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Thread: [LUPO SOLITARIO] Libro XV: The Darke Crusade

  1. #1
    Ensign Jesper's Avatar
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    Default [LUPO SOLITARIO] Libro XV: The Darke Crusade

    LIBRO 15, SERIE GRAND MASTER: THE DARKE CRUSADE


    Certo Joe, "Darke"

    Quote Originally Posted by Blurb
    You are the warrior Lone Wolf—Kai Grand Master of Sommerlund. In the distant realm of Nyras a bitter war is waging between the brave knights of Lencia and the evil Drakkarim. The Lencians have won many battles, but now the Drakkarim leader—Warlord Magnaarn—is near to finding the Doomstone of Darke. If he should succeed he will be capable of destroying the Lencians once and for all.

    In The Darke Crusade, you must journey through the infernal Hellswamp, trek deep into the forests of northern Nyras and brave the heat of battle. Will you succeed and save your allies? Or will you fall victim to Warlord Magnaarn?
    Abbiamo salvato il nostro amato Banedon dalle grinfie dei Maghi della Mano Destra in The Plague Lords of Ruel...è ora di tornare al LW Basics: uccidere Drakkarim nelle paludi!

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

    THE STORY SO FAR...
    Spoiler

    TL;DR: Magnaarn, High Warlord of Darke, sta facendo quello che ogni buon Drakkarim fa nel tempo libero: fa guerra a popoli X di Magnamund (gli abitanti di Lencia, in questo caso) e da la caccia a misteriosi artefatti. Pare che sia anche bravino: sta battendo i Lenciani e ha recuperato lo Scettro di Nyras. Se riuscirà a recuperare anche la Doomstone di Darke, ricostruirà lo scettro del tutto e avrà poteri cosmici tali da asservire i Maghi della Mano destra e ricostituire, di fatto, la minaccia dei Darklord.

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

    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!

    Spoiler


    E ora...Upgrade Time! (in spoiler, quelli precedenti)
    Spoiler


    Sun Knight
    If you are a Grand Master who has reached the rank of Sun Knight (6 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

    Grand Weaponmastery
    Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, and Spear) with full effect, using only one hand.

    Deliverance
    Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creature’s body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing takes place increases as a Grand Master rises in rank.

    Grand Pathsmanship
    Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of three yards. The range and number of insects so affected increase considerably as a Grand Master rises in rank.

    Grand Nexus
    Sun Knights who possess Mastery of this Discipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state the only sense that a Sun Knight retains is the ability to hear.

    Telegnosis
    Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.

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

    Halt Missile—This causes any projected or hurled missile (e.g. arrows, axes, crossbow bolts) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2–3 seconds, allowing the Sun Knight sufficient time to move away from its line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
    Strength—By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy.
    A voi la scelta!
    Last edited by Jesper; 29th April 2013 at 13:26.
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  2. #2
    Master Chief Petty Officer Rise-the-Sky's Avatar
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    Prendiamoci Nexus così oltre a Ignore Pain abbiamo anche Feign Death nel caso girassimo il Boss al tank xD
    spamm is life.

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    Bortas's Avatar
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    Facciamo Magi-Magic così finiamo di biclassare serimente...
    LA VERITA' E' LA FUORI! MA ANCHE NO...
    Spoiler

    Spoiler


  4. #4
    Lieutenant Commander Defender's Avatar
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    Grand Nexus anche per me.

  5. #5
    Sturm's Avatar
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    Magi- magic anche per me
    “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


  6. #6
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    Magi-magic

  7. #7
    Master Chief Petty Officer
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    animal mastery!
    http--www.wayne2k1.com-signaturepics-sigpic4356_3.gif

  8. #8
    Warrant Officer Kaluisurrr's Avatar
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    assimilance

  9. #9
    Ensign Jesper's Avatar
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    E con una maggioranza risicata, la nostra nuova disciplina è Magi-Magic!

    L'equipment è il solito standard, quindi refilliamo la faretra, prendiamo la Laumpspur e riempiamo i buchi di Meal normali!

