly after, you witness several objects that appear like comets encircling a cluster of distant stars. As you glide towards these stars the comets break away from their orbit and come soaring to meet you, racing with each other to reach you first. A collision looks imminent, but your mounting fears are soon forgotten when the surfaces of these shooting stars undergo a stunning transformation. Their leading surfaces take on the semblance of human faces.

If you have ever been to the city of Torgar in a previous Lone Wolf adventure, turn to 127.

If you have never visited this city, turn to 91.

Si, Joe!!!




You are shocked to the core when suddenly you recognize the faces that have appeared upon the surfaces of the three leading comets. The first is Lord Paido, the Vakeros warrior who accompanied you through the uncharted swamps of the Danarg and later sacrificed his life to protect yours in the infamous Darklord fortress of Torgar. The second is the face of Adamas, the Lord Constable of Garthen, who led the armies of Talestria and Palmyrion in the assault upon Torgar and perished during that fearsome siege. And the third is the bearded face of Sebb Jarel, the brave Eruan partisan who guided you through the Hellswamp and, in so doing, forfeited his life.10


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/ill8.png
Illustration VIII—The faces of the three doomed souls plead for their release with silent cries.

Your Kai senses detect that the souls of these three brave men are trapped upon this domain. Their spirits were captured by Evil at the moment of their deaths and Naar has since condemned them to an eternity in the service of Avarvae the Tormentress. You see them mouthing words: they are pleading for you to release them from their torment, and your heart is torn by their silent, plaintive cries.

If you possess Deliverance and you have attained the Kai rank of Sun Thane or higher, turn to 163.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 138.

NUoooooooo PAIDO NUDO INCAPRETTATOOOOOOO!!!!!

E tutti gli altri nostri amichettiiiiii!




Out of a sense of duty and respect for the memories of these three brave men, you recite the secret words of the ceremony of Kai Exorcism. As you intone the hallowed words, you feel an aura of peace and tranquillity descend upon their tormented souls. The twisted and pained faces which adorn the surface of the fiery comets gradually soften and fade until, with an overwhelming sense of release, you detect that they are no more. Through the power of your ceremony their souls have been allowed to escape from this hellish domain and have gone to seek eternal peace upon the Plane of Light.

The comets, now devoid of soul-energy, are drawn back into the orbit of the distant star cluster. You, too, are drawn towards these glowing stars, and as you pass through them at an incredible speed, you glimpse a wondrous sight in the void beyond. A vast rainbow bridge of colour arcs across the immeasurable darkness to a titanic plateau of fire. Your spirits soar when you detect that this is the Bridge of the Damned, the exit that you seek from this astral domain. Yet as you approach the magnificent bridge, you detect a less-welcoming presence. The shadowy riders are returning, and this time they are escorting a creature that sets your pulse racing with fear.

Turn to 272.

L'esorcismo dell'ammoreh :love:



From the depths of the void there speeds forth a colossal chariot, drawn by four supernatural lionesses and driven by an astral being who bears the semblance of a stunningly beautiful woman. Pale green beams of light issue from her eyes and wisps of silvery mist trail from her ebony tresses. She wields a whip that sparkles with magical fire and her magnificent carriage is escorted by one hundred shadowy outriders, each armed with a lance of cold flame.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/ill16.png
Illustration XVI—A colossal chariot speeds forth, driven by a stunning astral being.

Your initial fears are compounded when your Kai senses detect that this being is Avarvae the Tormentress, the ruler of this vast domain. She brings her chariot to a halt and signals to her escorts, with a contemptuous flick of an elegant wrist, to rein in their steeds and wait for her return. Then she glides from her carriage upon a carpet of silvery mist and moves effortlessly towards you. As her gigantic face looms above, you see a sneer of disdain curl her cruel, voluptuous lips.

If you possess Shamath’s Potion, turn to 256.

If you do not possess this potion, turn to 146.


Spezzo l'update che il tablet impazzisce :D Continuo nl post sotto!

Jesper
17th September 2013, 09:31
Abbiamo ancora la pozza!



