-Wolf's Bane
-
-THE STORY SO FAR...
-
-You are Grand Master Lone Wolf, the sole survivor
-of a massacre that wiped out the First Order of the
-Kai - the warrior elite of Sommerlund.
-
-It is the year MS 5080, thirty years since your brave
-kinsmen perished at the hands of the Darklords of
-Helgedad. These champions of evil, who were sent
-forth by Naar - the King of the darkness - to
-destroy the fertile world of Magnamund, have them-
-selves since been destroyed. You vowed to avenge
-the murder of the Kai and you kept your pledge,
-for it was you who brought about their downfall
-when alone you infiltrated their foul domain - the
-Darklands - and caused the destruction of their
-leader and the base of his power that was the
-infernal city of Helgedad.
-
-In the wake of their destruction, chaos befell the
-Darkland armies who had been poised to conquer
-all of Magnamund. This disorder escalated into a
-mutinous civil war, which allowed the freestate
-armies of Magnamund time in which to recover
-and launch a counter-offensive. Against
-the odds, a swift and total victory was secured over
-the feuding Darklands armies.
-
-For ten unbroken years peace has reigned in Som-
-merlund. Under your direction, the once-ruined
-monastery of the Kai has been rebuilt and restored
-to its former glory, and the task of teaching a New
-Order of Kai warriors the skills and proud traditions
-of your ancestors is also well established. The new
-generation of Kai recruits, all of whom were born
-during the era of war against the Darklords, possess
-strong latent Kai skills and all show exceptional
-promise. These skills will be nurtured and honed
-to perfection during their time at the monastery so
-that they may teach and inspire future generations,
-thereby ensuring the continued security of your
-homeland in future years.
-
-Your attainment of the rank of Kai Grand Master
-brought with it great rewards. Some, such as the
-restoration of the Kai and the undying gratitude of
-your fellow Somrnlending, could have been antici-
-pated. Yet there have also been rewards which you
-could not possibly have foreseen. The discovery
-that within you lay the potential to develop Kai
-Disciplines beyond those of the Magnakai (which
-were thought to be the ultimate that a Kai Master
-could aspire to) was truly a revelation. Your dis-
-covery, has inspired you to search for the wisdom
-and power that no Kai lord before you has ever
-possessed. In the name of your creator, the God
-Kai, and for the greater glory of Sommerlund and
-the Goddess Ishir, you have vowed to reach the
-very pinnacle of Kai perfection - to attain all of the
-Grand Master Disciplines and become the first Kai
-Supreme Master.
-
-With diligence and determination you set about the
-restoration of the Kai monastery and the training
-of the New Order recruits. Your efforts were soon
-rewarded and, within the space of two short years,
-the first raw recruits had graduated to become a
-cadre of gifted Kai Masters who, in turn, were able
-to commence the teaching of their skills to sub-
-sequent intakes of Kai novices. Readily the Kai Masters
-rose readily to their new-found responsibilities,
-leaving you free to devote more of your time to
-the pursuit and perfection of the Grand Master
-Disciplines. During this period you also received
-expert tutelage in the ways of magic from two of
-your most trusted friends and advisors: Guildmaster
-Banedon, leader of the Brotherhood of the Crystal
-Star, and Lord Rimoah, speaker for the High Coun-
-cil of the Elder Magi.
-
-In the deepest subterranean level of the monastery,
-one hundred feet below the Tower of the Sun, you
-ordered the excavation and construction of a special
-vault. In this magnificent chamber wrought of granite
-and gold, you placed the seven Lorestones of
-Nyxator - gems of Kai power which you
-had recovered during your quest for Kai
-knowledge. In this vault, bathed in the golden light
-of those radiant gems, you spent countless hours in
-pursuit of perfection. Sometimes alone, sometimes
-in the company of your two able advisors - Bane-
-don and Rimoah - you worked hard to develop
-your innate Grand Master disciplines, and grasp
-the fundamental secrets of Brotherhood and Old
-Kingdom Magic. During this time you noticed many
-remarkable changes taking place within your body;
-you became physically and mentally stronger, your
-five primary senses sharpened beyond all that
-you had experienced before, and, perhaps most
-remarkably, your body began to age at a much
-slower rate. Now for every five years that elapse
-you age but one year.
-
-In the years since your victory over the Darklords,
-peace has reigned victorious and the peoples of
-the Free Kingdoms have rejoiced in the knowledge
-that the evil which once threatened to destroy them
-has been banished from the face of Magnamund.
-Men have readily exchanged their swords for hoes
-and their shields for ploughs, and now the only
-marching they do is along the ruts of their freshly
-furrowed fields. Few are the watchful eyes that scan
-the distant horizon in fear of what may appear,
-although there are still some who maintain their
-vigilance, for the agents of the Dark God Naar
-come in many guises and there are those upon
-Magnamund who wait quietly in the shadows for
-the chance to do his evil bidding.
-
-Already your new-found skills have been tested
-against Naar's agents and you have, on each
-occasion, acquitted yourself admirably. Yet your
-continuing victories have enraged the Dark God
-and inflamed his lust for vengeance. Three years
-earlier, you and your new Kai kinsmen achieved a
-glorious victory over a host of deadly Lavas. These
-dragon-like horrors were sent by Naar to destroy
-the Kai Monastery and lay waste to Sommerlund,
-and yet, despite their supernatural strength, they
-were defeated in battle by the sheer courage and
-skill of the New Order Kai who fought magnifi-
-cently under your leadership.
-
-After the ignominious defeat of his minions, Naar
-retreated to the Plane of Darkness to plot and
-scheme anew. Victory at the monastery had won
-for you a respite in the Dark God's war against
-Sommerlund and the Kai. The following three
-years were peaceful for your homeland, yet else-
-where on Magnamund the agents of Naar con-
-tinued their insidious work. On several occasions
-your special skills were sought by envoys from
-foreign realms whose leaders were desperate to rid
-themselves of Naar's minions. Courageously you
-undertook many of these dangerous missions and,
-by succeeding where no other mortal could, you
-brought fresh glories upon yourself and your fellow
-Kai.
-
-In the summer of MS 5080, during a return voyage
-by sea from a successful quest to distant Dessi, an
-act of sabotage very nearly wrecked the sailing ship
-that was transporting you home. Only fair weather
-and skilful repairs by the Sommlending crew saved
-the ship from being lost in the Gulf of Durenor.
-When the damaged craft limped into its home port
-of Anskaven, more than two weeks late, the recep-
-tion you received was far from welcoming. The
-normally cheerful seafaring folk of this busy port
-were in a strangely sullen mood. Clearly they all
-recognized you, yet none cheered as you disem-
-barked on Anskaven quay. The crowd were quietly
-hostile. Before you could determine their reasons,
-the uneasy silence was shattered by a troop of
-heavily-armoured cavalrymen who came galloping
-along the quayside, their gleaming swords drawn.
-The crowd scattered as the horsemen drew up in
-a circle around you. Their leader, a nervous young
-lieutenant whose coat bore the black eagle and
-three hearts motif of Avan Caldar, Baron of Ans-
-kaven, curtly ordered you to lay down your
-weapons. Not wishing to provoke these city troop-
-ers, you obeyed the command and allowed them
-to escort you to Baron Caldar's castle where you
-felt sure their inglorious mistake would be swiftly
-punished.
-
-Baron Caldar formally received you in the Great
-Hall of his castle. You had met previously on many
-state occasions at King Ulnar's court in Holmgard
-and had always held each other in high esteem.
-Yet Caldar, flanked by more than a dozen armed
-bodyguards, could barely bring himself to conceal
-his contempt. He spoke to you as if you were a
-hated criminal. You asked why you were being
-treated in such a manner, but your pleas fell on
-deaf ears. Without further explanation, he ordered
-that you be taken immediately to the dungeons
-and placed in irons.
-
-Later that evening, using your mental Kai Disci
-plines to help loosen the tight-lipped resolve of a
-dungeon guard, you learned the reasons for your
-apparent fall from grace.
-
-'You first arrived in Anskaven by ship eighteen days
-ago, as expected,' said the gaoler, in response to
-your psychic commands. 'Baron Caldar met you
-personally at the quayside and gave you a horse
-and six of his best troopers to escort you to Toran.
-During your ride to that city, they say you mur-
-dered his men and burnt their bodies. On arriving
-at Toran, you tried to assassinate Banedon - the
-Guildmaster of the Brotherhood of the Crystal Star.
-He survived, yet much of the Guildmaster's Hall
-was destroyed by your doing. To cover your
-escape from the city, you poisoned the wells caus-
-ing hundreds of deaths. At first it was said that a
-Helghast had adopted your likeness to gain entry
-to the Guildhall, but Guildmaster Banedon refuted
-these claims. He is convinced that you are pos-
-sessed by the spirit of Naar. The Guildmaster dis-
-patched the Toran militia to spread this message
-across Somrnerlund. A few days later at the forest
-village of Dumf allow, near Tyso, the Fryearl of
-Durnfallow was murdered and his manor house
-was torched to the ground. The villagers say they
-saw you riding away from the blazing ruins, howl
-ing like a crazed wolf. The people are terrified by
-the thought that Naar has corrupted you - their
-greatest hero - and turned you against your own.
-They are scared and they are demanding swift jus-
-tice. King Ulnar has bowed to their will; he has
-sent all of his Border Rangers to Tyso with orders
-to find and kill you on sight.'
-
-The news of your alleged crimes comes as a bitter
-blow. You are sure that it is all the handiwork of
-an agent of Naar, and you resolve to find and
-vanquish this impostor at the first opportunity.
-However, as you cast your eyes around the damp
-walls of the castle dungeon, you can only pray to
-Ishir and Kai that the Baron and his guards will
-believe your story and allow you a chance to
-reclaim your honour.
-Wolf's Bane
-
-THE GAME RULES
-
-You keep a record of your adventure on the Action
-Chart that you will find in the front of this book.
-For ease of use, and for further adventuring, it is
-recommended that you photocopy these pages.
-
-For more than ten years, ever since the demise
-of the Darklords of Helgedad, you have devoted
-yourself to developing further your fighting prow-
-ess - COMBAT SKILL - and physical stamina - ENDUR-
-ANCE. Before you begin this Grand Master adven-
-ture you need to measure how effective your
-training has been. To do this take a pencil and,
-with your eyes closed, point with the blunt end of it on
-to the Random Number Table on the last page of
-the book. If you pick a 0 it counts as zero.
