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Thread: [LUPO SOLITARIO] Libro XIII: The Plague Lords of Ruel

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    Ensign Jesper's Avatar
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    Default [LUPO SOLITARIO] Libro XIII: The Plague Lords of Ruel

    LIBRO 13, SERIE GRAND MASTER: THE PLAGUE LORDS OF RUEL


    Benvenuti nella Saga Grand Master!

    Quote Originally Posted by Blurb
    You are the warrior Lone Wolf—Kai Grand Master of Sommerlund. You have defeated the Darklords of Helgedad and avenged your murdered ancestors, but now you are challenged by a sinister evil which threatens to destroy all life on your home world of Magnamund.

    In The Plague Lords of Ruel, your mission is to prevent the malevolent Cener Druids of Ruel from releasing a deadly plague virus that will destroy all but their own kind. Of all the warriors of Magnamund only you can thwart their wicked plans—for only you possess the disciplines of a Kai Grand Master.
    Abbiamo accoppato tutti i Darklords rimanenti al termine di The Masters of Darkness...ovviamente ora ci aspetta una minaccia inattesa, ma non meno grave!

    ************************************************** ************

    THE STORY SO FAR...
    Spoiler

    TL;DR: dopo la sconfitta dell'ultimo dei Darklords, tutti i loro sgherri si sono ritirati nelle Darklands e si stanno facendo la guerra civile. Nel mentre, però, è spuntata una nuova minaccia: Cadak ed i suoi Druidi di Cener, seguaci del malvagio Dio della Pestilenza Naar (ogni riferimento a Nurgle è puramente causale ) hanno preparato un virus letale ( alla faccia della tecnologia dei Darklords) e gli Elder Magi non hanno i mezzi per preparare abbastanza vaccino per curare tutti. La soluzione è la solita: prendere il proprio Kai Grand Master di fiducia, puntarlo nella direzione dei nemici e fare fuoco. AH, nel frattempo abbiamo ricostruito il monastero e addestrato tutto un Secondo Ordine di guerrieri Kai: non siamo più gli unici!

    ************************************************** ************

    Per quanto riguarda le discipline MagnaKai, alla fine dell'ultimo libro, le abbiamo tutte (compreso Nexus);abbiamo anche il bonus dei Circoli, ma abbiamo perso parte dell'equipaggiamento (vedi oltre).

    Abbiamo il bonus di tutti i Circoli Magnakai, per un totale di +5 CS e +11 EP.

    Gli effetti permanenti che ci portiamo dietro dalla scorsa Serie sono:
    - Weaponmastery: bonus unarmed e +4 con tutte le armi
    - Curing: +1 EP per paragrafo non di combat; Cura 20 EP quando abbiamo 8 EP o meno (1 volta ogni 100 giorni)
    - Huntamstery: non abbiamo bisogno di mangiare pasti, a meno che non sia specificato che serve Grand Huntmastery
    - Psi-Surge: +3 alla CS gratis (MindBlast) o +6 CS perdendo 1 EP a round


    Ciò detto...Discipline Grand Master! Benvenuti nell'Era del Superuomo: con queste discipline, diventiamo a tutti gli effetti quanto di più simile ci sia a un Super Eroe tradizionale Come al solito, tra un libro e l'altro riceveremo anche degli Upgrade alle discipline scelte!

    Ne possiamo scegliere 4. Ricordo che i bonus non si sommano, ma sostituiscono quelli delle discipline Magnakai equivalenti!

    Grand Weaponmastery
    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.
    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
    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)
    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)
    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

    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
    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
    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
    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
    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)
    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
    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
    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.
    Per ogni disciplina oltre alla 4a guadagnamo anche +1 CS e +2 EP. Ne avremo bisogno.