Hurriedly you retrieve the Potion from your pack for you recall that Shamath had intended to use this preparation to enact her revenge upon Avarvae. With the memory of the Demoness’s words lingering prophetically in your ears, you pull out the stopper which seals the glass phial and hurl the golden fluid into the sneering face of the Tormentress.

Avarvae’s scream echoes to the furthest corners of her vast domain. With her hands clutched to her face, the wounded Tormentress soars like a meteor into the darkness above and disappears completely, leaving her carriage and her escort of outriders dazed and confused in her wake. The sound of Avarvae’s terrible scream followed by her sudden rout shatters their nerve. Quickly they wheel their steeds about and, with Avarvae’s chariot in tow, they flee across the cosmic starscape in search of their immortal mistress.

The way is now clear for you to reach the Bridge of the Damned. Using your innate Magnakai Discipline of Divination, you will yourself towards the bridge and feel your body moving rapidly through the void towards its rainbow span. (Remember to delete Shamath’s Potion from your Action Chart.)

Turn to 150.


Facile! :D




[/QYou soar across the shimmering span of this colossal bridge towards a new and terrifying realm. Ahead, you see a sprawling plateau burning with magical flame. At its centre there is a vast crater of cinder and ash and, rising like a towering spike at the heart of this desolate bowl, you glimpse a titanic fortress.

As you traverse the great Bridge of the Damned, you consult the Tome of Darkness and it confirms your highest hopes and your deepest fears. Ahead lies the realm of Naar and his dread stronghold of Dazganon. The Tome warns those who would voluntarily seek to enter Naar’s fortress that they must possess three magical artefacts: the Nza’pok Amulet, a Künae Ring, and the Scarab of the Wingless Dragon. The final page of the Tome lists the names of Naar’s closest minions who dwell within Dazganon and one who dwells without whose name is ‘Tzor, The Guardian of the Plain of Despair, Keeper of Evil Souls’. The text of the final page states that there is no secret name to bind Naar and, most chillingly, that there is no exit from his dread fortress.

As you close the Tome it suddenly ignites and is consumed by voracious tongues of blue flame. You drop the blazing book and it disappears below, to be swallowed up by the fabric of the bridge. (Erase this Special Item from your Action Chart.)

To continue, turn to 248.

E' il momento delle pulizie di primavera!




Beyond the Bridge of the Damned, you enter the vast forest of fire that encircles the perimeter of Naar’s realm. You sense that your Platinum Amulet is keeping you safe from the hellish heat of this region, and your Kai ability to spirit-walk is propelling you on a swift and steady course towards the central crater.

Upon reaching the lip of this crater, the forest of fire comes to an abrupt end and you get your first clear view of the desolation which surrounds the stronghold of Dazganon. Cosmic winds blow across this barren plain, moaning like tortured souls. Now and then you hear cries of pain, bursts of mocking laughter, and haunting alien howls that chill your blood. Then you see swirling gossamer shapes that grow and multiply as your psychic senses become attuned to their presence. Millions of evil souls are swirling around the crater which encompasses Naar’s stronghold, and as you watch their endless passage with a sense of awe and disbelief, you realize that this is the Plain of Despair detailed upon the last page of the Tome of Darkness. You stare at the ceaseless torment of these evil souls and you are deeply shocked by the visage of one spirit which rises out of the howling mass.

If you have ever visited the Isle of Khor in a previous Lone Wolf adventure, turn to 79.

If you have never visited this place, turn to 207.

Incredibile a vero, non mi pare!




You recognize the vengeful visage of Darklord Gnaag, the Archlord of Helgedad, who was destroyed by your hand and whose body was incarcerated in the ruins of Helgedad. As his tortured soul falls back into the howling mass, you begin to see others that you recognize immediately, for their evil countenances are etched indelibly upon your mind.

The spirits of Darklords Haakon and Kraagenskûl are trapped upon this plain. So, too, are those of Warlord Magnaarn, many Cener Druids, Acolytes of Vashna, and Nadziranim and their Liganim minions.

But there is one ghostly figure that is more terrifying than all the others, and when you see him appear at the back of the encircling ranks of tortured souls, he strikes a new chord of terror deep in your heart.

