Re: Jinete del Sol Negro.
Publicado: 24-Oct-2024, 21:11
Diplomacia? Pasa al 309
Foro de debate sobre el Proyecto Aon Español y la web Lobo Solitario Español, así como todo lo relacionado con el mundo de los libro-juegos
https://www.projectaon.org/es/foro3/
329 La cara de preocupación de Tarus revela claramente lo que piensa el bibliotecario sobre tu deseo de aprender más sobre la guerra. Sin embargo, respeta tu deseo y te entrega a Urgoz, el Maestro de Armas, un hombre forjado en innumerables batallas. Es, sin duda, el hombre perfecto para lo que quieres.329 Tarus' worried face clearly reveals what the librarian thinks of your wanting to learn more about warfare. Nevertheless, he respects your wish and hands you over to Urgoz, the Weapon Master, a man forged in countless battles. He is without question the perfect man for what you want.
Urgoz invites you to his rooms. Surrounded by countless weapons, exotic spoils of war, and the artefacts entrusted to him by fallen companions, night after night he proudly tells you stories about his eventful life as a soldier. In him a great storyteller has been lost, so vivid are his tales of strategy and tactics, ethics and honor.
Write down the ability Warfare in line 5 on your adventure sheet. In addition, mark the number 329 your there, the number of this section, so that you can look up something if necessary.
Turn to 324.
Nota: Después de ver las tres opciones nuevamente, os permito cambiar de idea si queréis, pero os recuerdo que desconozco la posterior utilidad de las habilidades. Aunque Conocimientos sobre Magia parece desbloquear un secretoPor mera curiosidad os dejo las otras dos:
318 It is sobering to learn that only those who have the spark of magic in them can master the art. Only certain races, such as the lizard folk of the Zarlik, as well as some rare individuals are blessed with it. Despite this disappointment, in your free time Tarus teaches you a great deal about magic in general, for example, its manifestations, effects, peculiarities and limits. Should you ever meet a being with the magical spark, you'll perhaps be able to react more prudently.
Write down the ability Magical Lore in line 5 on your adventure sheet. [.1..] In addition, mark the number 318 there, the number of this section, so that you can look up something if necessary.
Turn to 324.
Secret 1 of 4.
318 Es aleccionador saber que sólo aquellos que tienen la chispa de la magia en ellos pueden dominar el arte. Solo ciertas razas, como el pueblo de los hombres-lagarto de Zarlik, así como algunos raros individuos, están bendecidos con él. A pesar de esta decepción, en tu tiempo libre Tarus te enseña mucho sobre la magia en general, por ejemplo, sus manifestaciones, efectos, peculiaridades y límites. Si alguna vez te encuentras con un ser con la chispa mágica, tal vez puedas reaccionar con más prudencia.
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Anota la habilidad Conocimientos sobre Magia en la línea 5 de tu hoja de aventura. [.1..] Además, anota allí el número 318, el número de esta sección, para que puedas consultar algo si es necesario.
Pasa al 324.
[.1..] Secreto 1 de 4
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309 Tarus is genuinely pleased when he hears that you are interested in the art of diplomacy. He lets you have standard works of philosophy as well as many books on politics, negotiating techniques, and rules of conduct. You find yourself using every free minute to work through the material. And at the same time you are forced to tackle controversial topics, engaging in countless hours of dispute with Tarus.
Write down the ability Diplomacy on in line 5 on your adventure sheet. In addition, mark the number 309 there, the number of this section, so that you can look up something if necessary.
Turn to 324.
309 Tarus está realmente complacido cuando escucha que estás interesado en el arte de la diplomacia. Te permite tener las tradicionales obras de filosofía, así como muchos libros sobre política, técnicas de negociación y reglas de conducta. Aprovechas cada minuto que tienes libre para trabajar con el material. Y al mismo tiempo, te ves obligado a abordar temas controvertidos, involucrándote en innumerables horas de discusiones con Tarus.
