From: Simon Osborne Date: Wed, 1 Aug 2007 15:22:08 +0000 (+0000) Subject: Book 18: Small & large illustrations placed X-Git-Url: http://git.projectaon.org/?a=commitdiff_plain;h=29c6433c059d1f64c40748ea40ac7eba8b28f6a2;p=project-aon.git Book 18: Small & large illustrations placed git-svn-id: https://projectaon.org/data/en/xml@395 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- diff --git a/18dotd.xml b/18dotd.xml index 6dbd33a..92efadb 100644 --- a/18dotd.xml +++ b/18dotd.xml @@ -705,6 +705,15 @@

You set sailfrom Vadera harbour on a bitterly cold, grey, late winters day. The masts of your host ship, the Lencian clipper Saxin, have been rigged with every available square inch of canvas to catch the prevailing winds that will, with luck, propel you quickly to Talestriathe first stage of your long journey home. The clipper is a sleek and impressive craft and its departure does not go unnoticed, yet of all the many Lencians who have turned out to watch and wave it farewell, only King Sarnac and his closest advisors know the true purpose of its voyage.

Once the Saxin is beyond the sheltering walls of Vadera harbour, its Captain charts an easterly course along the Tentariasthe chain of seas and landlocked lakes which separate the two continents of Magnamund. You and your companion, Lord Ardan, settle into the ships easy routine and, with few on-board duties to perform, you endeavour to pass the long hours constructively. With the aid of a map which he gives to you, Ardan briefs you on the route you should travel if you are to reach Sommerlund as swiftly as possible. You spend your time discussing the details of the route and pondering the new Evil which now threatens your homeland and the Kai.

+ + + + Brian Williams + + + + +

Every night, as you lie awake on your bunk staring at the tarred beams of your cabin, you wish away the miles that separate you from your beloved homeland. You want, most of all, to be with your young Kai acolytes in this dark hour, but fate has seen fit to place a great distance between you. Fearful of what you may find if you arrive home too late, every night you offer up prayers to the Gods Ishir and Kai to help speed your return to Sommerlund.

Turn to 175.
@@ -1009,6 +1018,19 @@

Your advanced Kai Mastery reveals to you the whereabouts of the missing purse of gems. It is in the boot of the bargee, the lank-haired man who is siding with the merchant against the other. He is hoping to keep hidden his guilt by pointing the finger of suspicion at the man in the hide coat.

The bargee steps away from the table and, as he tries to move quietly towards the tavern door, he passes in front of your chair. Deftly you kick the top of his boot. The blow splits the purse and scatters gemstones all over the tavern floor.

Why you growls the guilty bargee, and, in the blink of an eye, he draws a dagger and lunges for your heart.

+ + + + Brian Williams + + In the blink of an eye he draws a + dagger and lunges for your heart. + + + + + + Bargee (master thief):3625 If you win this combat, turn to 199. @@ -1062,9 +1084,22 @@

A signpost on the road out of Quarlen says: Casiorn 260 miles. On a normal horse you would expect the journey to take four days, but on Wildwind you are confident of reaching the City of Merchants before midnight.

Aided by a full moon and your sharp Kai skills, you keep Wildwind on a safe course throughout your long nights ride. Rapidly the miles melt away beneath his hooves and, as midnight approaches, you see the welcoming lights of Casiorn twinkling on the horizon. Using magical spyglasses, the watchful guards above the citys west gate see you coming and set their torches to fire-beacons to help guide you. The gates of the city are thrown open and, as you ride through, you meet with a thunderous welcome from its citizens, rich and poor, many of whom have left their beds to cheer your arrival.

-

Not until you see the bulbous golden towers of the High Mayors Palace do you allow Wildwind to slow his pace. You pass through the palaces grand arch, crafted from marble and gold, and as you bring Wildwind to a halt you see a wondrous skyship hovering over the roof of the High Mayors chambers. It reminds you of Skyrideryour friend Guildmaster Banedons flying ship, although the craft above is and appears to be fashioned not from wood, but from burnished metal.

-

She awaits your command, says High Mayor Cordas, as he strides down the steps of his palace chambers with an entourage of guards and advisors scurrying in his wake. What do you think? He beams, pointing to the ship. Is she not magnificent?

-

Yes, indeed she is, you reply, as you dismount from Wildwind who, to your greater astonishment, displays not the slightest sign of fatigue after your incredible ride from Varetta. Pray tell me, High Mayor, what is the crafts name?

+

Not until you see the bulbous golden towers of the High-Mayors Palace do you allow Wildwind to slow his pace. You pass through the palaces grand arch, crafted from marble and gold, and as you bring Wildwind to a halt you see a wondrous skyship hovering over the roof of the High-Mayors chambers. It reminds you of Skyrideryour friend Guildmaster Banedons flying ship, although the craft above is and appears to be fashioned not from wood, but from burnished metal.

+

She awaits your command, says High-Mayor Cordas, as he strides down the steps of his palace chambers with an entourage of guards and advisors scurrying in his wake. What do you think? He beams, pointing to the ship. Is she not magnificent?