-
-The first number that you pick from the Random
-Number Table in this way represents your COMBAT
-SKILL. Add 25 to the number you picked and write
-the total in the COMBAT SKILL section of your Action
-Chart (ie if your pencil fell on the number 6 in
-the Random Number Table you would write in a
-COMBAT SKILL of 31). When you fight, your COMBAT
-SKILL will be pitted against that of your enemy. A
-high score in this section is therefore very desirable.
-
-The second number that you pick from the
-Random Number Table represents your powers of
-ENDURANCE. Add 30 to this number and write the
-total in the ENDURANCE section of your Action Chart
-(ie if your pencil fell on the number 7 on the
-Random Number Table you would have 37 ENDUR-
-ANCE points).
-
-If you are wounded in combat you will lose ENDUR-
-ANCE points. If at any time your ENDURANCE points
-fall to zero, you are dead and the adventure is over.
-Lost ENDURANCE points can be regained during the
-course of the adventure, but your number of
-ENDURANCE points can not rise above the number
-you have when you start an adventure.
-
-Playing Tip: You may use a 10-sided die instead
-of the Random Number Table if you find it easier.
-
-If you have successfully completed any of the
-previous adventures In the Lone Wolf series
-(Books 1-18), you can carry your current
-scores of SKILL and ENDURANCE points
-over to Book 19. These scores may include
-Weaponmastery, Curing and Psi-surge
-bonuses obtained upon completion of Lone
-Wolf Kai (Books 1-5) or Magnakai (Books
-6-12) adventures. Only if you have completed
-these previous adventures will you benefit
-from the appropriate bonuses in the course
-of the Grand Master series. You may also
-carry over any Weapons and Backpack Items
-you had in your possession at the end of your
-last adventure, and these should be entered
-on your new Grand Master Action Chart (you
-are still limited to two Weapons, but you may
-now carry up to ten Backpack Items). How-
-ever, only the following Special Items may be
-carried over from the Lone Wolf Kai (Books
-1-5) and Magnakai (Books 6-12) series, to
-the Lone Wolf Grand Master series (13
-onwards):
-
-Crystal Star pendant Jewelled Mace
-Sommerswerd Silver Bow of Duadon
-Silver Helm Silver bracers
-Kagonite Chainmail Korlinium scabbard
-
-Wolf's Bane
-
-KAI AND MAGNAKAI DISCIPLINES
-
-During your distinguished rise to the rank of Kai
-Grand Master, you have become proficient in all
-of the basic Kai and Magnakai Disciplines. These
-Disciplines have provided you with a formidable
-arsenal of natural abilities which have served you
-well in the fight against the agents and champions
-of Naar, King of the Darkness. A brief summary of
-your skills is given below:
-
-Weaponmastery
-Proficiency with all close combat and missile
-weapons. Master of unarmed combat; no COMBAT
-SKILL loss when fighting bare-handed.
-
-Animal Control
-Communication with most animals; limited control
-over hostile ceatures. Can use woodland animals
-as guides and can block a non-sentient creature's
-sense of taste and smell.
-
-Curing
-Steady restoration of lost ENDURANCE points (to self
-and others) as a result of combat wounds. Neutral-
-ization of poisons, venoms and toxins. Repair of
-serious battle wounds.
-
-Invisibility
-Mask body heat and scent; hide effectively; mask
-sound during movement; minor alterations of
-physical appearance.
-
-Huntmastery
-Effective hunting of food in the wild; increased
-agility; intensified vision, hearing, smell and night
-vision.
-
-Pathmanship
-Read languages, decipher symbols, read footprints
-and tracks. Intuitive knowledge of compass points;
-detection of enemy ambush up to 500 yards; ability
-to cross terrain without leaving tracks; converse
-with sentient creatures; mask self from psychic
-spells of detection.
-
-Psi-surge
-Attack enemies using the powers of the mind; set
-up disruptive vibrations in objects; confuse
-enemies.
-
-Psi-screen
-Defence against hypnosis, supernatural illusions,
-charms, hostile telepathy and evil spirits. Ability to
-divert, and re-channel hostile psychic energy.
-
-Nexus
-Move small items by projection of mind power;
-withstand extremes of temperature; extinguish fire
-by force of will; limited immunity to flames, toxic
-gases, corrosive liquids.
-
-Divination
-Sense imminent danger, detect invisible or hidden
-enemy; telepathic communication; recognize
-magic-using and/or magical creatures; detect
-psychic residues; limited ability to leave body and
-spirit-walk.
-
-
-Wolf's Bane
-
-GRAND MASTER DISCIPLINES
-
-Now, through the pursuit of new skills and the
-further development of your inate Kai abilities,
-you have set out upon a path of discovery that no
-other Kai Grand Master has ever attempted with
-success. Your determination to become the first Kai
-Supreme Master, by acquiring total proficiency in
-all twelve of the Grand Master disciplines, is an
-awe-inspiring challenge. You will be venturing into
-the unknown, pushing back the boundaries of
-human limitation in the pursuit of greatness and
-the cause of Good. May the blessings of the gods
-Kai and lshir go with you on your brave and noble
-quest.
-
-In the years following the demise of the Darklords
-you have reached the rank of Kai Grand Defender,
-which means that you have mastered four of the
-Grand Master Disciplines listed below. It is up to
-you to choose which four disciplines these are. As
-all of the Grand Master Disciplines will be of use
-to you at some point during your adventure, pick
-your four skills with care. The correct use of a
-Grand Master Discipline at the right time could
-save your life. When you have chosen your four
-Disciplines, enter them in the Grand Master Disci-
-plines section of your Action Chart.
-
-
-Grand Weaponmastery
-This discipline enables a Grand Master to become
-supremely efficient in the use of all weapons. When
-you enter combat with one of your Grand Master
-weapons, you add 5 points to your COMBAT SKILL.
-The rank of Kai Grand Defender, with which you
-begin the Grand Master series, means you are skil-
-led in two of the weapons listed opposite and over-
-leaf.
-
-Spear
-Dagger
-Mace
-Short Sword
-Warhammer
-Bow
-Quarterstaff
-Broadsword
-Axe
-Sword
-
-Animal Mastery
-Grand Masters have considerable control over hos-
-tile, non-sentient creatures. Also, they have the
-ability to converse with birds and fishes, and use
-them as guides.
-
-Deliverance (Aduanced Curing)
-Grand Masters are able to use their healing power
-to repair serious battle wounds. If, whilst in combat,
-their ENDURANCE is reduced to 8 points or less,
-they can draw upon their mastery to restore 20
-ENDURANCE points. This ability can only be used
-once every 20 days.
-
-Assimilance (Aduanced Invisibility)
-Grand Masters are able to effect striking changes
-to their physical appearance, and maintain these
-changes over a period of a few days. They have
-also mastered advanced camouflage techniques
-that make them virtually undetectable in an open
-landscape.
-
-Grand Huntmastery
-Grand Masters are able to see in total darkness,
-and have greatly heightened senses of touch and
-taste.
-
-Grand Pathsmanship
-Grand Masters are able to resist entrapment by
-hostile plants, and have a super-awareness of
-ambush, or the threat of ambush, in woods and
-dense forests.
-
-Kai-surge
-When using their psychic ability to attack an
-enemy, Grand Masters may add 8 points to their
-COMBAT SKILL. For every round in which Kai-surge
-is used, they need only deduct 1 ENDURANCE point.
-Grand Masters have the option of using a weaker
-form of psychic attack called Mindblast. When
-using this lesser attack, they may add 4 points to
-their Combat Skill without loss of ENDURANCE
-points. (Kai-surge, Psi-surge, and Mindblast cannot
-be used simultaneously.)
-
-Grand Masters cannot use Kai-surge if their ENDUR-
-ANCE score falls to 6 points or below.
-
-Kai-screen
-In psychic combat, Grand Masters are able to con-
-struct mind fortresses capable of protecting them-
-selves and others. The strength and capacity of
-these fortresses increases as a Grand Master
-advances in rank.
-
-Grand Nexus
-Grand masters are able to withstand contact with
-harmful elements such as flames and acids, for
-upwards of an hour in duration. This ability
-increases as a Grand Master advances in rank.
-
-Telegnosis (Advanced Divination)
-This discipline enables a Grand Master to spirit-
-walk for far greater lengths of time, and with far
-fewer ill effects. Duration, and the protection of
-his inanimate body, increases as a Grand Master
-advances in rank.
-
-Magi-Magic
-Under the tutelage of Lord Rimoah, you have been
-able to master the rudimentary skills of battle
-magic, as taught to the Vakeros - the native war-
-riors of Dessi. These skills include the use of basic
-magi-magic spells such as Shield, Power Word, and
-Invisible Fist. As you advance in rank, so will your
-knowledge and mastery of Old Kingdom Magic
-increase.
-
-Kai-alchemy
-Under the tutelage of Guildmaster Banedon, you
-have mastered the elementary spells of Left-
-handed Magic, as practised by the Brotherhood
-of the Crystal Star. These spells iclude Lightning
-Hand, Levitation, and Mind Charm. As you
-advance in rank, so will your Knowledge and mas-
-tery of Left-Handed Magic increase, enabling you
-to craft new Kai weapons and artefacts
-
-If you successfully complete the mission as set in
-Book 19 of the Lone Wolf Grand Master series,
-you may add a further Grand Master Discipline of
-your choice to your Action Chart in Book 20.
-For every Grand Master Discipline you possess, in
-excess of the original four Disciplines you begin
-with, you may add 1 point to your basic COMBAT
-SKILL score and 2 points to your basic ENDURANCE
-points score. These bonus points, together with
-your extra Grand Master Discipline(s), your original
-four Grand Master Disciplines, and any Special
-Items that you have found and been able to keep
-during your adventures, may then be carried over
-and used in the next Grand Master adventure,
-which is called: THe Curse of Naar
-
-
-
-
-
-
-
-
-
-Wolf's Bane
-
-GRAND MASTER'S WISDOM
-
-You are about to face an adversary who possesses
-skills and abilities commensurate with your own.