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Anota la habilidad Diplomacia en la línea 5 de tu hoja de aventura. Además, anota allí el número 309, el número de esta sección, para que puedas consultar algo si es necesario.
Pasa al 324.
324 En el decimoséptimo día de tu educación eres despertado de tu letargo. Órdenes y confusos gritos resuenan por los pasillos. La Torre está en alerta: ¡la flota de la Alianza está atacando! No te sorprende. Últimamente, Calderel no ha hablado de otra cosa más que de represalias por la muerte de Kathum. ¡Ahora finalmente están aquí! Rápidamente te preparas para el combate, poniéndote las botas y el uniforme antes de correr por los pasillos.324 On the 17th day of your education you are roused from your torpor. Confused commands and screams resound through the hallways. The Tower is on alert — the Alliance fleet is attacking! It comes as no surprise to you. Calderel has been talking of nothing lately but retaliation for Kathum's death. Now it is finally here! Quickly you prepare for combat, pulling on your boots and uniform before you rush down the hallways.
In the hubbub you encounter Aonus commanding a troop of elite Gartaks. "Hey, Child of Shadows," he snaps, grabbing you by the arm. "Let it be. It is broad daylight outside. Not your time!"
Contritely, you consign yourself to supporting the Ugarith guards on the higher floors, but the enemy never manages to advance to the top of the tower. Apart from the severe tremors caused by their siege weapons striking the outer walls from below, you witness nothing.
The Empire wins the naval battle and sinks almost the complete allied Fleet. The celebrations of the Gartaks and the mercenaries go on for almost a week, but there are rumors that the Empire's fleet was made to suffer unexpectedly high casualties as well.
If you want to continue your training, turn to 319.
If you want to visit the dungeon, turn to 311.
If you want to go to the morgue to honor the fallen soldiers of the Empire, turn to 303.
Este caso en concreto que dices se me ha dado en más de un libro, e incluso en "La espada del Samurái" fueron dos veces. Lo que yo hago es si la respuesta en inglés es "Water" cuyo valor sería 23+1+20+5+18 = 67 y en castellano es "Agua" cuyo valor es 1+7+22+1 = 31 (tengo en cuenta la letra Ñ que existe en castellano) en vez de pasar a la sección 67 pasamos a la sección 31 y la sección que te dirija a la 31 la paso a la 67, es decir, hago un intercambio entre ambas secciones.Dark-kia escribió: ↑28-Oct-2024, 21:45 'Profesor', una consulta:
Recuerdo que en una de tus traducciones te has encontrado con el típico acertijo de cambiar números por letras (A=1, B=2, C=3,...), pero al escribirse diferente la palabra en inglés a español y resultar una cifra distinta, ¿Cómo lo solventaste y en que libro fue? ¿Recuerdas algún título?Es que yo recuerdo haberme encontrado con ese mismo problema pero ya no me acuerdo en que título.
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311 El guardián Gartak te guía con orgullo a través de su reino, la mazmorra de la Torre Sombría. Lo miras con desconfianza. No estás seguro de si fue uno de los guardias que te retuvieron en la mazmorra, pero sospechas que sí.311 The Gartak warden proudly leads you through his realm, the dungeon of the Night Tower. You look at him suspiciously. You are not sure whether he was one the guards who held you in the dungeon, but you suspect he was.
> These Stinkpelts all look the same... <
Moans and lamentations fill the stifling air of the chaotic dungeon. Even though only a fraction of the allied sailors have survived the battle, the dungeon is hopelessly overcrowded. Hunger and thirst will certainly soon solve this logistical problem for the Empire. The thought of that 'solution' and its implications turns your stomach.
Shaken, you gaze at the many gaunt faces of young men and women from countries all over. Your quiet hope of perhaps discovering among them someone you know is quickly shattered.
Some beg for mercy while others curse you or spit at you. Whatever they do, the Gartak delights in driving them back into the corners of their cells with his savage whip.
> Such misery! This war must end — whatever it may cost! <
Shocked, you retire to the top of the Tower.
