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Thread: [LUPO SOLITARIO] Libro XVIII: Dawn of the Dragons

  1. #76
    Sturm's Avatar
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    Io dico nord

    Sud,spiaggia,mare acqua ---> istadeath
    “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


  2. #77
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    se veniamo da ovest il nord è alla nostra sinistra, quindi go nord
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  3. #78
    Ensign Jesper's Avatar
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    Nord!

    Quote Originally Posted by 70.
    You ride to a barricade that is within twenty yards of the river’s edge. To the astonishment of the soldiers who are sheltering here from a hail of fire bombs and arrows, you leap from your horse and sprint headlong towards the river. The moment you hit the freezing water, you stay submerged as you begin the long swim to the opposite bank.

    Pick a number from the Random Number Table.

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

    If it is 6–9, turn to 125.
    Roll...6!

    Quote Originally Posted by 125.
    On reaching the far bank, you use the corpses that litter the shoreline for cover. You wait here, absolutely motionless, for nearly fifteen minutes before crawling from the water and slithering on your stomach into the wood which commands this stretch of the river bank. Your stealth and your Kai camouflage skills keep you hidden from the watchful eyes of the Eldenoran archers who infest these trees, but they do not fool their keen-nosed war-dogs. You have barely reached the tree-line when they begin to bark and howl.

    If you possess Animal Mastery, turn to 47.

    If you do not possess this Grand Master Discipline, turn to 156.
    Niente Animal Mastery!

    Quote Originally Posted by 156.
    The cry of the war-dogs grows steadily louder until the Eldenoran archers let them off the leash. Then, like a wave of hellish demons, the yellow-eyed hounds come bounding through the trees, homing-in directly on your scent. The leading war-dog, a great grey beast with teeth that glint like polished daggers, storms through the foliage less than twenty yards from where you are crouching. It fixes you with its gruesome stare and turns towards you.

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

    If you do not, turn to 142.
    Abbiamo un'arco Vogliamo usarlo?
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  4. #79
    Master Chief Petty Officer Rise-the-Sky's Avatar
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    Noi non abbiamo un arco...

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

    E non abbiamo paura ad usarlo
    spamm is life.

  5. #80
    Lieutenant Commander Defender's Avatar
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    *immagine di Mazinga che spara un pugno a razzo*

    (la scrivo così Jesper capisce cos'è )

  6. #81
    Ensign Jesper's Avatar
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    Quote Originally Posted by 341.
    You draw and fire an Arrow in the blink of an eye. The shaft whistles through the trees and hits the war-dog squarely between its hideously yellow eyes. For a few seconds it continues to bound forward; then its front legs collapse beneath its weight and it crashes, nose-first, into the soft forest earth.

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

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

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

    If it is 5–9, turn to 12.
    Rido di voi, cani di modica!

    Abbiamo +3 al Roll.

    Roll...2!

    Quote Originally Posted by 12.
    Drawing on all your Kai camouflage and tracking skills, you manage to evade the war-dog pack and escape into the depths of the forest.

    Turn to 220.
    Quote Originally Posted by 220.
    You press on through the trees, your senses alert to the slightest sound. After an hour or so, you stumble across a stream where you stop briefly to gulp a mouthful of icy fresh water. Beyond this stream the trees become far denser, offering you better cover from the wandering groups of Eldenorans who seem to be positioned all over this vast timberland. It is not until later that you realize that they have not been posted here; they are deserters, hiding out in the forest to avoid a certain death at the Reloni Bridge.

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

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

    If you possess Animal Mastery, turn to 260.

    If you do not possess this Discipline, turn to 189.
    Non abbiamo Animal Mastery.

    Quote Originally Posted by 189.
    Stealthily you approach the nearest horse, using your Magnakai Discipline of Animal Control to keep him calm as you untie his reins. But you have only just released them from the rail when suddenly the door of the hut swings open and you find yourself confronted by the horse’s rider—an Eldenoran cavalry scout.

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

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

    If you possess neither of these Grand Master Disciplines or choose not to use them, turn to 33.
    Cosa usiamo ?
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  7. #82
    Bortas's Avatar
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    Non abbiamo un banale arco abbiamo un razzomissile direttamente fuso con il braccio, non ci sono questioni, arcodiddio ora e sempre...


    Edit: Ritardo...

    Usiamo Alchemy che si è dimostrata un buon sostituto (seppur inferiore) dell'arco
    Last edited by Bortas; 13th June 2013 at 15:55.
    LA VERITA' E' LA FUORI! MA ANCHE NO...
    Spoiler

    Spoiler


  8. #83
    Master Chief Petty Officer Rise-the-Sky's Avatar
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    Ma no fondiamogli direttamente il cervello con una psicoblastata
    spamm is life.

  9. #84
    Lieutenant Commander Defender's Avatar
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    maaaaaa io sarei più per un utilizzo massivo della violenza e per friggergli il cervello!

    KAI SURGE!!

  10. #85
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    alchemy!!
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  11. #86
    Warrant Officer Kaluisurrr's Avatar
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    friggiamogli il cervello

  12. #87
    Ensign Jesper's Avatar
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    Frittatona inc!

    Quote Originally Posted by 110.
    You focus a blast of psychic energy at the trooper (deduct 1 ENDURANCE point) and he collapses in the doorway, clasping his head and screaming in agony.