    Qualche parola di incoraggiamento da Joe..

    Quote Originally Posted by Grand Master’s Wisdom
    Your mission to thwart Magnaarn’s quest for the Doomstone of Darke will be fraught with deadly dangers. Be wary and on your guard at all times, for the warriors of Nyras are still a formidable enemy despite their recent defeats on the battlefields of the Western Tentarias.

    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. If you discover items, be selective in what you choose to keep.

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

    The lives of thousands of Lencian crusaders besieging the city of Darke and, ultimately, the final outcome of their war against the hated Drakkarim depends on the success of your mission. May the light of Kai and Ishir be your guide as you venture into the Helotry of Nyras.

    For Sommerlund and the Kai!
    E si parte!

    Quote Originally Posted by 1.
    Having pledged your help, you commence preparations for your long journey to Lencia. You have many things you wish to attend to before you depart and so you invite Lord Floras, the Lencian envoy, to enjoy the hospitality of the monastery for a few days in order that you can settle your most pressing obligations. To your surprise he declines your invitation and insists that you leave at once, for he is anxious to return immediately to his distant homeland. Respectfully he reminds you that time does not favour your quest. By ship and by horse his journey to the monastery took more than a month to complete, and with Magnaarn already so near to finding the Doomstone of Darke, he fears that further delays could prove disastrous.


    Mindful of the great distance which needs to be traversed you hurriedly dispatch a journeyman to Toran. He carries your request for help which is addressed to Lord Rimoah, your most trusted friend and advisor, who is presently attending to Guildmaster Banedon in his convalescence. Early next morning Lord Rimoah arrives at the monastery in person, aboard the vessel that is to be the answer to your dilemma: Skyrider—Banedon’s flying ship.

    Warmly you greet your old friend, and then you introduce him formally to Lord Floras. The two talk at length about the war in the west, and Rimoah concludes the discussion by voicing his approval of your decision to go to King Sarnac’s aid. Then he offers some words of warning.

    ‘Be in no doubt, Grand Master,’ he says, ‘this mission you have chosen to fulfil will be as perilous as any you have undertaken in the past. Magnaarn is a cunning adversary and this stone he seeks is possessed of a deadly evil. Do not underestimate your enemy. If he should succeed in his quest then I fear the lands of the Western Tentarias will never be at peace.’

    Turn to 140.
    Per quanti paragrafi riusciremo a mantenere la Skyrider, a sto giro ?

    Quote Originally Posted by 140.
    Within the hour the final preparations for your airborne voyage to Lencia are completed, and Lord Floras and you are piped aboard the Skyrider by Bo’sun Nolrim and his cheerful crew of dwarves. You exchange a few reminiscences with each of the jovial crewmen and cannot help but smile when they tell you how proud they feel to have been given the chance to serve you once more.

    Nolrim takes the helm and you sense a vibration run down the length of the deck as he coaxes the craft’s powerful engine to life. Lord Floras joins you at the prow and together you wave a farewell to Rimoah and your fellow Kai as, steadily, the Skyrider ascends into the crisp, wintry sky. Then, with a sudden surge of power, the keel clears the battlements of the Tower of the Sun and swiftly the monastery and its inhabitants recede into the distance.

    You and your companion are escorted to a warm cabin at the bow which has been prepared especially for your passage. It is well stocked with provisions and, spread out across a grand oak table, you find several maps of Northern Magnamund. Aided by Lord Floras, you study these maps and use them to chart your course to the Lencian city-port of Vadera. Bo’sun Nolrim is informed of your chosen route and, as he sets about implementing your course, you settle back to enjoy what will be a long voyage. By your calculations, it will take thirty hours for the Skyrider to reach its destination.