+ + + + Brian Williams + + What do you think? he asks. + Is she not magnificent? + + + + + + +

Yes, indeed she is, you reply, as you dismount from Wildwind who, to your greater astonishment, displays not the slightest sign of fatigue after your incredible ride from Varetta. Pray tell me, High-Mayor, what is the crafts name?

We call her Cloud-dancer, he replies, proudly.

Within the hour you are standing aboard the gleaming steel deck of Cloud-dancer, which vibrates gently in tune to the rising power of its magical engines. The crew of Casiornian engineers set free the hawsers which hold her in place and then, with a farewell wave to Cordas and his court, you give the order for Cloud-dancer to commence her maiden voyage north to Holmgard.

Turn to 60. @@ -1169,6 +1204,15 @@

You leave the monastery under cover of darkness and set off towards the northwest, into the foothills the Durncrag Mountains. Soon you pick up the trail that leads to Ravens Eerie and you follow it for a mile to where it crosses a mountain stream. Mist oozes from the peaty soil, breathing a damp film on the surrounding rocks.

You continue beyond the mist-enshrouded stream until you reach a rocky spur of granite called Eagles Claw. Here you detect a low humming sound and your pulse quickens; you sense you are getting closer to the Shadow Gate. This resonant hum steadily increases in volume the nearer you get to Ravens Eerie. Then, as you come to within a few hundred yards of the peak, you catch your first glimpse of the Shadow Gate. It is an awe-inspiring sight.

+ + + + Brian Williams + + + + +

It appears like a black, semicircular cave mouth that seems to hover motionless in the air. Crackling snakes of electrical energy surround its edges, and the air before it writhes and shimmers like a desert mirage. You reach to the pocket of your tunic and remove the Sun-crystal, weighing it carefully in your hand so that you will be ready to throw it accurately when the time comes.

The electrical fire that borders the Shadow Gate suddenly flares and gives off hissing sparks which climb like fireworks into the night sky. Moments later, a trio of lavas emerge from its total darkness and soar into the air. Judging by their direction of flight, you determine that they are going to reinforce the enemy line which keeps King Ulnars armies at bay.

You are too far from the Shadow Gate to hurl the Sun-crystal and so, with caution, you begin to inch your way nearer to your goal.

@@ -1269,6 +1313,15 @@

The defenders on the tower fight like lions. The battle is fierce and bloody throughout the monastery, but the struggle is soon won and the shaken remnants of the winged attackers are repelled with heavy losses. A great cheer goes up as the last of the battered lavas limps into the air and makes its escape towards the Durncrags.

+ + + + Brian Williams + + + + +

You leave the Tower and tour the battlements, offering words of comfort to the wounded and praising those Kai who have shown exceptional bravery. You are returning to the Grand Hall when you see Banedon approaching from the other direction.

The time is ripe for you to begin your mission, Grand Master, he says. The enemy have lost a great number this nightit is unlikely they will return before the dawn.

Yes, my friend, you reply, touching the pocket of your tunic which contains the Sun-crystal, you are right. The time has comeI will leave for Ravens Eerie at once.

@@ -1281,6 +1334,19 @@

You draw your weapon and slay the first guard to come within arms length of your horse. The others freeze in their tracks, stunned by the speed of your attack, but then the sergeant screams at them like a wild animal and they rush forward again. They are more scared of their sergeants wrath, it seems, than they are of your battle skill. You must fight them.

+ + + + Brian Williams + + The sergeant screams at the guards like + a wild animal and they rush forward. + + + + + + Duadon guardsmen:4242 You may evade this combat after four rounds, by turning to 335. If you win he fight, turn to 290. @@ -1381,6 +1447,15 @@

You help the Baronesss entourage 10 set up camp beside the stream while Dorst, who considers himself something of a master cook, prepares the trout you caught earlier. To your surprise, the meal turns out to be excellent (restore 3 ENDURANCE points).

During supper, you ask the Baroness what news she has heard of events in the east. She tells you that there is war between the principalities of the Stornlands, although this is such a common condition that it can hardly be considered news any more. Of distant Sommerlund she has heard nothing. After supper, she excuses herself and retires to her carriage. Dorst posts two men to guard her coach, then he invites you to play cards with himself and the remaining five men.

+ + + + Brian Williams + + + + + If you wish to accept his offer, turn to 152. If you choose to decline his offer, turn to 330.
@@ -1391,6 +1466,15 @@

Throughout your sky voyage home, your mind is filled with the fear and uncertainty of what may await you in Holmgard. You spend most of the journey on the rear deck, alone with your thoughts, staring down at the land speeding past more than a mile below. You watch as the jungle of the Maakenmire swamp gives way to the barren scrub of the Wildlands. Then, when you catch sight of the Pass of Moytura, your pulse races with excitement for this V-shaped cleft in the southern Durncrags is where the Wildland territories end and your beloved homeland of Sommerlund begins. Yet he excitement you feel here is but nothing compared to your elation when you first glimpse the lights of Holmgardthe Sommlending capital.