    Come dicevo sopra, possiamo portarci dietro tutte le armi e i Backpack items...ma siamo limitati a solamente questi Oggetti Speciali:

    - Crystal Star Pendant
    - Sommerswerd
    - Silver Helm
    - Dagger of Vashna
    - Silver Bracers
    - Jewelled Mace
    - Silver Bow of Duadon
    - Helshezag
    - Kagonite Chainmail
    - Korlinium Scabbard

    Se la matematica non mi inganna, i nostri valori iniziali sono:

    CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
    --> 43 (con +3 Mindblast)
    --> 46 (con +6 Psi-Surge)

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

    Scegliete con saggezza!
    Last edited by Jesper; 13th April 2013 at 16:35.
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  2. #2
    Chief Petty Officer Earenia's Avatar
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    voglio Kai-alchemy ahahahahahah

    la tecnica della mano estranea!!! prima di menarsela si ci si siede sopra la mano fino a farla addormentare, poi si procede, è come se fosse un'altra persona a menarvela (cit. da google) grande bademon ahahahahah

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    Lieutenant Commander Defender's Avatar
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    Quote Originally Posted by Jesper View Post
    Se la matematica non mi inganna, i nostri valori iniziali sono:
    CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
    --> 43 (con +3 Mindblast)
    --> 46 (con +6 Psi-Surge)
    EP: 38/38 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers)
    Scegliete con saggezza!
    Ti inganna :P

    39+3 = 42 (con Mindblast)

    39+6 = 45 (con Psi-Surge)

    Detto questo, come Ubbah-Discipline io dico:

    Kai-Alchemy

    Grand Pathsmanship

    Grand Huntmastery

    Kai-surge (con questa i valori diventano CS 43 con Mindblast e CS 47 con Kai-Surge)

  4. #4
    Warrant Officer Kaluisurrr's Avatar
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    kai alchemy, pathmanship, invisbility, huntmastery

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    Pathmanship, Huntmastery, Telegnosis, Kai Surge.

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    Ensign Jesper's Avatar
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    Orco cane, 39 + 3 era facile eh

    Comunque sia si, Bademon ha tutto il repertorio di "federica", mentre per qualche strano ed inverso motivo, la mano destra su Magmamund è la mano del male
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    Deliverance, pathmanship, invisbility, huntmastery
    http--www.wayne2k1.com-signaturepics-sigpic4356_3.gif

  8. #8
    Master Chief Petty Officer Rise-the-Sky's Avatar
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    Io direi

    Kai-alchemy e Magi-magic perché non abbiamo discipline inferiori equivalenti

    E poi

    pathmanship e Huntmastery perché nella saga precedente erano quelle che abbiamo usato di + quindi probabilmente anche nella prossima ci serviranno.
    spamm is life.

  9. #9
    Bortas's Avatar
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    Kai-Alchemy

    Grand Pathsmanship

    Grand Huntmastery

    Kai-surge
    LA VERITA' E' LA FUORI! MA ANCHE NO...
    Spoiler

    Spoiler


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    Lieutenant Commander Defender's Avatar
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    E cmq il fatto che la magia Left-handed sia il bene e quella Right-handed sia malvagiah direi che é pienamente concorde col Dever-pensiero e col Lone Wolf Basics

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    Ensign Jesper's Avatar
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    Con il Lone-Wolf basic non c'è dubbio

    Il che è ancora più sorprendente pensando a Joe "Gioventù Hitleriana" Dever
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    hunting,path,weapon ed alchemy
    Last edited by Tibù; 14th April 2013 at 11:00.
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    Spoiler


  13. #13
    Ensign Jesper's Avatar
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    Facciamo il conto dei voti!

    7 Grand Huntmastery
    7 Grand Pathmanship
    6 Kai-Alchemy
    3 Kai-Surge

    2 Assimilance
    1 Grand Weaponmastery
    1 Magi-Magic
    1 Deliverance
    1 Telegnosis


    Sapremo districarci da quasi qualunque situazione grazie ad Huntmastery e Pathmanship, Fisteremo (invisibilmente) la gente con Kai-Alchemy e manterremo alta la nostra CS grazie a Kai-Surge!

    Qualche parola di saggezza da Joe...

    Quote Originally Posted by Grand Master’s Wisdom
    Your mission to enter the Cenerese stronghold of Mogaruith and destroy the deadly plague virus will be fraught with deadly danger. Be wary and on your guard at all times, for the inhabitants of Ruel are sworn enemies of the Gods Kai and Ishir.

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

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

    The prevention of the spread of a deadly Cenerese plague virus, and the subsequent deaths of untold millions, depends on the success of your mission. May the light of Kai and Ishir be your guide as you venture into the darkness of Ruel.

    For Sommerlund and the Kai!
    E si parte!