    During your voyage, Lord Floras recounts the dramatic events which have taken place in the Western Tentarias since the demise of the Darklords. Prior to their fall, the Drakkarim nations had for many centuries kept the Lencians at bay. Countless crusades had been undertaken to recapture their former lands but all had ended in costly defeat for the House of Sarnac. Then, two years ago, the tide finally turned when the King launched an invasion across the Gulf of Lencia into the lands of Zaldir and Nyras. The boldness of his strategy and the unpreparedness of his enemies combined to win for him many victories in the early months of the war. Much of Zaldir and all of southern Nyras were taken and held by his conquering knights, and now the lines of battle are drawn diagonally across the centre of Nyras, from Lake Lenag in the north to the marshland fortress of Lozonzee in the east. However, King Sarnac cannot lay claim to total victory in the south, for the cities of Shpyder and Darke have defied all his attempts at capture. Their Drakkarim garrisons have steadfastly held on to these important strongholds and, although they have been surrounded and besieged for more than a year, still they refuse to surrender.


    ‘At present, the war is focused around the towns of Hokidat and Konozod,’ says Lord Floras, tracing a circle around their location on the map with the tip of his index finger. ‘Many battles have been fought here but victory has, as yet, eluded us. Now, with the onset of a cruel winter, our advance has ground to a halt. Maintaining the sieges at Shpyder and Darke has drained us of troops and resources that would have been put to better use in the north. To compensate for this shortage, the King has employed many companies of foreign mercenaries to reinforce his armies in the field, but their services are expensive and the campaign has already proved costly, both in revenue and lives. The King is hard-pressed to pay for their continued loyalty and already several regiments have deserted. If Magnaarn were to complete his quest and strike now, whilst our battle lines are weakened, his counterattack could push us all the way back to the sea.’

    Lord Floras’ report is sobering, yet it serves to strengthen your determination to thwart Magnaarn’s quest. Later, shortly before nightfall, you leave the cabin and go up to the stern deck for a breath of fresh air. In quiet solitude you see the great expanse of the Slovarian Plain passing by more than a mile beneath the craft and, as you watch, you lose yourself in thoughts of what may await your arrival in Lencia. The night sky is clear and laced with twinkling stars. As you return to the cabin to sleep, you draw comfort from the thought that the weather and the stars have seen fit to help speed your night passage to Vadera.

    Turn to 257.
    Joe ha capito che un gigantesco blob di testo nel primo paragrafo è pesante...e quindi ha deciso di spostarlo al secondo

    Quote Originally Posted by 257.
    You rise at dawn and peer out of the cabin porthole to be greeted by a wondrous sight, for the Skyrider is now flying west along the Tentarias, the great divide that parts the two continents of Magnamund. You are soaring more than a mile above blue-green waters which shimmer in the early morning sun. Sunlight is also reflecting from the snow-capped mountain peaks of the Great Bor and Boradon Mountains which rise up on either side to form a gigantic corridor of unyielding stone. Fondly the crew cast their eyes across the northern landscape, for this is the magnificent realm of Bor, the place of their birth, and many years have elapsed since they last visited their native land.

    The weather remains clear and swift progress is made as the Skyrider follows its course along the Tentarias towards the Gulf of Lencia. By mid-morning you pass within a few miles of Humbold, capital of Eru; then emerge from the mountain corridor to a less enchanting sight. To the north, as far as the eye can see, stretches a dull and sickly mire. It is the infamous Hellswamp, an infernal morass of twisted vegetation and treacherous, shifting mudflats. Slowly the hours pass and the anticipation of your arrival at Vadera steadily grows. Then, at two hours past noon, the lookout catches first sight of the city-port nestling in its protected bay along the Lencian coast. You join Nolrim at the prow as skilfully he begins a descent towards the main square, the only place large enough to accommodate the craft in the closely packed quarters of this populous city.

    At first, the sight of the Skyrider gliding towards their city causes a wave of panic among the Vaderans, who mistake it for a Drakkarim machine of war. But this initial fear is soon assuaged when the tower lookouts pass word that your mast bears a Sommlending flag. Upon landing, masses of curious citizens surge from out of the surrounding streets to form a ring of bodies around the airship’s keel. Then a troop of armoured guardsmen push through the crowds and the air is filled with the buzz of their excited speculation. After a brief consultation with Lord Floras, they escort you both to the Vadera Citadel for an immediate audience with King Sarnac.