Turn to 170.

E con questo, la rimpatriata è completa! :D




Wielding whips of living flame in each of his eight massive hands, the demonic spectre of Tzor lashes the host of doomed souls without let or mercy. Relentlessly he pursues them around the Plain of Despair, revelling in his sport, allowing them neither rest nor respite from this unending chase. Few avoid his watchful eyes and fewer still escape the searing kiss of his terrible whips of fire.


http://www.projectaon.org/en/xhtml-less-simple/lw/20tcon/ill9.png
Illustration IX—The demonic spectre of Tzor wields whips of living flame in each huge hand.



As the towering shape of Tzor looms nearer, you detect a complex web of psychic probes emanating from his being. Clearly he utilizes his prodigious mental powers to monitor the souls of the damned who are trapped here forever upon the Plain of Despair. Then you realize that Tzor’s powerful psychic abilities may also alert him to your presence at the edge of the crater. Tzor is fast approaching now; you must act quickly if you are to minimize the risk of being discovered.

If you possess Kai-screen and have attained the Kai rank of Grand Crown or higher, turn to 297.

If you possess Kai-screen but have yet to attain this level of Kai rank, turn to 133.

If you do not possess this skill, turn to 37.

Siamo super isolati!



Using your improved Grand Mastery, you are able to successfully mask your mental and physical self from the unwanted attentions of Tzor. Patiently you wait for the demonic being to herd his vast pack of tortured souls around to the far side of Dazganon before you cross the Plain of Despair and make your approach to Naar’s stronghold.

The outer gate of Dazganon is open and unguarded and you are able to pass through unhindered. Clearly the Dark God considers the need for guards here unnecessary for the walls and bastions appear never to have been manned. It is not until you reach the archway to the inner keep that you meet with resistance. Filling the inner arch is a curtain of black flames which crackle and spit venomously. You recall the text of the Tome of Darkness and retrieve from your pockets the three items that are required to gain entry to Dazganon. Then, with trepidation, you close your eyes and step directly into the wall of blazing black flame.

Add together the three numbers which appear upon the three Special Items that will enable you to gain entry to Dazganon. If you have gathered all three items, you will have noted these numbers in the margin of your Action Chart. To continue your quest, turn now to the entry which is the same as your total

If you have not obtained all three Special Items, sadly you are doomed to spend the rest of eternity running with the lost souls upon the Plain of Despair.



Ma ma...ne abbiamo solo uno! Sarò onesto: ne abbiamo solo uno e non ho idea di dove ci siamo persi gli altri...e aggiornare dal tablet è un parto :D SE per voi va bene, aggiungerei una morte al nostro conto e farei intervenire Kai per aprirci le porte infernali :D Che dite?

Bortas
17th September 2013, 09:48
Oh perbacco e dove avremo perso questi importantissimi loot

Lupoazzurro
17th September 2013, 14:14
Ma non sono lo Nza’pok Amulet, il Künae Ring, e lo Scarab of the Wingless Dragon?

questi dovremmo averli tutti mi pare

Sturm
17th September 2013, 15:28
Se non erano tutti almeno 2 lo erano,comunque alle brutte uppo Jesper :nod:

Kaluisurrr
17th September 2013, 18:16
io mi ricordo ci fossero dei numeri sull'anello, quindi suppongo anche sull'amuleto, a ritrovarli ora però...

Tibù
17th September 2013, 19:50
fatto passare il thread li abbiamo tutti :laugh:


6 dal primo tizio a pag.2
20 dal secondo tizio a pag.6
31 dallo scarabeo a pag.8

proverei 57 la somma dei 3 :nod:

Sturm
18th September 2013, 17:01
fatto passare il thread li abbiamo tutti :laugh:


6 dal primo tizio a pag.2
20 dal secondo tizio a pag.6
31 dallo scarabeo a pag.8

proverei 57 la somma dei 3 :nod:



Tibù salvatore di Lone Wolf :nod:

Kaluisurrr
12th October 2013, 16:50
si ma è passato di nuovo un altro mese

vogliamo gli updateeee ;_;