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Thread: [LUPO SOLITARIO] Libro XIV: The Captives of Kaag

  1. #106
    Warrant Officer Kaluisurrr's Avatar
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    boh, 6? huehuee

  2. #107
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    La risposta corretta è 3

    Spoiler
    “Perché io?”
    “Perché eri un cacciatore senza denti. Sei stato scelto per la tua rabbia, sei stato scelto per tutte le ferite che avevi subito, scelto per tutte le volte che eri stato colpito, picchiato e umiliato davanti agli altri. Scelto per la rabbia che eri costretto a tenerti dentro,per le parole che non potevi pronunciare. Scelto per la furia cieca che avvolgeva il tuo cuore come una morsa dopo ogni pugno e ogni calcio che ti veniva inferto,dopo ogni sasso che ti veniva lanciato. E per la rabbia più grande di tutte,quella che riservavi a te stesso,perché eri incapace di reagire,dato che loro erano sempre di più, e sempre più grandi, e sempre più forti. Ma se le cose cambiassero? C’è forse miglior cacciatore di chi un tempo era la preda? Qualcuno che sarebbe spinto a difendersi dalle forze oscure mandate dal mondo,che non si fermerebbe mai neppure se fossero tante, e molto più grandi e potenti di lui. Perché essendo stato un tempo preda non permetterebbe mai a se stesso di ridivenirlo. Non si arrenderebbe mai. Morirebbe piuttosto che sottomettersi. Perché tu? Perché fra tutti quelli che erano presenti quel giorno,c’era un solo cacciatore. E come ti dice la tua adorata scienza…i simili si attraggono,la presenza dell’osservatore influenza l’osservato,ed è matematico che non esistano casi e coincidenze. C’è solo…cortesia professionale.”

    Quote Originally Posted by Wolfo in ts
    Sono un materialista del culo

    Spoiler


  3. #108
    Bortas's Avatar
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    Spoiler
    =3
    Last edited by Bortas; 23rd April 2013 at 16:35.
    LA VERITA' E' LA FUORI! MA ANCHE NO...
    Spoiler

    Spoiler


  4. #109
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    Si beh lo spoiler mettiamocelo però invece de fa le cose de prescia
    “Perché io?”
    “Perché eri un cacciatore senza denti. Sei stato scelto per la tua rabbia, sei stato scelto per tutte le ferite che avevi subito, scelto per tutte le volte che eri stato colpito, picchiato e umiliato davanti agli altri. Scelto per la rabbia che eri costretto a tenerti dentro,per le parole che non potevi pronunciare. Scelto per la furia cieca che avvolgeva il tuo cuore come una morsa dopo ogni pugno e ogni calcio che ti veniva inferto,dopo ogni sasso che ti veniva lanciato. E per la rabbia più grande di tutte,quella che riservavi a te stesso,perché eri incapace di reagire,dato che loro erano sempre di più, e sempre più grandi, e sempre più forti. Ma se le cose cambiassero? C’è forse miglior cacciatore di chi un tempo era la preda? Qualcuno che sarebbe spinto a difendersi dalle forze oscure mandate dal mondo,che non si fermerebbe mai neppure se fossero tante, e molto più grandi e potenti di lui. Perché essendo stato un tempo preda non permetterebbe mai a se stesso di ridivenirlo. Non si arrenderebbe mai. Morirebbe piuttosto che sottomettersi. Perché tu? Perché fra tutti quelli che erano presenti quel giorno,c’era un solo cacciatore. E come ti dice la tua adorata scienza…i simili si attraggono,la presenza dell’osservatore influenza l’osservato,ed è matematico che non esistano casi e coincidenze. C’è solo…cortesia professionale.”

    Quote Originally Posted by Wolfo in ts
    Sono un materialista del culo

    Spoiler


  5. #110
    Ensign Jesper's Avatar
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    Quote Originally Posted by 3.
    On the third tap the lock emits a distinct click and, slowly, the great door swings open to reveal a dark, smoky tunnel. Warily you pass through the door and enter the unwelcoming passage.

    Turn to 200.
    "Una delle più feroci critiche mosse al sistema di sicurezza Quadratron 2000 fu senza dubbio quella proveniente dai possessori di licenza di scuola media inferiore. Il vero scandalo scoppiò però nel 3023 BM, quando una fonte anonima fece trapelare il segreto per aprire qualunque serratura protetta dal Quadratron: toccare ripetutamente la casella vuota fino a quando non si sente un click"
    - Estratto dal Varettian Gazette n.14, anno 3050 BM.