    Turn to 25.
    E vediamo cosa ha da dirci il Re. Secondo me la Skyrider non la riprendiamo più

    Quote Originally Posted by 25.
    You are ushered into a lavish chamber that is hung with Lencian flags and decorated with exotic fineries from the far-flung corners of Magnamund. All around guardsmen stand rigidly to attention, their eyes watchful and unblinking behind their silver visors as you approach the high-backed throne which dominates the centre of the room. There before you sits King Sarnac, his silver-grey hair framing a benign face that is still lean and firm despite advancing years.

    ‘Welcome, Grand Master,’ he says, as he rises from his throne and offers his hand in friendship. ‘I prayed that you would come to Lencia, to help in the defeat of that cur, Magnaarn, but I did not imagine that you would arrive so soon. You are most welcome.’

    Gladly you acknowledge the King’s greeting and, after he has commended and dismissed Lord Floras, you adjourn with him to an antechamber where he tells you about the mission ahead.

    ‘Latest reports from my spies and scouts in the north say that Magnaarn is presently at his army headquarters in Shugkona. Drakkarim have been seen combing a region of the Tozaz Forest fifty miles to the north of his headquarters. We think that this is where he believes he’ll find the Doomstone of Darke. There are many ancient temples in this area…perhaps one is harbouring that evil gem.’
    [illustration]

    The King pauses for a few moments to take some refreshment. From a jewel-encrusted pitcher, he pours two glasses of wine and proffers one to you before continuing. Gratefully you accept and politely you sip the rare vintage whilst listening to the King’s plan of action.

    ‘Grand Master,’ he says, fixing you with his powerful gaze, ‘if you are to thwart Magnaarn you must travel to Shugkona and seek him out. He must be killed, or failing this, the infernal Doomstone must be destroyed before he can use it against us. Secrecy is paramount if your mission is to succeed; therefore no attempt to approach Shugkona directly can be made. The lines of battle are drawn up to within fifty miles of that stronghold and the region is alive with Drakkarim. Yet there is still one means of approach that the enemy will not be guarding. I have made provision for a boat to take you to a place we call “Bear Rock”. It lies on the River Gourneni and is only thirty miles from Magnaarn’s headquarters. However, there is one complication…to reach the river you must first enter the Hellswamp.’

    The thought of venturing into that terrible mire fills you with a cold dread, for the Hellswamp is notoriously perilous. King Sarnac recognizes your apprehension and quickly he tries to assuage your fears.

    ‘I understand your anxiety, Grand Master, but rest assured that you will not be entering alone. One of my finest officers will be your guide throughout this mission. He has scouted this route before and he knows how to avoid its many dangers. Once you reach Bear Rock he will guide you through the forest to Shugkona. There you must find out where Magnaarn is and do whatever is necessary to foil his quest. Once your mission has been accomplished, my officer will bring you through our battle lines and see you safely back here to Vadera.’

    The king reaches for a cord which hangs from a hole in the domed ceiling. He tugs it and a bell tinkles in a distant part of the citadel.

    ‘Now, Grand Master,’ he says, turning to face the door of the antechamber, ‘the time has come for me to introduce your guide.’

    If you took part in the Battle of Cetza in a previous Lone Wolf adventure, turn to 315.

    If you have not taken part in this battle, turn to 123.
    La battaglia è dove siamo morti nella serie di scontri imbecilli di Joe, quindi si, ce la ricordiamo bene

    Quote Originally Posted by 315.
    Through the open archway comes a Lencian soldier attired in the parade tunic and breeches of a Court Captain. He is unusually tall, but his most striking feature is his close-set eyes which are bright above his thin, hawk-like nose and bushy black moustache. At once you recognize this officer, for he is Captain Prarg. During the fighting at Cetza you and he led Prince Graygor’s reserves in a decisive action that helped save the Eruan Guards and turn the tide of the battle in your favour.16

    ‘Well met, Sire!’ he says, with a smile, ‘ ’Tis an honour to have been chosen to guide you on your noble quest.’