-Even though you have returned to Sommerlund,
-the land of your birth, you should remain wary and
-on guard at all times. Your enemy is cunning
-and ruthless; you can expect no quarter from him
-whatsoever.
-
-Some of the things you will encounter during
-your adventure 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 four Grand Master Disciplines with care
-for a wise choice will enable any player to complete
-the quest, no matter how weak their initial COMBAT
-SKILL and ENDURANCE scores may be. Successful
-completion of previous Lone Wolf adventures,
-although an advantage, is not essential for the com-
-pletion of this Grand Master adventure.
-
-May the light of Kai and Ishir be your guide as you
-strive to defeat the agents of Naar.
-
-For Sommerlund and the Kai!Wolf's Bane
-
-EQUIPMENT
-
-Before you set off on your long journey home to
-Sommerlund, you took with you a map of Northern
-Magnamund (see the inside front cover of this
-book) and a pouch of gold. To find out how much
-gold is in the pouch, pick a number from the
-Random Number Table and add 20 to the number
-you have picked. The total equals the number of
-Gold Crowns inside the pouch, and you should
-now enter this number in the 'Gold Crowns' sec-
-tion of your Action Chart.
-
-If you have successfully completed any of the
-previous Lone Wolf adventures (Books 1-18),
-you may add this sum to the total sum of
-Crowns you already possess. Fifty Crown is
-the maximum you can carry, but additional
-Crowns can be left in safe-keeping at your
-monastery.
-
-You can take four items from the list below,
-again adding to these, if necessary, any you
-may already possess from previous adven-
-tures (remember, you are still limited to two
-Weapons, but you may now carry a maximum
-of ten Backpack items).
-
-BROADSWORD (Weapons)
-BOW (Weapons)
-QUIVER (Special Items) This contains six arrows;
-record them on your Weapons List.
-DAGGER (Weapons)
-SWORD (Weapons)
-2 MEALS (Meals) Each Meal takes up one space in
-your Backpack.
-ROPE (Backpack Item)
-POTION OF LAUMSPUR (Backpack Item) This potion restores
-4 ENDURANCE points to your total when
-swallowed after combat. There is enough for only
-one dose.
-AXE (Weapons)
-
-List the four items that you choose on your Action
-Chart, under the appropriate headings, and make
-a note of any effect that may have on your ENDUR-
-ANCE points or COMBAT SKILL.
-
-Equipment - How to use it
-
-Weapons
-The maximum number of weapons that you can
-carry is two. Weapons aid you in combat. If you
-have the Grand Master Discipline of Grand Wea
-ponmastery and a correct weapon, it adds 5 points
-to your COMBAT SKILL. If you find a weapon during
-your adventure, you may pick it up and use it.
-
-Bows and Arrows
-During your adventure there will be opportunities
-to use a bow and arrow. If you equip yourself with
-this weapon, and you possess at least one arrow,
-you may use it when the text of a particular section
-allows you to do so. The bow is a useful weapon
-for it enables you to hit an enemy at a distance.
-However, a bow cannot be used in hand-to-hand
-combat, therefore it is recommended that you also
-equip yourself with a close combat weapon, such
-as a sword or an axe.
-
-In order to use a bow you must possess a quiver
-and at least one arrow. Each time the bow is used,
-erase an arrow from your Action Chart. A bow
-cannot, of course, be used if you exhaust your
-supply of arrows, but the opportunity may arise
-during your adventure for you to replenish your
-stock of arrows.
-
-If you have the Discipline of Grand Weaponmas-
-tery with a bow, you may add 3 points to any
-number you choose from the Random Number
-Table, when using the bow.
-
-Backpack Items
-
-These must be stored in your Backpack. Because
-space is limited, you may keep a maximum of ten
-articles, including Meals, in your Backpack at any
-one time. You may only carry one Backpack at a
-time. During your travels you will discover various
-items which you may decide to keep. You
-may exchange or discard them at any point when
-you are not involved in combat.
-
-Any item that may be of use, and which can be
-picked up on your adventure and entered on your
-Action Chart is given either initial capitals (eg Gold
-Dagger, Magic Pendant), or is clearly identified as
-a backpack item. Unless you are told that it is a
-Special Item, carry it in your Backpack.
-
-Special Items
-Special Items are not carried in the Backpack.
-When you discover a Special Item, you will be told
-how or where to carry it. The maximum number
-of Special Items that can be carried on any adven
-ture is twelve.
-
-
-Food
-Food is carried in your Backpack. Each Meal
-counts as one item. You will need to eat regularly
-during your adventure. If you do not have any food
-when you are instructed to eat a Meal, you will
-lose 3 ENDURANCE points. However, if you have
-chosen the Discipline of Grand Huntmastery, you
-will not need to tick off a Meal when instructed to
-eat.
-
-Potion of Laumspur
-This is a healing potion that can restore 4 ENDUR
-ANCE points to your total when swallowed after
-combat. There is enough for one dose only. If you
-discover any other potion during the adventure,
-you will be informed of its effect. All potions are
-Backpack Items.
-
-
-Wolf's Bane
-
-RULES FOR COMBAT
-
-There will be occasions during your adventure
-when you have to fight an enemy. The enemy's
-COMBAT SKILL and ENDURANCE points are given in
-the text. Lone Wolf's aim in the combat is to kill
-the enemy by reducing his ENDURANCE points to
-zero while losing as few ENDURANCE points as possi-
-ble himself
-
-At the start of a combat, enter Lone Wolf's and
-the enemy's ENDURANCE points in the appropriate
-boxes on the 'Combat Record' section of your
-Action Chart.
-
-The sequence for combat is as follows:
-
-1. Add any extra points gained through your
- Grand Master Disciplines and Special Items to
- your current COMBAT SKILL total.
-
-2. Subtract the COMBAT SKILL of your enemy from
- this total. The result is your Combat Ratio.
- Enter it on the Action Chart.
-
- Example
- Lone Wolf (COMBAT SKILL 32) is attacked by a
- pack of Doomwolves (COMBAT SKILL 30). He is
- taken by surprise and is not given the oppor-
- tunity of evading their attack. Lone Wolf has the
- Grand Master Discipline of Kai-surge to which
- the Doomwolves are not immune, so Lone Wolf
- adds 8 points to his COMBAT SKILL, giving him a
- total COMBAT SKILL of 40.
-
- He subtracts the Doomwolf pack's COMBAT SKILL
- from his own, giving a Combat Ratio of +10.
- (40 - 30 = + 10). +10 is noted on the Action Chart
- as the Combat Ratio.
-
-3. When you have your Combat Ratio, pick a
- number from the Random Number Table.
-
-4. Turn to the COMBAT RESULTS TABLE on the inside
- back cover of this book. Along the top of the
- chart are shown the Combat Ratio numbers.
- Find the number that is the same as your
- Combat Ratio and cross-reference it with the
- random number that you have picked. (The
- random numbers appear on the side of the
- chart.) You now have the number of ENDURANCE
- points lost by both Lone Wolf and his enemy
- in this round of combat. (E represents points
- lost by the enemy; LW represents points lost by
- Lone Wolf.)
-
- Example
- The Combat Ratio between Lone Wolf and the
- Doomwolf Pack has been established as +10. If
- the number taken from the Random Number Table
- is a 2, then the result of the first round of combat
- is:
-
- Lone Wolf loses 3 ENDURANCE points (plus an
- additional 1 point for using Kai-surge. This loss
- is in addition to the loss suffered as a result of
- combat.)
- Doomwolf Pack loses 9 ENDURANCE points.
-
-5. On the Action Chart, mark the changes in
- ENDURANCE points to the participants in the
- combat.
-
-6. Unless otherwise instructed, or unless you have
- an option to evade, the next round of combat now
- starts.
-
-7. Repeat the sequence from Stage 3.
-
-This process of combat continues until ENDURANCE
-points of either the enemy or Lone Wolf are
-reduced to zero, at which point the one with the
-zero score is declared dead. If Lone Wolf is dead,
-the adventure is over. If the enemy is dead, Lone
-Wolf proceeds but with his ENDURANCE points
-reduced.
-
-A summary of Combat Rules appears on the
-page after the Random Number Table.
-
-Evasion of combat
-During your adventure you may be given the
-chance to evade combat. If you have already
-engaged in a round of combat and decide to evade,
-calculate the combat for that round in the usual
-manner. All points lost by the enemy as a result of
-that round are ignored, and you make your escape.
-Only Lone Wolf may lose ENDURANCE points during
-that round (but then thatis the risk of running
-away!). You may only evade if the text of that par-
-ticular section allows you to do so.
-
-
-
-
-Wolf's Bane
-
-LEVELS OF KAI GRAND MASTERSHIP
-
-The following table is a guide to the rank and titles
-you can achieve at each stage of your journey
-along the Road of Kai Grand Mastership. As you
-complete each adventure successfully in the Lone
-Wolf Grand Master series, you will gain an
-additional Grand Master Discipline and progress
-towards the pinnacle of Kai perfection - to become
-a Kai Supreme Master.
-
- No. of Grand
-Master Disciplinies
- acquired Grand Master Rank
-
- 1 Kai Grand Master Senior
- 2 Kai Grand Master Superior
- 3 Kai Grand Sentinel
- 4 Kai Grand Defender - You
- begin the Lone Wolf Grand
- Master adventures at this level of
- Mastery
- 5 Kai Grand Guardian
- 6 Sun Knight
- 7 Sun Lord
- 8 Sun Thane
- 9 Grand Thane
- 10 Grand Crown
- 11 Sun Prince
- 12 Kai Supreme Master
-
-Wolf's Bane
-
-IMPROVED GRAND MASTER
-DISCIPLINES
-
-As you rise through the higher levels of Kai Grand
-Mastery you will find that your Disciplines will
-steadily improve. For example, if you possess the
-Discipline of Grand Nexus when you reach the
-Grand Master rank of Grand Thane, you will be
-able to pass freely through Shadow Gates and
-explore the nether realms of Aon and the Daziarn
-Plane.
-
-If you are a Grand Master who has reached the
-rank of Grand Crown, you will now benefit from
-improvements to the following Grand Master Disci
-plines:
-
-Grand Weaponmastery
-Kai Grand Crowns with this discipline are consum-
-mate masters of unarmed combat. When fighting
-bare-handed ie, without any weapons, they may
-add 3 points to their COMBAT SKILL.