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

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

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

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

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

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

    To continue, turn to 343.
    Ok, ciurma! Ditemi cosa volete che prenda!
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  13. #88
    Warrant Officer Kaluisurrr's Avatar
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    ncazzo, tuttommerda, rifilliamoci giusto di frecce e lune e la rope se non l'abbiamo persa per qualche motivo

  14. #89
    Lieutenant Tibù's Avatar
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    soldi e frecce
    mandale83 on PSN
    Spoiler


  15. #90
    Ensign Jesper's Avatar
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    OK prendiamo l'ovvio e proseguiamo

    Quote Originally Posted by 343.
    It is near midnight when you arrive at a ridge which commands a view of the mighty River Storn. Moonlight pours molten silver over the rushing water, illuminating a ford where a crossing can be made over this unusually deep and fast-flowing river. To the far horizon stretch the plains of Slovia, peaceful and inviting. You long to be on the other side, but you suspect that crossing here, despite the ford, will not be an easy task. Heavily fortified border posts stand at the approaches to the ford, and many keen-eyed sentries are scanning the surrounding countryside on both sides of the river. The Eldenorans are watching for deserters attempting to flee to the safety of Slovia, a neutral territory in the war against Palmyrion; the Slovians keep watch for signs of an Eldenoran attack. It would not be the first time an invasion by their hostile neighbour had come this way.

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

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

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

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

    If it is 3–6, turn to 87.

    If it is 7 or more, turn to 119.
    Abbiamo +3 al Roll!

    Roll...5!

    Quote Originally Posted by 119.
    The speed and audacity of your crossing, coupled with your Kai camouflage skills, enable you to reach the Slovian side without being detected by the guards on either side of the river.

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

    Turn to 92.
    Quote Originally Posted by 92.
    After the dangers of Eldenora, the plains of peaceful Slovia seem like a tranquil paradise. The grasslands are rich and fertile, and an abundance of game keeps you well fed during the five days it takes you to ride north to the walled city of Tekaro. Here, at an inn close by the city’s cathedral, where, years ago, you discovered one of the Lorestones of Nyxator during your quest for Kai knowledge, you spend a fortunate evening in the company of a band of Salonese mercenaries. Aided by your Kai skills, you fleece them of 30 Gold Crowns while playing cards, and with your gain you purchase a fresh horse for your continuing journey home. (Your new horse and a night’s lodging at the inn cost you 25 Gold Crowns; you may add the balance of 5 Gold Crowns to your Action Chart, maximum allowances permitting.)

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

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

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

    Turn to 138.
    Ellio e le Storrie Tesse per la precisione.

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

    Quote Originally Posted by 138.
    The first spatterings of rain are dampening your shoulders as you approach the forest town’s solitary inn. The smell and soft noises of horses waft from an adjoining stable, and the flickering orange light of an open fire can be seen shimmering through the bull’s-eye glass of the inn’s leaded windows. You halt outside the main door and stoop to read a weather-faded board that is fixed to the wall:
    The Towering Pine Inn
    Room & Stabling—2 Gold Crowns per night

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

    If you do not, turn to 302.
    CVD

    Quote Originally Posted by 103.
    You dismount and toss your horse’s reins to a sniffing stable-boy before entering the dry and welcome warmth of the inn. The innkeeper is a burly, ginger-bearded man with an incongruous lisp, who attends to his small group of patrons with an air of bored indifference. You hand him 2 Gold Crowns and in return you receive a small and draughty room over the stables.

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

    Turn to 176.
    Quote Originally Posted by 176.
    For two days you follow this trail through the great Forest of Salony. During your ride it strikes you that the weather seems to be reflecting the nature of the people who dwell in this region—cold and inhospitable. They do not take kindly to strangers, especially those riding alone.

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

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

    Turn to 240.
    Amory!!!! E' bello come la memoria di LW sia più corta della mia

    Quote Originally Posted by 240.
    At close quarters, the city of Amory gives off an odour of disease and decay. Its flagstoned streets are cracked and broken open by plants, the roofs of its once-fine houses have long since caved in, and every surface is damp and mildewed. It is also completely deserted; even the rats have left.

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

    Illustration XIV—Tongues of red flame shoot from the horse’s nostrils as it gallops, trailing a wake of green mist.

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

    If you have visited neither of these places, turn to 205.
    AHAHAHAH manco da morto lo lasciamo stare sto collione

    Quote Originally Posted by 279.
    A cold lance of fear stabs your heart the moment you see the face of the ghostly rider. You recognize it immediately to be Roark—the highborn lordling of Amory who chose to follow the ways of Evil.

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

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

    If you possess Kai-screen, turn to 39.

    If you do not possess this Discipline, turn to 253.
    Ce l'abbiamo!

    Quote Originally Posted by 39.
    You erect a psychic shield to protect your mind from Roark’s assault, and you successfully deflect his attack. But as his ghastly apparition gallops past, it stirs in its wake a whirling maelstrom that is filled with rocks, broken glass, and other city debris. This whirlwind assails you physically and knocks you to the ground.

    Ghost of Roark: COMBAT SKILL 48 ENDURANCE 30

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

    If you win the combat, turn to 146.
    Domanda per il pubblico: non si capisce cosa vuol dire Joe con "You conduct this combat in the normal way"...vuole che combattiamo senza armi perchè è uno scontro mentale? Però la frase sembra indicare che le regole sono le solite.

    Dato che non ci sono note chiarificatri in proposito (e l'altro paragrafo è identico, ma prendevamo 5 danni), ditemi voi come volete che proceda: armato (CR +5) o disarmato (CR -4).
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

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