    Turn to 80.
    Da notare l'addendum:
    [16] (Section 315) This description does not match the events described in The Dungeons of Torgar. If you had led the Prince’s reserves to help save the Eruan Palace Guard, you would not have met Captain Prarg (see Section 284 and subsequent sections). What you did together with Prarg was gather scattered soldiers to help save the Lencian knights in their struggle at the bridge (see Section 163, Section 148, and subsequent sections).

    Quindi manco Joe si ricorda quello che scrive nei libri prima

    Quote Originally Posted by 80.
    ‘You will commence your mission at midnight,’ says the King, motioning you towards a small window which overlooks the busy harbour of Vadera. He points to a ship, one of several moored at the quayside, but one that is readily identifiable for it is the only vessel not in military service.

    ‘That trading sloop will carry you and the captain to the small island you can see in the distance. That is Battle Isle. There you will find a sailing boat with enough provisions for your mission. The captain knows where it is hidden and he will be responsible for your safe passage once you set sail for the Hellswamp. Remember, secrecy is vital to the success of your mission. Trust nobody save Captain Prarg.’

    The King voices his fear that Drakkarim spies are operating in the harbour and he expresses his concern that your unexpected arrival by air may have already alerted them to your presence here in Vadera. However, it is too late to change the plan; it is a risk you must accept.

    Having concluded your briefing, King Sarnac sends for an escort to take you to a private chamber where you can rest and reflect upon the mission ahead. Later that evening, you and Captain Prarg are smuggled out of the citadel via a secret passage which leads directly to the harbour. Quietly you board the sloop and hide yourselves amongst its cargo of supplies which are destined for the garrison on Battle Isle. The ship sets sail on the first strike of midnight and, after a smooth and uneventful voyage it moors at a jetty on the southern coast of Battle Isle, three hours later.

    The crew of the sloop are unaware that you are aboard and, in order to safeguard your secrecy, you await your chance to disembark without being seen. Soon the opportunity presents itself. As the crew go in search of help to unload the cargo, the two of you leave the sloop and hurry off along the beach, heading north towards the place where your sailing boat awaits. There is no cloud and a near-full moon illuminates the rocky beach, making it easy for you to progress despite the difficult terrain.

    If you possess Grand Pathsmanship, turn to 202.

    If you do not possess this Grand Master Discipline, turn to 159.
    Ovviamente abbiamo Grand Pathmanship!

    Quote Originally Posted by 202.
    Your super-keen senses alert you to something on the brow of a hill which overlooks this stretch of beach. You detect the faint glint of moonlight on steel and at once you whisper a warning to Prarg. Instantly he takes cover among the rocks and together you watch with bated breath as two inquisitive Lencian lookouts leave their post and come down to the sea’s edge. They scan the beach; then, shaking their heads, they turn and retrace their steps, pausing to skewer a few clumps of seaweed with their spears as they trek back to their post.

    As the lookouts climb the hill, you and Prarg hurry away whilst they have their backs turned.

    Turn to 273.
    Prarg farà una fine migliore di Paido? La nostra Death Aura sta stranamente latitando, ultimamente!

    Quote Originally Posted by 273.
    Shortly you reach a small secluded cove where Captain Prarg discovers a rusty anchor. It is a landmark, left on purpose by agents of King Sarnac to point the way to the cave where they have left your boat and provisions. You find the cave and together you haul the boat down the beach and raise its coal-black sail before pushing it out into the icy waters of the Tentarias.

    Once aboard, you trim the sail whilst Prarg takes charge of the rudder. There is a good wind and within minutes your tiny craft is bobbing towards the far western channel of the Hellswamp, twenty miles distant. You ask Prarg if this dark estuary has a name, and he replies, ‘Yes. The Drakkarim call it “Dakushna’s Channel” after the Darklord who once commanded the city-fortress of Kagorst. They say it is a fitting dedication, for the waterway is as deadly and as treacherous as the being after whom it is named.’