-
-Animal Mastery
-Grand Crowns with this ability are able to plant in
-the mind of any animal the image of their most
-feared predator or adversary. Under the influence
-of this illusion the animal will believe, with all of
-its senses, that it is being confronted by such a
-creature instead of a Kai Grand Crown.
-
-Grand Pathsmanship
-Grand Crowns with this skill are able to create
-a clear passageway through dense undergrowth,
-forest, or jungle. Once having passed through this
-passageway, the plant material will revert to its
-normal state. This skill can also be employed by a
-Kai Grand Crown against magical foliage, or to
-counter any plant material ranged against him by
-an enemy.
-
-Kai-screen
-Grand Crowns who possess mastery of this Disci
-pline are able to mask the goodly aura which radi
-ates naturally from their minds and bodies.
-Additionally, Grand Crowns can deliberately alter
-these auras to give a false impression of themselves
-to creatures who are sensitive to such psychic
-auras.
-
-Grand Nexus
-Grand Crowns who possess this Discipline are able
-to speak a Kai Power Word - a holy utterance
-which will cause physical and psychic damage to
-any single creature within a radius of thirty feet.
-The degree of damage so caused, and the resultant
-drain upon a Grand Crown's reserves of ENDUR
-ANCE, are dependent upon individual circum
-stances. The power and range of this skill increases
-as a Grand Master rises in rank.
-
-Kai-alchemy
-Grand Masters who have reached the rank of
-Grand Crown are able to use the following
-Brotherhood spells:
-
-Teleport - By casting this spell, Kai Grand Crowns
-can transport themselves physically to any place
-which they can see with their own eyes. The spell
-will carry the caster, his equipment and clothing
-to his chosen sighted destination. It cannot be used
-on any other living creature and it will not transport
-any other living creature along with the caster. Use
-of this spell will cost the caster between 1 and 5
-ENDURANCE points every time it is used. This cost
-reduces as a Kai Grand Master increases in rank.
-
-See Illusion - Using this spell, a Kai Grand Crown
-is able to detect an illusion and know immediately
-its true identity or purpose.
-
-The nature of any additional improvements and
-how they affect your Grand Master Disciplines will
-be noted in the 'Improved Grand Master Disci
-plines' section of future Lone Wolf books.
+ <section class="frontmatter" id="dedicate">
+ <meta>
+ <title>Dedication</title>
+ <link class="prev" idref="title" />
+ <link class="next" idref="acknwldg" />
+ </meta>
+
+ <data>
+ <p class="dedication">[Insert Dedication]</p>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="acknwldg">
+ <meta>
+ <title>Acknowledgements</title>
+ <link class="prev" idref="dedicate" />
+ <link class="next" idref="tssf" />
+ </meta>
+
+ <data>
+
+ <p><quote>I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my <quote>millennium gift</quote> to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai.<ch.ellips/></quote> <strong>Joe Dever</strong></p>
+ <p>Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We would also like to acknowledge the following members of Project Aon for their diligent work:</p>
+
+ <section class="frontmatter" id="credits">
+ <meta><title>Credits</title></meta>
+
+ <data>
+ <dl>
+ <dt>Transcription</dt>
+ <dd></dd>
+ <dt>Illustration Transcription</dt>
+ <dd></dd>
+ <dt>XML</dt>
+ <dd>Jonathan Blake<br/>Jeff Dougan</dd>
+ <dt><a idref="action">Action Chart</a>s</dt>
+ <dd>JC Alvarez<br />Jonathan Blake</dd>
+ <dt>Proofreading</dt>
+ <dd></dd>
+ <dt>Editing</dt>
+ <dd><br/></dd>
+ <dt>Coordination</dt>
+ <dd>Jonathan Blake</dd>
+ </dl>
+ </data>
+ </section>
+
+ </data>
+ </section>
+
+ <!-- Frontmatter -->
+ <section class="frontmatter" id="tssf">
+ <meta>
+ <title>The Story So Far<ch.ellips/></title>
+ <link class="prev" idref="acknwldg" />
+ <link class="next" idref="gamerulz" />
+ </meta>
+
+ <data>
+ <p>You are Grand Master Lone Wolf, the sole survivor of a massacre that wiped out the First Order of the Kai<ch.emdash/>the warrior elite of Sommerlund.</p>
+
+ <p>It is the year MS 5080, thirty years since your brave kinsmen perished at the hands of the Darklords of Helgedad. These champions of evil, who were sent forth by Naar<ch.emdash/>the King of the darkness<ch.emdash/>to destroy the fertile world of Magnamund, have them-selves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domain<ch.emdash/>the Darklands<ch.emdash/> and caused the destruction of their leader and the base of his power that was the infernal city of Helgedad.</p>
+
+ <p>In the wake of their destruction, chaos befell the Darkland armies who had been poised to conquer all of Magnamund. This disorder escalated into a mutinous civil war, which allowed the freestate armies of Magnamund time in which to recover and launch a counter-offensive. Against the odds, a swift and total victory was secured over the feuding Darklands armies.</p>
+
+ <p>For ten unbroken years peace has reigned in Sommerlund. Under your direction, the once<ch.endash/>ruined monastery of the Kai has been rebuilt and restored to its former glory, and the task of teaching a New Order of Kai warriors the skills and proud traditions of your ancestors is also well established. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess strong latent Kai skills and all show exceptional promise. These skills will be nurtured and honed to perfection during their time at the monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.</p>
+
+ <p>Your attainment of the rank of Kai Grand Master brought with it great rewards. Some, such as the restoration of the Kai and the undying gratitude of your fellow Somrnlending, could have been antici-pated. Yet there have also been rewards which you could not possibly have foreseen. The discovery that within you lay the potential to develop Kai Disciplines beyond those of the Magnakai (which were thought to be the ultimate that a Kai Master could aspire to) was truly a revelation. Your discovery, has inspired you to search for the wisdom and power that no Kai lord before you has ever possessed. In the name of your creator, the God Kai, and for the greater glory of Sommerlund and the Goddess Ishir, you have vowed to reach the very pinnacle of Kai perfection<ch.emdash/>to attain all of the Grand Master Disciplines and become the first Kai Supreme Master.</p>
+
+ <p>With diligence and determination you set about the restoration of the Kai monastery and the training of the New Order recruits. Your efforts were soon rewarded and, within the space of two short years, the first raw recruits had graduated to become a cadre of gifted Kai Masters who, in turn, were able to commence the teaching of their skills to sub-sequent intakes of Kai novices. Readily the Kai Masters rose readily to their new-found responsibilities, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines. During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Coun-cil of the Elder Magi.</p>
+
+ <p>In the deepest subterranean level of the monastery, one hundred feet below the Tower of the Sun, you ordered the excavation and construction of a special vault. In this magnificent chamber wrought of granite and gold, you placed the seven Lorestones of Nyxator<ch.emdash/>gems of Kai power which you had recovered during your quest for Kai knowledge. In this vault, bathed in the golden light of those radiant gems, you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two able advisors<ch.emdash/>Banedon and Rimoah<ch.emdash/>you worked hard to develop your innate Grand Master disciplines, and grasp the fundamental secrets of Brotherhood and Old Kingdom Magic. During this time you noticed many remarkable changes taking place within your body; you became physically and mentally stronger, your five primary senses sharpened beyond all that you had experienced before, and, perhaps most remarkably, your body began to age at a much slower rate. Now for every five years that elapse you age but one year.</p>
+
+ <p>In the years since your victory over the Darklords, peace has reigned victorious and the peoples of the Free Kingdoms have rejoiced in the knowledge that the evil which once threatened to destroy them has been banished from the face of Magnamund. Men have readily exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still some who maintain their vigilance, for the agents of the Dark God Naar come in many guises and there are those upon Magnamund who wait quietly in the shadows for the chance to do his evil bidding.</p>
+
+ <p>Already your new<ch.endash/>found skills have been tested against Naar<ch.apos/>s agents and you have, on each occasion, acquitted yourself admirably. Yet your continuing victories have enraged the Dark God and inflamed his lust for vengeance. Three years earlier, you and your new Kai kinsmen achieved a glorious victory over a host of deadly Lavas. These dragon<ch.endash/>like horrors were sent by Naar to destroy the Kai Monastery and lay waste to Sommerlund, and yet, despite their supernatural strength, they were defeated in battle by the sheer courage and skill of the New Order Kai who fought magnifi-cently under your leadership.</p>
+
+ <p>After the ignominious defeat of his minions, Naar retreated to the Plane of Darkness to plot and scheme anew. Victory at the monastery had won for you a respite in the Dark God<ch.apos/>s war against Sommerlund and the Kai. The following three years were peaceful for your homeland, yet elsewhere on Magnamund the agents of Naar con-tinued their insidious work. On several occasions your special skills were sought by envoys from foreign realms whose leaders were desperate to rid themselves of Naar<ch.apos/>s minions. Courageously you undertook many of these dangerous missions and,by succeeding where no other mortal could, you brought fresh glories upon yourself and your fellow Kai.</p>
+
+ <p>In the summer of MS 5080, during a return voyage by sea from a successful quest to distant Dessi, an act of sabotage very nearly wrecked the sailing ship that was transporting you home. Only fair weather and skilful repairs by the Sommlending crew saved the ship from being lost in the Gulf of Durenor. When the damaged craft limped into its home port of Anskaven, more than two weeks late, the reception you received was far from welcoming. The normally cheerful seafaring folk of this busy port were in a strangely sullen mood. Clearly they all recognized you, yet none cheered as you disembarked on Anskaven quay. The crowd were quietly hostile. Before you could determine their reasons, the uneasy silence was shattered by a troop of heavily<ch.endash/>armoured cavalrymen who came galloping along the quayside, their gleaming swords drawn. The crowd scattered as the horsemen drew up in a circle around you. Their leader, a nervous young lieutenant whose coat bore the black eagle and three hearts motif of Avan Caldar, Baron of Ans-kaven, curtly ordered you to lay down your weapons. Not wishing to provoke these city troopers, you obeyed the command and allowed them to escort you to Baron Caldar<ch.apos/>s castle where you felt sure their inglorious mistake would be swiftly punished.</p>