    Quote Originally Posted by 200.
    The dark tunnel descends to a titanic circular hall which is lit by a lava-filled vent at its centre. Tunnels radiate from this hall in every direction, like the spokes of an infernal wheel, their destinations mere pinpoints of flame in the far distance. The air here is thick and cloying. It is choked by sulphur and other foul discharges of noisy engines located deep in the bowels of Kaag. The pressure of this tainted atmosphere is forever changing, causing you momentarily to lose your balance and stumble when first you enter the central hall.


    Before you, astride the vent, a colossal idol looms up against the crimson light like some supernatural giant forged of steel and stone. Warily you pass beside one of its huge, taloned feet, half expecting it to animate suddenly and come crashing down upon you as if you were a lowly insect. Fortunately, the foot remains immobile and you are able to leave by a triangular-shaped tunnel, the largest of those which radiate from this hall.

    Other passages branch off this tunnel, spaced at regular intervals of one hundred paces. You detect movement taking place in several of these sub-tunnels and, when at last your natural curiosity prompts you to stop and observe one (using your Magnakai skills to magnify your vision), you detect that it is occupied by Nadziranim. These mysterious sorcerers are gifted in the black arts of Right-handed magic and, before their demise, they slavishly assisted the Darklords of Helgedad. These particular Nadziranim are busy at slime-filled vats, engaged in the harvesting of Giak spawn, a process that at first fascinates then rapidly repulses you. Sickened by what you have seen, you hurry away towards a distant junction where a narrower tunnel crosses from left to right. As you approach the junction, you feel the skin on your arms and the nape of your neck tingle with a premonition of peril. The sensation soon passes, but you are left with an awareness that a greater danger lurks somewhere nearby.

    If you wish to turn left at the junction and continue, turn to 156.

    If you choose to turn right, turn to 126.
    Tradiremo il Lone Wolf 101?
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  6. #111
    Warrant Officer Kaluisurrr's Avatar
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    right

  7. #112
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    Mai left forevah! E coi peli del culo dritti! Baderonzolo arriviamo
    “Perché io?”
    “Perché eri un cacciatore senza denti. Sei stato scelto per la tua rabbia, sei stato scelto per tutte le ferite che avevi subito, scelto per tutte le volte che eri stato colpito, picchiato e umiliato davanti agli altri. Scelto per la rabbia che eri costretto a tenerti dentro,per le parole che non potevi pronunciare. Scelto per la furia cieca che avvolgeva il tuo cuore come una morsa dopo ogni pugno e ogni calcio che ti veniva inferto,dopo ogni sasso che ti veniva lanciato. E per la rabbia più grande di tutte,quella che riservavi a te stesso,perché eri incapace di reagire,dato che loro erano sempre di più, e sempre più grandi, e sempre più forti. Ma se le cose cambiassero? C’è forse miglior cacciatore di chi un tempo era la preda? Qualcuno che sarebbe spinto a difendersi dalle forze oscure mandate dal mondo,che non si fermerebbe mai neppure se fossero tante, e molto più grandi e potenti di lui. Perché essendo stato un tempo preda non permetterebbe mai a se stesso di ridivenirlo. Non si arrenderebbe mai. Morirebbe piuttosto che sottomettersi. Perché tu? Perché fra tutti quelli che erano presenti quel giorno,c’era un solo cacciatore. E come ti dice la tua adorata scienza…i simili si attraggono,la presenza dell’osservatore influenza l’osservato,ed è matematico che non esistano casi e coincidenze. C’è solo…cortesia professionale.”

    Quote Originally Posted by Wolfo in ts
    Sono un materialista del culo

    Spoiler


  8. #113
    Lieutenant Tibù's Avatar
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    left cristtoddio!
    mandale83 on PSN
    Spoiler


  9. #114
    Lieutenant Commander Defender's Avatar
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    Per me quando c'è "left" puoi anche non chiedere

  10. #115
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    Si procede, come da piano

    Quote Originally Posted by 156.
    The floor of the tunnel is gently sloped and, as it ascends, you notice the temperature steadily becoming much cooler. At length it opens out into a dimly lit chamber where the stone floor is strewn with wood-shavings soiled by dung and dried blood. As you enter, you hear an inhuman snickering sound coming from among the maze of stout pillars that support the roof. The sound causes you immediately to draw your weapon; you have heard this cry once before, and although it was several years ago, you have not forgotten the creature who made it.