    Quote Originally Posted by 1.
    ‘Grand Master…the quest must begin without delay for time is not our ally,’ says Lord Rimoah, as he paces nervously back and forth across the flagstoned floor of your monastery chamber. You voice your agreement and call upon your wise friend to counsel you as best he can about the mission you have undertaken. Not entirely to your surprise, you learn that he has already made preparation, confident in the knowledge that you would agree to this dangerous quest. He has arranged for you to travel to the Freeland of Palmyrion where a guide is waiting to escort you to Ruel. The guide can guarantee safe passage to the borders of the dark realm, but no further.

    Rimoah tells you that little is known of Ruel, save that the unnatural forest which surrounds and protects the Cenerese stronghold of Mogaruith harbours creatures that are the stuff of nightmares. Some almost defy description. The poor wretches who survived the last ill-conceived, ill-fated invasion of Ruel, spoke of their encounters with gigantic, acid-spitting worms that rose up out of the ground without warning and devoured whole regiments of their comrades at a single stroke. They told also of the battles that were waged against ferocious packs of disease-ridden rat-creatures they called ‘Vazhag’. The Cenerese breed these sentient vermin in warrens deep below Mogaruith, and then release them into the forest to patrol and gather food for even viler abominations that rarely venture beyond the walls of their stronghold.

    ‘Truly I wish that I were able to tell you more, Lone Wolf, but so little is known of Ruel. It is a dark and sinister place. Yet, there is something else, something that I can give you which will aid your quest,’ says Rimoah, and he holds out his hand. In his palm is the phial of green liquid, the vaccine that will, at least, protect you from the plague which threatens to destroy so much of your beloved world. You take it, uncork it, and then quickly swallow the bitter contents. Unexpectedly your stomach rebels and a wave of nausea rises up which makes you slap a hand over your mouth. A few moments later the nausea fades and you are able to remove your hand and speak.

    ‘How long will it protect me?’ you ask, queasily.

    Rimoah smiles. ‘Oh, I’m sure you will be safe for some considerable time, Lone Wolf. I’m afraid I forgot to mention that the phial contained a concentrated vaccine, more than sufficient to protect a hundred men!’

    Within the space of a few short hours you are ready to begin your long journey south to Palmyrion. Having entrusted the monastery to the care of your Kai Masters, you and Lord Rimoah leave by means of a secret tunnel, one of several that you have had constructed to enable you to enter and leave the monastery unobserved. You emerge in a clearing at the heart of the Fryelund Forest, at a place where Guildmaster Banedon is waiting patiently to welcome you aboard Skyrider, his flying ship. Here you take time to bid farewell to Lord Rimoah, who will await your return at the monastery, before climbing aboard and placing yourself in the charge of your old friend Banedon.

    Turn to 260.
    Evvai, di nuovo sulla nave volante di Bademon!

    Quote Originally Posted by 260.
    Banedon issues the order to his dwarven crew to set a course for Palmyrion. Then, as the hum of the craft’s powerful engine rises in pitch, he ushers you into his cabin where a welcoming meal awaits. Effortlessly the Skyrider ascends into the moonless sky and speeds southwards across Sommerlund’s forested heartland, while you endeavour to enjoy your friend’s good food and company and try not to dwell too much on the daunting task that lies ahead. Together you reminisce about past times spent aboard the Skyrider, and recall the adventures you shared in the far-away lands of Anari and Vassagonia.

    A few hours later, as your airborne voyage is nearing completion, the conversation turns to the quest in hand. Banedon tells you that you are bound for the Palmyrion city of Holona where your guide, Captain Cearmaine, is patiently awaiting your arrival. At once you recognize the name; you recall having heard tell of the captain’s feats of bravery during the Darklands War where his actions won more than a single battle and earned him commendations from more than a dozen Freeland nations. Lord Rimoah has served you well, for in all of central Magnamund you could not have wished for a better guide than Cearmaine.

    It is an hour after midnight when the Skyrider passes over the glimmering waters of the River Reloni and descends towards the flat-roofed Canatarium, the largest of Holona’s eight municipal halls. There you are greeted by the Captain, a man whose proud face bears the scars of his many battles. He offers his hand in friendship and you are mildly shocked when your fingers close around a palm crafted of cold steel.

    ‘A keepsake from the Battle of Vellino,’ he says, raising his metal hand so that you may inspect it in the light of the Skyrider’s bow lanterns. ‘Alas, the first was stole away by a Drakkar’s axe.’