+
+ <p>Baron Caldar formally received you in the Great Hall of his castle. You had met previously on many state occasions at King Ulnar<ch.apos/>s court in Holmgard and had always held each other in high esteem. Yet Caldar, flanked by more than a dozen armed bodyguards, could barely bring himself to conceal his contempt. He spoke to you as if you were a hated criminal. You asked why you were being treated in such a manner, but your pleas fell on deaf ears. Without further explanation, he ordered that you be taken immediately to the dungeons and placed in irons.</p>
+
+ <p>Later that evening, using your mental Kai Disciplines to help loosen the tight<ch.endash/>lipped resolve of a dungeon guard, you learned the reasons for your apparent fall from grace.</p>
+
+ <p><quote>You first arrived in Anskaven by ship eighteen days ago, as expected,</quote> said the gaoler, in response to your psychic commands. <quote>Baron Caldar met you personally at the quayside and gave you a horse and six of his best troopers to escort you to Toran. During your ride to that city, they say you mur-dered his men and burnt their bodies. On arriving at Toran, you tried to assassinate Banedon<ch.emdash/>the Guildmaster of the Brotherhood of the Crystal Star. He survived, yet much of the Guildmaster<ch.apos/>s Hall was destroyed by your doing. To cover your escape from the city, you poisoned the wells causing hundreds of deaths. At first it was said that a Helghast had adopted your likeness to gain entry to the Guildhall, but Guildmaster Banedon refuted these claims. He is convinced that you are possessed by the spirit of Naar. The Guildmaster dis-patched the Toran militia to spread this message across Somrnerlund. A few days later at the forest village of Dumf allow, near Tyso, the Fryearl of Durnfallow was murdered and his manor house was torched to the ground. The villagers say they saw you riding away from the blazing ruins, howling like a crazed wolf. The people are terrified by the thought that Naar has corrupted you<ch.emdash/>their greatest hero<ch.emdash/>and turned you against your own. They are scared and they are demanding swift justice. King Ulnar has bowed to their will; he has sent all of his Border Rangers to Tyso with orders to find and kill you on sight.</quote></p>
+
+ <p>The news of your alleged crimes comes as a bitter blow. You are sure that it is all the handiwork of an agent of Naar, and you resolve to find and vanquish this impostor at the first opportunity. However, as you cast your eyes around the damp walls of the castle dungeon, you can only pray to Ishir and Kai that the Baron and his guards will believe your story and allow you a chance to reclaim your honour.</p>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="gamerulz">
+ <meta>
+ <title>The Game Rules</title>
+ <link class="prev" idref="tssf" />
+ <link class="next" idref="discplnz" />
+ </meta>
+
+ <data>
+ <p>You keep a record of your adventure on the <a idref="action">Action Chart</a>.</p>
+ <p>For more than six years, ever since the demise of the Darklords of Helgedad, you have devoted yourself to developing further your fighting prowess<ch.emdash/><typ class="attribute>COMBAT SKILL</typ><ch.emdash/>and physical stamina<ch.emdash/><typ class="attribute>ENDURANCE</typ>. Before you begin your first Grand Master adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the <a idref="random">Random Number Table</a>. If you pick a 0 it counts as zero.</p>
+ <p>The first number that you pick from the <a idref="random">Random Number Table</a> in this way represents your <typ class="attribute>COMBAT SKILL</typ>. Add 25 to the number you picked and write the total in the <typ class="attribute>COMBAT SKILL</typ> section of your <a idref="action">Action Chart</a> (i.e., if your pencil fell on the number 6 in the <a idref="random">Random Number Table</a> you would write in a <typ class="attribute>COMBAT SKILL</typ> of 31). When you fight, your <typ class="attribute>COMBAT SKILL</typ> will be pitted against that of your enemy. A high score in this section is therefore very desirable.</p>
+ <p>The second number that you pick from the <a idref="random">Random Number Table</a> represents your powers of <typ class="attribute>ENDURANCE</typ>. Add 30 to this number and write the total in the <typ class="attribute>ENDURANCE</typ> section of your <a idref="action">Action Chart</a> (i.e., if your pencil fell on the number 7 on the <a idref="random">Random Number Table</a> you would have 37 <typ class="attribute>ENDURANCE</typ> points).</p>
+ <p>If you are wounded in combat you will lose <typ class="attribute>ENDURANCE</typ> points. If at any time your <typ class="attribute>ENDURANCE</typ> points fall to zero, you are dead and the adventure is over. Lost <typ class="attribute>ENDURANCE</typ> points can be regained during the course of the adventure, but your number of <typ class="attribute>ENDURANCE</typ> points can never rise above the number you have when you start an adventure.</p>
+ <p>If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 1<ch.endash/>18), you can carry your current scores of <typ class="attribute>COMBAT SKILL</typ> and <typ class="attribute>ENDURANCE</typ> points over to Book 17. These scores may include Weaponmastery, Curing, and Psi<ch.endash/>surge bonuses obtained upon completion of Lone Wolf Kai (Books 1<ch.endash/>5) or Magnakai (Books 6<ch.endash/>12) adventures.<footref id="gamerulz-1" idref="gamerulz-1-foot"/> Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master <a idref="action">Action Chart</a> (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).</p>
+ <p>However, only the following Special Items may be carried over from the Lone Wolf Kai (Books 1<ch.endash/>5) and Magnakai (Books 6<ch.endash/>12) series to the Lone Wolf Grand Master series (Books 13<ch.endash/>onwards):<footref id="gamerulz-2" idref="gamerulz-2-foot"/></p>
+ <ul>
+ <li>Crystal Star Pendant</li>
+ <li>Sommerswerd</li>
+ <li>Silver Helm</li>
+ <li>Silver Bracers</li>
+ <li>Jewelled Mace</li>
+ <li>Silver Bow of Duadon</li>
+ <li>Korlinium Scabbard</li>
+ <li>Kagonite Chainmail</li>
+ </ul>
+
+ <section class="frontmatter-separate" id="discplnz">
+ <meta>
+ <title>Grand Master Disciplines</title>
+ <link class="prev" idref="gamerulz" />
+ <link class="next" idref="equipmnt" />
+ </meta>
+
+ <footnotes>
+ <footnote id="discplnz-1-foot" idref="discplnz-1">
+ <p>The rules of the books in the Magnakai series (6<ch.endash/>12) and the fact that the <quote>rank of Kai Grand Defender<ch.ellips/> means you are skilled in two<ch.ellips/> weapons</quote> imply that for each book that you complete of the Grand Master series (13<ch.endash/>20), you will gain mastery of an additional Kai weapon. For example, if you complete <cite>The Plague Lords of Ruel</cite> and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have Mastery of.</p>
+ </footnote>
+ </footnotes>
+
+ <data>
+ <section class="frontmatter" id="mksumary">
+ <meta>
+ <title>Kai and Magnakai Disciplines</title>
+ </meta>
+
+ <data>
+ <p>During your distinguished rise to the rank of Kai Grand Master you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines have provided you with a formidable arsenal of natural abilities which have served you well in the fight against the agents and champions of Naar, King of the Darkness. A brief summary of your skills is given below.</p>
+
+ <dl>
+ <dt>Weaponmastery</dt>
+ <dd>Proficiency with all close combat and missile weapons. Master of unarmed combat; no <typ class="attribute>COMBAT SKILL</typ> loss when fighting bare<ch.endash/>handed.</dd>
+ <dt>Animal Control</dt>
+ <dd>Communication with most animals; limited control over hostile creatures. Can use woodland animals as guides and can block a non<ch.endash/>sentient creature<ch.apos/>s sense of taste and smell.</dd>
+ <dt>Curing</dt>
+ <dd>Steady restoration of lost <typ class="attribute>ENDURANCE</typ> points (to self and others) as a result of combat wounds. Neutralization of poisons, venoms and toxins. Repair of serious battle wounds.</dd>
+ <dt>Invisibility</dt>
+ <dd>Mask body heat and scent; hide effectively; mask sounds during movement; minor alterations of physical appearance.</dd>
+ <dt>Huntmastery</dt>
+ <dd>Effective hunting of food in the wild; increased agility; intensified vision, hearing, smell, and night vision.</dd>
+ <dt>Pathsmanship</dt>
+ <dd>Read languages, decipher symbols, read footprints and tracks. Intuitive knowledge of compass points; detection of enemy ambush up to 500 yards; ability to cross terrain without leaving tracks; converse with sentient creatures; mask self from psychic spells of detection.</dd>
+ <dt>Psi<ch.endash/>surge</dt>
+ <dd>Attack enemies using the powers of the mind; set up disruptive vibrations in objects; confuse enemies.</dd>
+ <dt>Psi<ch.endash/>screen</dt>
+ <dd>Defence against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. Ability to divert and re<ch.endash/>channel hostile psychic energy.</dd>
+ <dt>Nexus</dt>
+ <dd>Move small items by projection of mind power; withstand extremes of temperature; extinguish fire by force of will; limited immunity to flames, toxic gases, corrosive liquids.</dd>
+ <dt>Divination</dt>
+ <dd>Sense imminent danger; detect invisible or hidden enemy; telepathic communication; recognize magic<ch.endash/>using and/or magical creatures; detect psychic residues; limited ability to leave body and spirit<ch.endash/>walk.</dd>
+ </dl>
+ </data>
+ </section>
+
+ <p>Now, through the pursuit of your new skills and the further development of your innate Kai abilities, you have set out upon a path of discovery that no other Kai Grand Master has ever attempted with success. Your determination to become the first Kai Supreme Master, by acquiring total proficiency in all twelve of the Grand Master Disciplines, is an awe<ch.endash/>inspiring challenge. You will be venturing into the unknown, pushing back the boundaries of human limitation in the pursuit of greatness and the cause of Good. May the blessings of the <!--ERRTAG-RE-27110-->Gods Kai and Ishir<!--/ERRTAG-RE-27110--> go with you as you begin your brave and noble quest.</p>