    Slowly, from out of the shadows come three hulking beasts, their yellow cat-like eyes glinting malevolently. Your fears are confirmed: they are Egorghs, massive wild bear-like creatures native to the stormy northern coasts of the Darklands. Stirred by the promise of fresh meat, they advance towards you and make ready to launch an attack with fang and claw.

    If you possess Animal Mastery, turn to 233.

    If you do not possess this Grand Master skill, turn to 318.
    No Animal Mastery!

    Quote Originally Posted by 318.
    You call upon your Magnakai Discipline of Animal Control in an attempt to halt the Egorgh advance, but your powers of persuasion are not strong enough to turn away all three of these fearsome hulks. For a moment they halt and settle on their haunches; then, with a chorus of frantic screeches, the creatures come leaping towards you, their mouths agape and their claws extended ready for the kill.

    Illustration XVIII—The creatures leap towards you, mouths agape and claws extended, ready for the kill.

    3 Egorghs: COMBAT SKILL 37 ENDURANCE 42

    These creatures are particularly susceptible to psychic attacks; double all bonuses you would normally be entitled to if you choose to employ psychic attacks during this combat.

    If you win the combat, turn to 261.
    Ok, Enzo Paolo Turci e i suoi fratelli sono molto suscettibili ai nostri poteri mentali, quindi "queste sono le spadate che state cercando" e la nostra COMBAT RATING è + 11 (con Mindblast)

    Roll...9
    Lupo Solitario -0 (20)
    3 Egorghs INSTABLASTATI!

    Quote Originally Posted by 261.
    As the last Egorgh crashes lifelessly to the ground, you turn and hurry towards the adjoining passage. Sheathing your weapon as you run, you follow the passage for several minutes before arriving at an empty circular room. The only feature here is a rusty iron ladder fixed precariously to the wall, which ascends through a hole in the ceiling to a level above. There is no other exit from this chamber and so, with caution guiding your every move, you climb the rust-eaten rungs.

    You rise through the hole to find yourself in a corridor which is strewn with human bones. Skeletons lie mixed in tangled heaps and many of the skulls and loose bones seem to have been gnawed. The psychic residues of pain and terror left by these luckless victims press in upon your senses, making you feel queasy and claustrophobic. With pounding heart you advance along the bone-choked passage, stepping carefully through the skeletons to avoid making a sound. But you have taken less than a dozen steps when something unexpected makes you freeze in your tracks.

    Turn to 218.
    Ok, sto giro è Paido nudo incaprettato sicuro

    Quote Originally Posted by 218.
    In the dim distance you see a score of creatures stumbling along the tunnel. You magnify your gaze and discern that they are vaguely human in form, although hairless, and lean and stringy, as if from starvation. Their toes and fingers end in horny, hooked claws and their large eyes are deep set in skeletal faces, etched by untold years of pain and anguish. You bring to bear your innate psychic skills and are shocked by what you discover.

    Your senses reveal that these creatures were once human soldiers in the armies of the Freeland Alliance. Captured in battle and brought to Kaag long ago, they have endured unspeakable experiments at the hands of the Nadziranim. Now, no longer of use to those evil magicians, these pitiful victims have been left to wander the forgotten passages of this foul city, united in undeath.

    Illustration XI—Lean, hairless, and stringy creatures stumble along the tunnel, faces showing years of pain and anguish.

    When the undead soldiers are twenty yards distant you attempt to communicate with them telepathically. You sense that the one who is leading the group radiates a faint psychic aura and you hope that he may know the whereabouts of your captive friend Banedon. At first your questions elicit no reply; then, when your eyes meet, you feel a wave of despair wash over you as suddenly you tap into the agony of this creature’s existence. (Lose two ENDURANCE points due to psychic shock.) As the effects of the shock fade, you hear a ghostly voice echoing thinly in your mind.