    Captain Cearmaine is eager to leave Holona before sunrise. His carriage awaits to take you south to his command at Stonewatch, a military fortification which stands within sight of the Forest of Ruel. Before you leave, Banedon wishes you success and godspeed. He and his crew will be awaiting you here in Holona in readiness to return you to Sommerlund once the quest has been accomplished. You bid your old friend a fond farewell then settle yourself down into the plush comfort of the captain’s carriage.

    For four hours you are lost in dreamless slumber as the carriage wends its way across a hundred miles of open grassland trail. When next you open your eyes it is to the sight of a grey dawn breaking over the Palmyrion Plain, and the sound of a sentry’s war-horn announcing your arrival at Stonewatch. A company of horsemen, each clad like the captain in ring-mail armour and a flowing chequered tunic of crimson and blue, emerge from the outpost and ride forward to meet the carriage. The captain acknowledges their salute and watches with pride as faultlessly they change formation to escort the carriage through the outpost’s stout wooden gate. Beyond lies a drill square that, even at this early hour, resounds to the shouts of command and the measured stamp of soldiers’ feet. You disembark near a watchtower and swiftly the captain ushers you inside and leads you to his quarters on the uppermost level.

    You spend the day in his company and together you discuss your approach to Mogaruith while you wait for night to fall. After careful study of his maps, the captain proposes two possible routes by which you can reach the Cenerese stronghold. The most direct way is to enter the Forest of Ruel and journey due east. This is by far the shortest way, but it could also prove to be the most perilous. You recall Rimoah’s account of what lurks in this dread forest and the memory alone is enough to send a shiver coursing down your spine. The alternative is to journey southwards into the Skardos Mountains and enter one of the many subterranean passages that pass through that range. If you can find your way to the Skardos trail, the secret route by which the Cenerese enter and leave their realm, you should be able to follow it all the way to Mogaruith. Consult the map before making your decision.

    If you decide to approach Mogaruith via the Forest of Ruel, turn to 228.

    If you choose to make your approach via the Skardos Mountains, turn to 309.
    Ah, l'unica cosa vagamente utile nella Sezione Equipment è la solita Pozione di Laumpspur e 1 Meal, che prendiamo (ho buttato le chiavi dei vecchi libri); refilliamo anche la faretra!

    Con somma tristezza mi sono accorto che abbiamo dovuto abbandonare la Firesphere (diciamo che sta a casa sul comodino)

    BTW, questa è la mappa! Decidete dove andiamo



    ************************************************** ***********************
    Lupo Solitario, Kai Grand Defender

    CS: 39 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail)
    --> 43 (con +4 Mindblast)
    --> 47 (con +8 Kai-Surge)

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

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

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

    Backpack (8): Rope, Khetu Spores, Laumpspur (cura 4 EP), Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP), Gnallia Meal (cura 2 EP), Meal

    Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1)
    [Non occupano spazio]: Korlinium Scabbard

    Money (50): 47 Corone, 10 Kika (10=1)


    MORTOMETRO: XI
    - Istakillato dall'esca+party hiddato (Libro I)
    - Caduto in una trappola da caccia Giak (Libro I)
    - Inchiappato nel sonno da un agente dei Darklords (Libro II)
    - Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
    - Vittime di una Cantina (Libro IV)
    - Tentacle-raped (Libro VII)
    - Sparati da un Nano storpio (Libro VIII)
    - 1v1 con lo Zakhan Kimah (Libro IX)
    - 1v100 con il Baron Shinzar (Libro X)
    - Caduti durante la scalata ad Haagadar (Libro XI)
    - 1v1 con Vonotar all'ultimissimo sangue (Libro XI)
    ************************************************** ******
    Last edited by Jesper; 15th April 2013 at 09:55.
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  14. #14
    Warrant Officer Kaluisurrr's Avatar
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    andiamo per la strada più sicura, essendo il primo libro grandmaster siamo abbastanza delle pippe in quanto a discipline

  15. #15
    Lieutenant Commander Defender's Avatar
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    Vabbè col fatto che adesso abbiamo i night-vision goggles incorporati negli uocchi la Firesphere non serviva più, va bene come abat-jour

    Per la strada da percorrere, io dico di andare dritti al sodo nel mezzo della foresta putrescente!

    228

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