+ <p>In the years following the demise of the Darklords you have reached the rank of Kai Grand Defender, which means that you have mastered <em>four</em> of the Grand Master Disciplines listed below. It is up to you to choose which four Disciplines these are. As all of the Grand Master Disciplines will be of use to you at some point during your adventure, pick your four skills with care. The correct use of a Grand Master Discipline at the right time could save your life.</p>
+ <p>When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your <a idref="action">Action Chart</a>.</p>
+
+ <section class="frontmatter" id="wpnmstry">
+ <meta><title>Grand Weaponmastery</title></meta>
+ <data>
+ <p>This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your <typ class="attribute>COMBAT SKILL</typ>. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in <em>two</em> of the weapons listed below.<footref id="discplnz-1" idref="discplnz-1-foot"/></p>
+ <illustration class="inline">
+ <meta>
+ <creator>Brian Williams</creator>
+ </meta>
+ <instance class="html" src="weapons.gif" width="386" height="310" />
+ <instance class="pdf" src="weapons.pdf" width="386" height="310" />
+ <instance class="text" src="none" width="none" height="none" >
+ <ul class="unbulleted">
+ <li>Spear</li>
+ <li>Dagger</li>
+ <li>Mace</li>
+ <li>Short Sword</li>
+ <li>Warhammer</li>
+ <li>Bow</li>
+ <li>Quarterstaff</li>
+ <li>Broadsword</li>
+ <li>Axe</li>
+ <li>Sword</li>
+ </ul>
+ </instance>
+ </illustration>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="anmlmstr">
+ <meta><title>Animal Mastery</title></meta>
+ <data>
+ <p>Grand Masters have considerable control over hostile, non<ch.endash/>sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.</p>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="deliver">
+ <meta><title>Deliverance (Advanced Curing)</title></meta>
+ <data>
+ <p>Grand Masters are able to use their healing power to repair serious battle wounds. If, whilst in combat, their <typ class="attribute>ENDURANCE</typ> is reduced to 8 points or less, they can draw upon their mastery to restore 20 <typ class="attribute>ENDURANCE</typ> points. This ability can only be used once every 20 days.</p>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="assimila">
+ <meta><title>Assimilance (Advanced Invisibility)</title></meta>
+ <data>
+ <p>Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of a few days. They have also mastered advanced camouflage techniques that make them virtually undetectable in an open landscape.</p>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="hntmstry">
+ <meta><title>Grand Huntmastery</title></meta>
+ <data>
+ <p>Grand Masters are able to see in total darkness, and have greatly heightened senses of touch and taste.</p>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="pthmnshp">
+ <meta><title>Grand Pathsmanship</title></meta>
+ <data>
+ <p>Grand Masters are able to resist entrapment by hostile plants, and have a super<ch.endash/>awareness of ambush, or the threat of ambush, in woods and dense forests.</p>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="kaisurge">
+ <meta><title>Kai<ch.endash/>surge</title></meta>
+ <data>
+ <p>When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their <typ class="attribute>COMBAT SKILL</typ>. For every round in which Kai<ch.endash/>surge is used, Grand Masters need only deduct 1 <typ class="attribute>ENDURANCE</typ> point. When using the weaker psychic attack<ch.emdash/>Mindblast<ch.emdash/>they may add 4 points without loss of <typ class="attribute>ENDURANCE</typ> points. (Kai<ch.endash/>surge, Psi<ch.endash/>surge, and Mindblast cannot be used simultaneously.)</p>
+ <p>Grand Masters cannot use Kai<ch.endash/>surge if their <typ class="attribute>ENDURANCE</typ> score falls to 6 points or below.</p>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="kaiscrn">
+ <meta><title>Kai<ch.endash/>screen</title></meta>
+ <data>
+ <p>In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increases as a Grand Master advances in rank.</p>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="nexus">
+ <meta><title>Grand Nexus</title></meta>
+ <data>
+ <p>Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a Grand Master advances in rank.</p>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="gnosis">
+ <meta><title>Telegnosis (Advanced Divination)</title></meta>
+ <data>
+ <p>This Discipline enables a Grand Master to spirit<ch.endash/>walk for far greater lengths of time, and with far fewer ill effects. Duration, and the protection of his inanimate body, increases as a Grand Master advances in rank.</p>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="magi">
+ <meta><title><!--ERRTAG-RE-33045-->Magi-magic<!--/ERRTAG-RE-33045--></title></meta>
+ <data>
+ <p>Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle magic, as taught to the Vakeros<ch.emdash/>the native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.</p>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="alchemy">
+ <meta><title>Kai<ch.endash/>alchemy</title></meta>
+ <data>
+ <p>Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left<ch.endash/>handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of Left<ch.endash/>handed magic increase, enabling you to craft new Kai weapons and <!--ERRTAG-RE-34720-->artefacts<!--/ERRTAG-RE-34720-->.</p>
+ </data>
+ </section>
+
+ <p>If you successfully complete the mission as set in Book 19 of the Lone Wolf Grand Master series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 20. For every Grand Master Discipline you possess, in excess of the original four Disciplines you begin with, you may add 1 point to your basic COMBAT SKILL score and 2 points to your basic ENDURANCE points score. These bonus points, together with your extra Grand Master Discipline(s), your original four Grand Master Disciplines, and any Special Items that you have found and been able to keep during your adventures, may then be carried over and used in the next Grand Master adventure, which is called: <bookref book="20tcon"><cite>The Curse of Naar</cite>.</bookref></p>
+ </data>
+ </section>
+
+ <section class="frontmatter-separate" id="equipmnt">
+ <meta>
+ <title>Equipment</title>
+ <link class="prev" idref="discplnz"/>
+ <link class="next" idref="cmbtrulz"/>
+ </meta>
+
+ <data>
+ <p>Before you set off on your long journey home to Sommerlund you took with you a <a idref="map">map of Northern Magnamund</a> (see the inside front cover of this book) and a pouch of gold. To find out how much gold is in the pouch, pick a number from the <a idref="random">Random Number Table</a> and add 20 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the <quote>Gold Crowns</quote> section of your <a idref="action">Action Chart</a>.</p>
+ <p>If you have successfully completed any of the previous Lone Wolf adventures (Books 1<ch.endash/>18), you may add this sum to the total sum of crowns you already possess. Fifty Crowns is the maximum you can carry, but additional Crowns can be left in safe<ch.endash/>keeping at your monastery.</p>
+ <p>You can take four items from, the list below, again adding to these, if necessary, any you may already possess from previous adventures (remember, you are still limited to two weapons, but you may now carry a maximum of ten Backpack items).</p>
+ <ul class="paragraphed">
+ <li><p>Broadsword (Weapons)</p></li>
+ <li><p>Bow (Weapons)</p></li>
+ <li><p>Quiver (Special Items) This contains six arrows; record them on your <a idref="action">Weapons List</a>.</p>
+ <illustration class="inline">
+ <meta>
+ <creator>Brian Williams</creator>
+ </meta>
+ <instance class="html" src="quiver.gif" width="386" height="127"/>
+ <instance class="pdf" src="quiver.pdf" width="386" height="127"/>
+ </illustration>
+ </li>
+ <li><p>Dagger (Weapons)</p>
+ <illustration class="inline">
+ <meta>
+ <creator>Brian Williams</creator>
+ </meta>
+ <instance class="html" src="dagger.gif" width="386" height="157"/>
+ <instance class="pdf" src="dagger.pdf" width="386" height="103"/>
+ </illustration>
+ </li>
+ <li><p>Sword (Weapons)</p></li>
+ <li><p>2 MEALS Each Meal takes up one space in your Backpack.</p>
+ <illustration class="inline">
+ <meta>
+ <creator>Brian Williams</creator>
+ </meta>
+ <instance class="html" src="food.gif" width="386" height="152"/>
+ <instance class="pdf" src="food.pdf" width="386" height="91"/>
+ </illustration>
+ </li>
+ <li><p>ROPE (Backpack tern)</p></li>
+ <li><p>POTION OF LAUMSPUR (Backpack Item) This potion restores 4 <typ class="attribute">ENDURANCE</typ> points to your total when swallowed after combat. There is enough for only one dose.</p></li>
+ <li><p>AXE (Weapons)</p>
+ <illustration class="inline">
+ <meta>
+ <creator>Brian Williams</creator>
+ </meta>
+ <instance class="html" src="potion.gif" width="386" height="167"/>
+ <instance class="pdf" src="potion.pdf" width="386" height="127"/>
+ </illustration>
+ </li>
+ </ul>
+
+ <p>List the four items that you choose on your <a idref="action">Action Chart</a>, under the appropriate headings, and make a note of any effect that may have on your <typ class="attribute">ENDURANCE</typ> points or <typ class="attribute">COMBAT SKILL</typ>.</p>
+
+ <section class="frontmatter" id="howuse">
+ <meta>
+ <title>How to Use Your Equipment</title>
+ </meta>
+
+ <data>
+ <dl class="paragraphed">
+ <dt>Weapons</dt>
+ <dd><p>The maximum number of weapons that you can carry is two. Weapons aid you in combat. If you have the Grand Master Discipline of Grand Weaponmastery and a correct weapon, it adds 5 points to your <typ class="attribute">COMBAT SKILL</typ>. If you find a weapon during your adventure, you may pick it up and use it.</p></dd>
+ <dt>Bows and Arrows</dt>
+ <dd>
+ <p>During your adventure there will be opportunities to use a Bow and Arrow. If you equip yourself with this weapon, and you possess at least one Arrow, you may use it when the text of a particular section allows you to do so. The Bow is a useful weapon, for it enables you to hit an enemy at a distance. However, a Bow cannot be used in hand<ch.endash/>to<ch.endash/>hand combat, therefore it is strongly recommended that you also equip yourself with a close combat weapon, such as a sword or axe.</p>
+ <p>In order to use a Bow you must possess a <!--ERRTAG-RA-39864-->Quiver<!--/ERRTAG-RA-39864--> and at least one Arrow. Each time the Bow is used, erase an Arrow from your <a idref="action">Action Chart</a>. A Bow cannot, of course, be used if you exhaust your supply of Arrows, but the opportunity may arise during your adventure for you to replenish your stock of Arrows.</p>
+ <p>If you have the Discipline of Grand Weaponmastery with a Bow, you may add 3 to any number that you pick from the <a idref="random">Random Number Table</a>, when using the Bow.</p>