    Yes…I know of whom you seek… it croaks. The Sommlending wizard is imprisoned here in Kaag…in Zagarna’s courtroom…

    You ask the wretched zombie for directions to Zagarna’s courtroom but the only help he can offer is to tell you that it is ‘many levels above’.

    The pitiful group part in two to allow you to pass. As you move through them, your hatred of the Nadziranim blazes anew when you see upon the bodies of these once-human soldiers the terrible scars left by the cruel experiments. Filled with anger and remorse you hurry away, silently fearful that Banedon may already have suffered a similar fate.

    Turn to 57.
    Oddio, gli zombie che danno le indicazioni sono troppo

    Quote Originally Posted by 57.
    After a few minutes the tunnel ascends by steps to a cavern-like chamber where the walls are mildewed and damp. A sloping passage leads away to your left, descending towards a distant pit which reeks of vermin and decay. You shun this exit and turn your attentions instead to an iron door set into the far wall. Although it is locked, you experience no difficulty picking it.

    On the other side of the door you discover a torchlit corridor leading off to the left and right.

    If you wish to go right, turn to 252.

    If you decide to go left, turn to 170.
    Ah Joe...

    ************************************************** ***********************
    Lupo Solitario, Kai Grand Guardian

    CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
    --> 44 (con +4 Mindblast)
    --> 48 (con +8 Kai-Surge)

    EP: 23/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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

    Backpack (8): Rope, Mirror, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Copper Key, Golden Key, Alether (+2 CS), Meal

    Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (4), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1), Statuette of Zagarna, Green Key
    [Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith

    Money (50): 42 Corone, 10 Kika (10=1C), 20 Lune (4=1C)


    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)
    ************************************************** ******
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  11. #116
    Lieutenant Commander Defender's Avatar
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    Quote Originally Posted by Defender View Post
    Per me quando c'è "left" puoi anche non chiedere
    ^

  12. #117
    Bortas's Avatar
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    Left
    LA VERITA' E' LA FUORI! MA ANCHE NO...
    Spoiler

    Spoiler


  13. #118
    Warrant Officer Kaluisurrr's Avatar
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    go right cazzo! siamo nella città del male quindi destra è la via giusta, sinistra se ci trovassimo a sommerlund!

  14. #119
    Ensign Jesper's Avatar
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    Da ora in poi, allora, andrei automaticamente a sinistra nelle blind choices come questa (ovvero dove non c'è alcuna descrizione/indizio su cosa possa esserci in ogni percorso). LONE WOLF 101!

    Quote Originally Posted by 170.
    The corridor wends a tortuous route through a series of interconnecting caverns and chambers. Some are occupied by lowly Giak slaves engaged in menial tasks, none of whom notice your stealthy passing.

    After nearly an hour you arrive at a large hall which is littered with stout trestle tables and wooden benches. A squad of thirty Drakkarim are seated around the largest table, hungrily devouring a foul-smelling feast of meat and wine. You note that most are unarmed, their weapons having been heaped upon an adjoining table prior to the feasting.

    From the shadowy cover of an alcove you listen to their idle chatter, hoping to glean clues as to the location of Zagarna’s courtroom, but, unfortunately, your patience goes unrewarded. These troops seem preoccupied with exaggerating the success of ambushes which they have launched recently upon their enemies in the streets around the citadel. However, from this barrack-room talk you do learn two interesting facts about the struggle taking place within Kaag. The two warring factions are fighting principally for control over the Giak spawning vats located in the dungeons of the citadel. The vats are the key to power here; they produce both an unending supply of fresh troops and a source of raw food for whoever controls them.

    Anxious to continue your quest, you resolve to leave the hall by an archway on the far side. Although confident that your camouflage skills will keep you hidden from the Drakkarim, the hall is well-lit and there is a slim chance that you could be seen.

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

    If your total is 3 or less, turn to 210.

    If it is 4 or more, turn to 256.
    Abbiamo +2, quindi failiamo solo con uno 0 o 1.

    Roll...4!

    Quote Originally Posted by 256.
    You are within a few yards of the passage that leads out of the mess hall when suddenly four Drakkarim turn a corner and come striding up the passage towards you. Hurriedly you flatten yourself against the nearest wall and muster your Kai camouflage skills in an attempt to stay hidden.

    The four stride past within an arm’s length of your position yet they fail to detect your presence. Once they are inside the hall you peel yourself away from the wall and quickly escape into the passage.