Turn to 319.
319 Es el final de una cálida noche de verano, y atrás quedan muchas lecciones de entrenamiento difíciles y agotadoras con Urgoz, el famoso maestro de armas de los Ugarith. Necesitado de un descanso de tu trabajo, paseas por los pasillos de la Torre superior hacia la cocina para refrescarte. A mitad de camino te encuentras con una joven Ugarith que lleva un bebé. Su piel es tan negra como la tuya. Cuando pasas junto a ella, presiona a su bebé contra su pecho con más firmeza y te mira por el rabillo de sus ojos de medianoche.319 It is the end of a warm summer night, and many difficult and tiring training lessons with Urgoz, the famous weapon master of the Ugarith, lie behind you. Needful of a rest from your toil, you stroll through the hallways of the upper Tower towards the kitchen to refresh yourself. Halfway there you meet a young Ugarith woman carrying an infant. Their skin is as black as yours. As you walk past her, she presses her baby to her breast more firmly and gazes at you out of the corner of her midnight eyes.
Once you have reached the kitchen, you find the slender Netani arranging a tray with carafes full of wine for the high priest and his advisors. Spontaneously, you decide to relieve her of the task and pay a visit to Master Calderel. The submissive slave with her caramel-colored complexion does not dare to object.
As you approach the portal of the conference room guarded by two officers of the watch, you hear a number of unfamiliar voices. It is obvious that the war council of the Empire is meeting. Among others you identify the distinctive dialects of Zarlik, Menokians and Dvoraks in the confusion of voices. Emotions in the chamber are definitely on edge.
If you want to put down the tray and pretend to withdraw so that you can listen to the council from a hiding place, turn to 338.
If you want to knock and enter, turn to 327.
If you want to withdraw respectfully, turn to 336.
Gracias Antonimo, tomo nota.
338 Te disculpas con los guardias, diciendo que no quieres causar ningún disturbio. Dejas de lado la refriega y te escondes en un rincón oscuro del pasillo. Movido por la curiosidad, presionas tu oído contra la pared de la sala de conferencias. Además de las voces familiares de Calderel y Aonus, escuchas al menos seis voces más.338 You apologize to the guards, saying that you don't want to cause any disturbance. You put down the fray and hide in a dark corner of the corridor. Curious, you press your ear agains the wall of the conference room. In addition to the familiar voices of Calderel and Aonus you hear at least six further voices.
A woman with a light lisp — it has to be a Zarlik — is speaking: "Honored members of the council! It is an open secret: The war is going worse than expected." Murmurs of agreement accompany her further explanations. "The power vacuum anticipated by the Hierarch's death did not lead to discord within the Alliance but drew the Allies even closer together. Kathum was a religious bone of contention that now no longer divides them.
Remorsefully, Calderel interrupts the council member: "Be that as it may. The preparations for the final blow are already underway!"
The rough voice of a man adds: "So you plan to destroy the final Allied sea base of Leenhaven, honorable master?"
"Correct," the Ugar priest acknowledges coolly. "First we will cut off their supply lines and prepare the way for the invasion forces from Fort Sin. When Ugar's countenance shines, we will attack — with all we have!"
Fists hammer on the table rhythmically, sounding like the first troops of marching soldiers. The meeting is over. Without being noticed, you slip away to your room.
Turn to 336.
336 La reunión del consejo con todos los aliados presentes es una mala señal. Aunque circula el rumor de que la guerra terminará pronto, puede que no sea cierto. Después de todo, el Imperio prometió al pueblo una rápida victoria hace años. Sin embargo, no importa en qué fase se encuentre el conflicto, puedes estar seguro de una cosa. ¡Tienes un papel decisivo que desempeñar! Decidido a aprovechar al máximo las últimas semanas de tu adiestramiento, comienzas a estudiar y a entrenar con mayor concentración.336 The council meeting with all allies present is a bad sign. Even though the rumor is circulating that the war will soon be over, that may not be true. After all, the Empire promised the people a speedy victory years ago. No matter what phase the conflict is in, however, you can be sure of one thing. You have a decisive part to play! Resolved to get the most you can out of the last weeks of your training, you begin studying and training with even more focus.