+ </dd>
+ <dt>Backpack Items</dt>
+ <dd>
+ <p>These must be stored in your Backpack. Because space is limited, you may keep a maximum of ten articles, including Meals, in your Backpack at any one time. You may only carry one Backpack at a time. During your travels you will discover various useful items which you may decide to keep. You may exchange or discard them at any point when you are not involved in combat.</p>
+ <p>Any item that may be of use, and which can be picked up on your adventure and entered on your <a idref="action">Action Chart</a> is given either initial capitals <!--ERRTAG-RE-40946-->(e.g. Gold Dagger<!--/ERRTAG-RE-40946-->, Magic Pendant), or is clearly labelled as a Backpack Item. Unless you are told that it is a Special Item, carry it in your Backpack.</p>
+ </dd>
+ <dt>Special Items</dt>
+ <dd>
+ <p>Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is twelve.</p>
+ </dd>
+ <dt>Food</dt>
+ <dd><p>Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 <typ class="attribute">ENDURANCE</typ> points. If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.</p></dd>
+ <dt>Potion of Laumspur</dt>
+ <dd><p>This is a healing potion that can restore 4 <typ class="attribute">ENDURANCE</typ> points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.</p></dd>
+ </dl>
+ </data>
+ </section>
+ </data>
+ </section>
+
+
+ <section class="frontmatter-separate" id="cmbtrulz">
+ <meta>
+ <title>Rules for Combat</title>
+ <link class="prev" idref="equipmnt" />
+ <link class="next" idref="levels" />
+ </meta>
+
+ <data>
+ <p>There will be occasions during your adventure when you have to fight an enemy. The enemy<ch.apos/>s <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> points are given in the text. Lone Wolf<ch.apos/>s aim in the combat is to kill the enemy by reducing his <typ class="attribute">ENDURANCE</typ> points to zero while losing as few <typ class="attribute">ENDURANCE</typ> points as possible himself.</p>
+ <p>At the start of a combat, enter Lone Wolf<ch.apos/>s and the enemy<ch.apos/>s <typ class="attribute">ENDURANCE</typ> points in the appropriate boxes on the Combat Record section of your <a idref="action">Action Chart</a>. The sequence for combat is as follows:</p>
+ <ol class="paragraphed">
+ <li><p>Add any extra points gained through your Grand Master Disciplines and Special Items to your current <typ class="attribute">COMBAT SKILL</typ> total.</p></li>
+ <li>
+ <p>Subtract the <typ class="attribute">COMBAT SKILL</typ> of your enemy from this total. The result is your Combat Ratio. Enter it on the <a idref="action">Action Chart</a>.</p>
+ <p>Example</p>
+ <p>Lone Wolf (<typ class="attribute">COMBAT SKILL</typ> 27) is attacked by a pack of Doomwolves (<typ class="attribute">COMBAT SKILL</typ> 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai<ch.endash/>surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his <typ class="attribute">COMBAT SKILL</typ>, giving him a total <typ class="attribute">COMBAT SKILL</typ> of 35.</p>
+ <p>He subtracts the Doomwolf pack<ch.apos/>s <typ class="attribute">COMBAT SKILL</typ> from his own, giving a Combat Ratio of +5. (35<ch.minus/>30 = +5). +5 is noted on the <a idref="action">Action Chart</a> as the Combat Ratio.</p>
+ </li>
+ <li><p><a id="stage3">When you have your Combat Ratio</a>, pick a number from the <a idref="random">Random Number Table</a>.</p></li>
+ <li>
+ <p>Turn to the <a idref="crtable">Combat Results Table</a>. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross<ch.endash/>reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of <typ class="attribute">ENDURANCE</typ> points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)</p>
+ <p>Example</p>
+ <p>The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +5. If the number picked from the <a idref="random">Random Number Table</a> is a 2, then the result of the first round of combat is:</p>
+ <ul>
+ <li>Lone Wolf loses 3 <typ class="attribute">ENDURANCE</typ> points (plus an additional 1 point for using Kai<ch.endash/>surge).</li>
+ <li>Doomwolf Pack loses 7 <typ class="attribute">ENDURANCE</typ> points.</li>
+ </ul>
+ </li>
+ <li><p>On the <a idref="action">Action Chart</a>, mark the changes in <typ class="attribute">ENDURANCE</typ> points to the participants in the combat.</p></li>
+ <li><p>Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.</p></li>
+ <li><p>Repeat the sequence from <a idref="stage3">Stage 3.</a></p></li>
+ </ol>
+
+ <p>This process of combat continues until <typ class="attribute">ENDURANCE</typ> points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his <typ class="attribute">ENDURANCE</typ> points reduced.</p>
+ <p>A <a idref="crsumary">summary of Combat Rules</a> appears in the back of this book.</p>
+
+ <section class="frontmatter" id="evasion">
+ <meta><title>Evasion of Combat</title></meta>
+
+ <data>
+ <p>During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose <typ class="attribute">ENDURANCE</typ> points during that round (but then that is the risk of running away!). You may evade only if the text of the particular section allows you to do so.</p>
+ </data>
+ </section>
+ </data>
+ </section>
+
+ <section class="frontmatter-separate" id="levels">
+ <meta>
+ <title>Levels of Kai Grand Mastership</title>
+ <link class="prev" idref="cmbtrulz" />
+ <link class="next" idref="imprvdsc" />
+ </meta>
+ <data>
+
+ <p>The following table is a guide to the rank and titles you can achieve at each stage of your journey along the road of Kai Grand Mastership. As you successfully complete each adventure in the Lone Wolf Grand Master series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection<ch.emdash/>to become a Kai Supreme Master.</p>
+
+ <ol>
+ <li>Kai Grand Master Senior</li>
+ <li>Kai Grand Master Superior</li>
+ <li>Kai Grand Sentinel</li>
+ <li>Kai Grand Defender<ch.emdash/><em>You begin the Lone Wolf Grand Master adventures at this level of Mastery</em></li>
+ <li>Kai Grand Guardian</li>
+ <li>Sun Knight</li>
+ <li>Sun Lord</li>
+ <li>Sun Thane</li>
+ <li>Grand Thane</li>
+ <li>Grand Crown</li>
+ <li>Sun Prince</li>
+ <li>Kai Supreme Master</li>
+ </ol>
+ </data>
+ </section>
+
+
+ <section class="frontmatter-separate" id="imprvdsc">
+ <meta>
+ <title>Improved Grand Master Disciplines</title>
+ <link class="prev" idref="levels" />
+ <link class="next" idref="kaiwisdm" />
+ </meta>
+
+ <footnotes>
+ <footnote id="imprvdsc-1-foot" idref="imprvdsc-1">
+ <p>The <spell>Strength</spell> spell is, in practice, also used in armed combat contrary to what is indicated here.</p>
+ </footnote>
+ </footnotes>
+
+ <data>
+ <p>As you rise through the higher levels of Kai Grand Mastery, you will find that your Disciplines will steadily improve. For example, if you possess the Discipline of Grand Nexus when you reach the Grand Master rank of Grand Thane, you will be able to pass freely through Shadow Gates and explore the nether realms of Aon and the Daziarn Plane.</p>
+
+ <section class="frontmatter" id="guardian">
+ <meta><title>Kai Grand Guardian</title></meta>
+ <data>
+ <p>If you are a Grand Master who has reached the rank of Kai Grand Guardian (5 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:</p>
+ <dl class="paragraphed">
+ <dt>Animal Mastery</dt>
+ <dd><p>Kai Grand Guardians with this Discipline are able to summon a limited number of forest animals to their location. The creatures so summoned will become loyal and willing allies, willing to do the Kai Grand Guardian<ch.apos/>s bidding. This ability can only be used in an outdoor setting.</p></dd>
+ <dt>Assimilance</dt>
+ <dd><p>Kai Grand Guardians who possess this skill are able to create a cloud of fog<ch.endash/>like vapour within 15 yards of their location. This fog will obscure both normal and infravision. The duration of the fog increases as a Grand Master rises in rank.</p></dd>
+ <dt>Grand Huntmastery</dt>
+ <dd><p>Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability is very useful when used to outdistance a pursuing enemy.</p></dd>
+ <dt>Kai<ch.endash/>surge</dt>
+ <dd><p>Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.</p></dd>
+ <dt>Kai<ch.endash/>screen</dt>
+ <dd><p>Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables them to both protect and hide their minds from being detected by a hostile psychic probe.</p></dd>
+ <dt>Magi<ch.endash/>magic</dt>
+ <dd>
+ <p>Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle<ch.endash/>spells of the Elder Magi:</p>
+ <ul>
+ <li><spell>Splinter</spell><ch.emdash/>This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.</li>
+ <li><spell>Flameshaft</spell><ch.emdash/>This causes the tip of any Arrow or Arrow<ch.endash/>like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.</li>
+ </ul>
+ </dd>
+ </dl>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="sunkght">
+ <meta><title>Sun Knight</title></meta>
+
+ <data>
+ <p>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:</p>
+ <dl class="paragraphed">
+ <dt>Grand Weaponmastery</dt>
+ <dd><p>Sun Knights with this Discipline are able to wield two<ch.endash/>handed weapons (i.e. Broadsword, Quarterstaff, and Spear) with full effect, using only one hand.</p></dd>
+ <dt>Deliverance</dt>
+ <dd><p>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<ch.apos/>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.</p></dd>
+ <dt>Grand Pathsmanship</dt>
+ <dd><p>Kai Sun Knights with this skill are able to repel at will all normal<ch.endash/>sized insects within a radius of three yards. The range and numbers of insects so affected increases considerably as a Grand Master rises in rank.</p></dd>
+ <dt>Grand Nexus</dt>
+ <dd><p>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.</p></dd>
+ <dt>Telegnosis</dt>
+ <dd><p>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.</p></dd>
+ <dt>Kai<ch.endash/>alchemy</dt>
+ <dd>
+ <p>Grand Masters who have reached the rank of Sun Knight are able to use the following <!--ERRTAG-RE-53768-->Brotherhood Spells<!--/ERRTAG-RE-53768-->:</p>
+ <ul>
+ <li><spell>Halt Missile</spell><ch.emdash/>This causes any projected or hurled missile (i.e. arrows, axes, crossbow bolts, etc.) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid<ch.endash/>air. The effect of the spell lasts for 2<ch.endash/>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.</li>
+ <li><spell>Strength</spell><ch.emdash/>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 <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> scores whilst fighting an enemy in unarmed combat.<footref id="imprvdsc-1" idref="imprvdsc-1-foot"/></li>
+ </ul>
+ </dd>
+ </dl>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="sunlord">