    Turn to 60.
    Questo libro è particolare, in quanto non c'è alcuna scelta fino al paragrafo 350

    Quote Originally Posted by 60.
    Dawn breaks as you sail into the estuary of Dakushna’s Channel. Prarg keeps the boat in the centre of the wide waterway, where the slimy water is deepest and the ever-present risk of grounding upon submerged debris is less likely to befall you.

    Soon you are enveloped by the chaotic wilderness of the Hellswamp and you feel your spirits drop, as if they are being leeched by some unseen vampire. The monotonous view of slime-laden mudflats extends seemingly forever on every side, broken only occasionally by a dead, vine-strangled tree. You both take some comfort in the fact that there is a wind and it is blowing in a favourable direction. Despite the depressing scenery you make good progress until, late in the afternoon, you are forced to lower your sail when you reach a point where unexpectedly the channel splits in two. Prarg says that this split must have occurred recently, for it was not present the last time he sailed this way. Reluctantly he admits that he is not sure which way to go.

    Upon the edge of the left bank, in the middle distance, you see a circle of mud huts perched close to the channel’s edge. You magnify your vision, but you are unable to discern any signs of life.

    If you wish to enter the left channel which passes close to the circle of mud huts, turn to 144.

    If you wish to take the right channel and thereby avoid passing by the huts, turn to 235.
    Ok, questa parrebbe una semplice scelta sx/dx Ma in realtà la scelta è avvicinarsi alle capanne o meno! Che si fa ?

    PS: questa è la mappa



    ************************************************** ***********************
    Lupo Solitario, Sun Knight

    CS: 41 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +2 Levelup)
    --> 45 (con +4 Mindblast)
    --> 49 (con +8 Kai-Surge)

    EP: 42/42 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +4 Levelup)

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

    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, Laumpspur (cura 4 EP), Meal

    Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), 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)
    ************************************************** ******
    Last edited by Jesper; 29th April 2013 at 15:09.
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  10. #10
    Bortas's Avatar
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    Aggiorna la disciplina in sheda e andiamo assolutamente a SX...

    Poi altra domanda ma i soldi non possiamo aggiornarli tutti al cambio corrente invece di andare in giro sempre con le monete fuoricorso, mi sembra strano che (anche a strozzo) LW non trovi un banchino di cambiamoneta tra un libro e un altro...
    Last edited by Bortas; 29th April 2013 at 15:12.
    LA VERITA' E' LA FUORI! MA ANCHE NO...
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  11. #11
    Master Chief Petty Officer Rise-the-Sky's Avatar
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    Capanne = loot e sono pure a sx ...
    spamm is life.

  12. #12
    Ensign Jesper's Avatar
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    Quote Originally Posted by Bortas View Post
    Poi altra domanda ma i soldi non possiamo aggiornarli tutti al cambio corrente invece di andare in giro sempre con le monete fuoricorso, mi sembra strano che (anche a strozzo) LW non trovi un banchino di cambiamoneta tra un libro e un altro...
    A quanto pare, le monete non circolano su Magnamund lol

    Quello che possiamo fare è riempirci di Corone droppando le monete straniere, dato che tecnicamente all'inizio di ogni libro possiamo rollare 1d10+X corone...
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  13. #13
    Master Chief Petty Officer Rise-the-Sky's Avatar
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    Teniamoci invece le monete di ogni tipo che non si sa mai, magari dobbiamo sfoggiare l'accento Svedese e pagare con moneta del posto e non con la corona (che a pensarci bene è la moneta svedese lol ).
    spamm is life.

  14. #14
    Lieutenant Commander Defender's Avatar
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    Sinistra, forever and ever!

    P.S: felicissimo di venir smentito in seguito, ma finora Magi-Magic ce l'ha praticamente sempre chiesta in concomitanza con Kai-Alchemy, quindi imho abbiamo preso un po' una sorta di "doppione"... Vabbuò, tanto le discipline fondamentali le abbiamo già prese.

  15. #15
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    Go left!

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