Turn to 302.
302 Tu breve período de formación termina demasiado pronto. Aunque ciertamente podrías pasar más tiempo aprendiendo tus dones especiales, ciertamente te has beneficiado de este tiempo.302 Your short span of training ends all too soon. Though you could certainly spend longer learning your special gifts, you have certainly benefited from this time.
Your VITALITY returns to Normal.
Even though you have learned and regained much in the short time, the teachers were only able to acquaint you with a fragment of your extraordinary physical and mental potentialities.
Therefore, you may choose only three abilities from the following list. These are talents in which you were especially trained:
Sharpened Senses • Your already extraordinary five senses have been sharpened even further by your teacher Tarus. Your vision, hearing, touch, smell and taste are amazing, comparable to the keenest senses in the animal world. You do, however, have to concentrate deliberately whenever you use your Sharpened Senses. Your good hearing, for example, cannot prevent youfrom being ambushed while asleep.
Premonition • With this ability you can judge situations better. But you have no control over your sixth sense, and you should not depend on it too much. You may only register a tingling or a feeling of discomfort when danger is close by. True warnings in the form of a sudden inspiration or even visions are rare.
Mind over Body • Your mental training has taught you how to improve your physical performance for a limited time by using the power of your mind. At any time — even in combat — you may convert a single point of your VITALITY into two points which you can distribute freely between STRENGTH and DEXTERITY. You can use this ability only when your head is clear. Therefore, you cannot use this power if your VITALITY is Hurt or Critical. After the current section, or combat, you must remove the bonus points. The loss of VITALITY, however, remains until you can heal or regenerate.
Free Breath • With this ability you can hold your breath for several minutes without suffering any physical limitations. It does not matter whether you are in the midst of combat, swimming long distances underwater or dashing through poisonous fog. While using Free Breath, you do not experience the reflex to breathe and you suffer no losses.
Mental Focus • In precarious situations it is sometimes difficult to keep your nerve. Mental Focus helps by allowing you to concentrate your will completely on a certain action or mental effort. Nevertheless, this talent requires that you have enough time to clear your mind and understand the problem at hand.
Once you have chosen, write down the three abilities in line 2, 3 & 4 on your adventure sheet with the number 302. This is the section number where you can look up, should you have forgotten the explanations for the corresponding ability.
During the final nights before Ugar tuurs his lunar face fully to the world, you spend your time on the steep roof of the Ningal Tower. There, Wing Master Logath and his assistants teach you the basics of dealing with riding dragons.
By way of visual instruction, the keeper leads two remarkable dragons over the parade ground. The first is a deep green specimen, very brawny, protected by countless thorns and horns in varied sizes. The mighty red scaled armored crest and horns protruding on its brow and chin remind you of an aggressive rooster. "This is Maulun," Logath introduces the dragon. With wings outspread and a threatening snort from its nostrils, the green giant greets you — just as if it had understood its keeper's forceful rap on its scaly neck.
Compared to Maulun, the second dragon appears more agile and attentive. Its smooth body, clad in fine black scales, rests upon a single pair of legs. Arching gracefully and with dignity, this dragon shimmers in the light of the moon.
At the end of its swan-like neck perches a slender head graced by a single horn rising from its brow. Though not as muscular as its green companion, this dragon is larger.
Logath explains that the wing span of a fully grown dragon ranges from 40 to 60 feet, depending on race and gender. He adds, "Kyrna is a female and strong in air combat, whereas Maulun can be deployed very well on the ground."
As the Wing Master continues his presentation, his assistants are clearly having trouble controlling the mounts. It appears the two dragons do not get along. They continually hiss at one another and snap at each other's necks, but without causing any serious injuries
If you want to look at the green dragon, turn to 323.
If you want to look at the black dragon, turn to 340.