+ <meta><title>Sun Lord</title></meta>
+
+ <data>
+ <p>If you are a Grand Master who has reached the rank of Sun Lord (7 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:</p>
+ <dl class="paragraphed">
+ <dt>Grand Weaponmastery</dt>
+ <dd><p>Sun Lords with this Discipline are able to cause the metal edge of any non<ch.endash/>magical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 <typ class="attribute">ENDURANCE</typ> point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a quarterstaff.</p></dd>
+ <dt>Assimilance</dt>
+ <dd><p>Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non<ch.endash/>magical missiles directed at them.</p></dd>
+ <dt>Grand Huntmastery</dt>
+ <dd><p>Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, <!--ERRTAG-RE-58448-->i.e. they<!--/ERRTAG-RE-58448--> can see complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.</p></dd>
+ <dt>Kai<ch.endash/>surge</dt>
+ <dd><p>Sun Lords who possess mastery of this Discipline are able to launch a Kai<ch.endash/>blast<ch.emdash/>a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai<ch.endash/>surge, Psi<ch.endash/>surge or Mindblast. It can cause an enemy to lose between 2 and 18 <typ class="attribute">ENDURANCE</typ> points in one attack. [A Kai Sun Lord using Kai<ch.endash/>blast determines the damage inflicted on an enemy by picking two numbers from the <a idref="random">Random Number Table</a>. These numbers should be added together (a <quote>0</quote> = 1) and the resultant total equals the damage inflicted.] However, use of a Kai<ch.endash/>blast will reduce a Sun Lord<ch.apos/>s <typ class="attribute">ENDURANCE</typ> points total by 4. It cannot be used in conjunction with any other form of psychic attack.</p></dd>
+ <dt>Telegnosis</dt>
+ <dd><p>Sun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surface, e.g. water, mud, lava and quicksand. Time duration and degree of surface difficulty increases as a Grand Master rises in rank.</p></dd>
+ <dt><!--ERRTAG-RE-57185-->Magi-magic<!--/ERRTAG-RE-57185--></dt>
+ <dd>
+ <p>Grand Masters who have reached the rank of Sun Lord are able to use the following battle<ch.endash/>spells of the Elder Magi:</p>
+ <ul>
+ <li><spell>Penetrate</spell><ch.emdash/>This increases the penetrative energy of any Arrow or Arrow<ch.endash/>like missile, launched by a Sun Lord.</li>
+ <li><spell>Energy Grasp</spell><ch.emdash/>This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the <!--ERRTAG-RE-58099-->Brotherhood Spell <spell>Lightning Hand</spell><!--/ERRTAG-RE-58099-->, but differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or an enemy to effect the spell.</li>
+ </ul>
+ </dd>
+ </dl>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="sunthane">
+ <meta><title>Sun Thane</title></meta>
+
+ <data>
+ <p>If you are a Grand Master who has reached the rank of Sun Thane (8 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:</p>
+ <dl class="paragraphed">
+ <dt>Animal Mastery</dt>
+ <dd><p>Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command, but most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.</p></dd>
+ <dt>Deliverance</dt>
+ <dd><p>Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.</p></dd>
+ <dt>Grand Huntmastery</dt>
+ <dd><p>Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, <!--ERRTAG-RE-59140-->i.e. lightning<!--/ERRTAG-RE-59140-->.</p></dd>
+ <dt>Grand Pathsmanship</dt>
+ <dd><p>Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected, and the duration of effect, both increase as a Grand Master rises in rank.</p></dd>
+ <dt>Kai<ch.endash/>screen</dt>
+ <dd><p>Sun Thanes who possess this Discipline are able to erect a special psychic defence called <spell>Mindfort</spell>. A <spell>Mindfort</spell> defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.</p></dd>
+ <dt>Kai<ch.endash/>alchemy</dt>
+ <dd>
+ <p>Grand Masters who have reached the rank of Sun Thane are able to use the following <!--ERRTAG-RE-60406-->Brotherhood Spells<!--/ERRTAG-RE-60406-->:</p>
+ <ul>
+ <li><spell>Slow Fall</spell><ch.emdash/>By casting this spell, Kai Sun Thanes are able to slow their rate of free<ch.endash/>falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.</li>
+ <li><spell>Breathe Water</spell><ch.emdash/>Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.</li>
+ </ul>
+ </dd>
+ </dl>
+ </section>
+ <section class="frontmatter" id="grandthane">
+ <meta><title>Grand Thane</title></meta>
+ <p>If you are a Kai Grand Master who has reached the rank of Grand Thane (9 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:</p>
+ <dl class="paragraphed">
+ <dt>Deliverance</dt>
+ <dd><p>Grand Thanes with this Discipline are able to call upon the God Kai for divine assistance should a situation warrant it. Kai cannot intervene to save a Grand Thane from physical danger, but he can give signs which may help a Grand Thane chose the best course of action. A Grand Thane can call upon the God Kai for assistance no more than once every month. The frequency of divine audiences will increase as a Grand Master rises in rank.</p></dd>
+ <dt>Assimilance</dt>
+ <dd><p>Grand Thanes who possess this skill are able to protect themselves from detection by creatures using infravision (the ability to see the heat radiating from a person or thing), or ultra<ch.endash/>vision (the ability to detect objects or movement in the ultra<ch.endash/>violet spectrum of light).</p></dd>
+ <dt>Grand Kai<ch.endash/>surge</dt>
+ <dd><p>Grand Thanes with this skill are able to focus their mind<ch.endash/>power upon inanimate breakable objects, eg, bottles, windows, all ceramics, urns, jugs etc, and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.</p></dd>
+ <dt>Grand Nexus</dt>
+ <dd><p>Grand Thanes who possess mastery of this Discipline can pass freely through the Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of their detection increases as a Kai Grand Master rises in rank.</p></dd>
+ <dt>Telegnosis</dt>
+ <dd><p>Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.</p></dd>
+ <dt>Magi<ch.endash/>magic</dt>
+ <dd>
+ <p>Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom battle<ch.endash/>spells:</p>
+ <ul>
+ <li><spell>Power Glyph</spell><ch.emdash/>By inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.</li>
+ <li><spell>Hold Enemy</spell><ch.emdash/>Using this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targetted creature. The range and duration of effect of this spell increases as a Grand Master rises in rank.</li>
+ </ul>
+ </dd>
+ </dl>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="grandcrown">
+ <meta><title>Grand Crown</title></meta>
+ <data>
+ <p>If you are a Grand Master who has reached the rank of Grand Crown, you will now benefit from improvements to the following Grand Master Disciplines: </p>
+ <dl class="paragraphed">
+ <dt>Grand Weaponmastery</dt>
+ <dd><p>Kai Grand Crowns with this discipline are consum-mate masters of unarmed combat. When fighting bare<ch.endash/>handed ie, without any weapons, they may add 3 points to their COMBAT SKILL.</p></dd>
+ <dt>Animal Mastery</dt>
+ <dd><p>Grand Crowns with this ability are able to plant in the mind of any animal the image of their mostfeared predator or adversary. Under the influence of this illusion the animal will believe, with all of its senses, that it is being confronted by such a creature instead of a Kai Grand Crown.</p></dd>
+ <dt>Grand Pathsmanship</dt>
+ <dd><p>Grand Crowns with this skill are able to create a clear passageway through dense undergrowth, forest, or jungle. Once having passed through this passageway, the plant material will revert to its normal state. This skill can also be employed by a Kai Grand Crown against magical foliage, or to counter any plant material ranged against him by an enemy.</p></dd>
+ <dt>Kai<ch.endash/>screen</dt>
+ <dd><p>Grand Crowns who possess mastery of this Disci pline are able to mask the goodly aura which radiates naturally from their minds and bodies. Additionally, Grand Crowns can deliberately alter these auras to give a false impression of themselves to creatures who are sensitive to such psychic auras.</p></dd>
+ <dt>Grand Nexus</dt>
+ <dd><p>Grand Crowns who possess this Discipline are able to speak a Kai Power Word<ch.emdash/>a holy utterance which will cause physical and psychic damage to any single creature within a radius of thirty feet. The degree of damage so caused, and the resultant drain upon a Grand Crown<ch.apos/>s reserves of ENDURANCE, are dependent upon individual circumstances. The power and range of this skill increases as a Grand Master rises in rank.</p></dd>
+ <dt>Kai<ch.endash/>alchemy</dt>
+ <dd><p>Grand Masters who have reached the rank of Grand Crown are able to use the following Brotherhood spells:</p>
+ <ul>
+ <li>Teleport<ch.emdash/>By casting this spell, Kai Grand Crowns can transport themselves physically to any place which they can see with their own eyes. The spell will carry the caster, his equipment and clothing to his chosen sighted destination. It cannot be used on any other living creature and it will not transport any other living creature along with the caster. Use of this spell will cost the caster between 1 and 5 ENDURANCE points every time it is used. This cost reduces as a Kai Grand Master increases in rank.</li>
+ <li>See Illusion<ch.emdash/>Using this spell, a Kai Grand Crown is able to detect an illusion and know immediately its true identity or purpose.</li>
+ </ul>
+ </dd>
+ </dl>
+ </data>
+ </section>
+ <p>The nature of any additional improvements and how they affect your Grand Master Disciplines will be noted in the <ch.apos/>Improved Grand Master Disciplines<ch.apos/> section of future Lone Wolf books.</p>
+ </data>
+ </section>
+ </data>
+ </section>
+
+ <section class="frontmatter" id="kaiwisdm">
+ <meta>
+ <title>Grand Master<ch.apos/>s Wisdom</title>
+ <link class="prev" idref="imprvdsc" />
+ <link class="next" idref="sect1" />
+ </meta>
+
+ <data>
+ <p>You are about to face an adversary who possesses skills and abilities commensurate with your own. Even though you have returned to Sommerlund, the land of your birth, you should remain wary and on guard at all times. Your enemy is cunning and ruthless; you can expect no quarter from him whatsoever.</p>
+ <p>Some of the things you will encounter during your adventure 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.</p>
+ <p>Pick your four Grand Master Disciplines with care for a wise choice will enable any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the com-pletion of this Grand Master adventure.</p>
+ <p>May the light of Kai and Ishir be your guide as you strive to defeat the agents of Naar.</p>
+ <p>For Sommerlund and the Kai!</p>
+ </data>
+ </section>