    Turn to 304.
    Stupidi Drakkarim

    Quote Originally Posted by 304.
    Fifty yards on, the passage turns sharply to the left and you find yourself staring at an iron-banded door. Luckily this portal is unlocked and you hurry through it, pausing only for a few seconds to bolt it shut behind you before continuing on your way.

    Shortly you arrive at a deserted stairwell where you begin a long and laborious ascent. You climb more than sixty levels of the citadel before reaching the top. During your climb, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

    Directly opposite the landing at the top of the stairs is a massive bronze portal, its surface inlaid with intricate symbols cast in silver and gleaming gold. A sleeping Drakkarim sentry is seated beside this huge door. He snores softly, his leather-helmeted head tilted to his shoulder and his spear lying uselessly at his feet. He is oblivious to your presence as you glide past him and silently push open the great door.

    Beyond the portal lies a massive circular hall, its walls lined with slabs of smooth black rock. Its domed ceiling rises more than a hundred feet to point directly above a dais positioned at the centre of the chamber. A flame-filled moat surrounds this circular platform whereupon lies the unconscious body of a blond-haired man clad in silken blue robes. Your spirits soar when you recognize the designs embroidered upon the robe for they are the symbols of the Brotherhood of the Crystal Star—the Magicians’ Guild of Sommerlund. For a moment your joy at having found your friend is dampened when your Magnakai senses warn that great danger is close at hand. Prompted by this presentiment you hurry towards the moat, to where an iron drawbridge stands raised, and begin to crank its handle in order to lower it across the fiery divide.

    If you possess the Discipline of Kai-alchemy and wish to use it, turn to 18.

    If you possess Telegnosis and wish to use it, turn to 274.

    If you possess neither of these Grand Master Disciplines or choose not to use them, turn to 146.
    Bademon

    E grazie ai suoi insegnamenti, abbiamo Kai-Alchemy!

    Quote Originally Posted by 18.
    The sensation of danger is steadily building. Fearful that the denizens of this domain may burst into the hall and thwart your rescue attempt at any moment, you cast the Brotherhood Spell Sense Evil in the hope of locating exactly where the danger lies.

    Unfortunately, the spell merely serves to increase the sensitivity of your Kai senses. The sensation of impending danger becomes like a heavy cloud that is suffocating you. Gasping for breath, you are forced to break off the spell for fear of losing consciousness: deduct 1 ENDURANCE point.

    If you possess Telegnosis and wish to use it, turn to 274.

    If you do not possess this Discipline or choose not to use it, turn to 146.
    Ok, fanculo anche a te Joe -.- La cosa bella è che probabilmente
    Spoiler


    Quote Originally Posted by 146.
    The moment the heavy iron bridge crashes down across the moat you leap upon it and race towards the dais. But as you near its centre a wall of sparkling magical flame erupts at either end, sealing off both routes completely. In desperation you call telepathically to Banedon, hoping to awaken him to consciousness, but you are unable to make contact. Then, unexpectedly, your psychic calls are answered by a blood-chilling scream.

    Horror floods your mind when you realize that the person on the dais is not your friend Banedon—it is a Helghast. As the creature rises and its features twist and distort before your gaze, you cast an anxious glance back across the bridge towards the great door. Standing there now are two Drakkarim guards with a slavering boar-like beast which is straining on its leash. Suddenly the magical flame vanishes and, with relish, they release the creature and send it bounding towards you.

    If you have a Bow and wish to use it, turn to 335.

    If you do not, turn to 89.
    Arcodiddio ?

    ************************************************** ***********************
    Lupo Solitario, Kai Grand Guardian

    CS: 40 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +1 Levelup)
    --> 44 (con +4 Mindblast)
    --> 48 (con +8 Kai-Surge)

    EP: 27/40 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +2 Levelup)

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

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

    Backpack (8): Rope, Mirror, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Copper Key, Golden Key, Alether (+2 CS), Meal

    Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (4), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1), Statuette of Zagarna, Green Key
    [Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith

    Money (50): 42 Corone, 10 Kika (10=1C), 20 Lune (4=1C)


    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)
    ************************************************** ******
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  15. #120
    Warrant Officer Kaluisurrr's Avatar
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    niente arco! l'ultima voltaè stato inutile contro il cane

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