+ + + + Brian Williams + + + + +

Guided by beacons blazing atop the Kings Citadel, the crew of the Cloud-dancer bring her gently in towards the city. The craft is made to hover directly above the Citadel and hawsers are lowered to anchor her in position against the wind. Then you descend by rope ladder to the Citadel roof where your are greeted by a distinguished party of Barons and Fryearls, led by King Ulnar himself.

Welcome home, Grand Master, he says, his voice breaking with emotion. Then he clasps you to his chest, like a father welcoming home a lost son. Thank Kai and Ishir you are safe, Lone Wolf he says. Now may the darkness of Naar be lifted from our land.

Turn to 44. @@ -1528,6 +1612,19 @@

The figure at the fireplace does not reply. Instead, it stretches out a gloved hand and takes up an iron rod which is lying upon the stone mantle. The instant its fingers close around the haft, a crackling blue flame ignites at its tip.

+ + + + Brian Williams + + The instant its fingers close around the haft, + a crackling blue flame ignites at its tip. + + + + + +

Draw steel! commands Nathor, and his men respond by unsheathing their swords in readiness for combat. You focus your psychic powers at the figure and sense that it is not human: it possesses an aura of evil that marks it as a dark disciple, a magician versed in the forbidden black arts of the Nadziranim.

Suddenly there is a low, concussive boom and a spiral of blue flame shoots the length of the hail, Fired from the tip of the figures iron stave. You are its intended target and you dive to the floor to avoid being hit. The bolt ricochets off the stone wall close behind you and shatters one of the tall windows into a thousand glittering shards.

Take him! shouts Nathor, and his men rush forward, but a second blast from the stave puts an end to their brave advance. All three are cut down by an arc of blue fire that leaves their corpses heaped and smouldering in the middle of the hall.

@@ -1569,6 +1666,15 @@

In the twilight before dawn, you catch sight of the River Kinam less than a mile away to the west. You scan the surrounding landscape and note several small tracks (which lead to tiny farmsteads dotted around the vast plain) converging at a hamlet which nestles in a bend of this great river. During the past hour your horse has developed a slight limp, and a cursory look at his affected leg reveals that he has thrown a shoe. You know that unless you replace the missing shoe, and soon, he will be too lame to carry you further. Reluctantly, you decide to enter the hamlet and go in search of a blacksmith.

A signpost at the entrance to the hamlet announces its name: Kalma. It is a quiet, sleepy sort of place that in many ways reminds you of Dage, the Sommlending village where you were born and where you spent your early years. Near the centre of this humble village you discover a smithy where, even at this early hour, you can hear the sound of a hammer beating iron. You tether your horse to a rail alongside a moth-eaten old donkey, and call out for the blacksmith.

In ere, comes the curt reply. On entering you discover a tail, broad-shouldered man clad in a leather apron, busily shaping a horseshoe on an anvil.

+ + + + Brian Williams + + + + +

My steed has shed a shoe, you say. Can replace it?

Aye, he says, without bothering to look up from his work, but itll cost you 20 Lune. In cash, and in advance, if you please.

If you have sufficient cash to pay the blacksmith (20 Lune = 5 Gold Crowns}, turn to 234. @@ -1624,6 +1730,19 @@

The herd of coppery-red dragons continue their relentless advance across the fiery plain. You count more than a hundred in total, and each one is as long and as broad as a galleon. The largest of their number, who is also the swiftest of foot, comes looming towards you, breathing blasts of blue flame. His scaly brethren halt in their tracks and watch expectantly, through hooded black eyes, as their leader stalks you like a cat preying upon a helpless dormouse.

+ + + + Brian Williams + + The scaly dragon brethren watch as + their leader stalks you like a cat. + + + + + +

High above, swooping in and out of the clouds, are scores of cackling lavas. You sense also another presence, a wispy dark shadow that exudes malevolence. You shudder when you realize that you are in the presence of a manifestation of Naar himself. He has come to witness your doom, to enjoy the sport of your final, futile battle, before he unleashes his dragons upon Sommerlund. The lavas attacks were but a preliminary phase of his master plan to destroy Sommerlund and the Kai.

With terror in your heart you retreat across the moving sands in a desperate attempt to reach the Shadow Gateyour only hope of escape. The dragon continues to advance and it utters a thunderous roar as it bares its fangs in preparation for its attack.

If you have a Bow and wish to use it, turn to 196. @@ -1891,6 +2010,19 @@

From a secret drawer beneath the stone table, Gwynian brings forth a golden crystal the size of an apple. Its multi-faceted surface radiates a myriad tiny beams which shimmer and sparkle with the fiery energy that is locked within its core.

This is a Sun-crystal, Grand Master, he says, placing the object into the palm of your hand. Its surface feels pleasantly warm, inviting your touch. If you are to save your brethren, you must close the Shadow Gate for good. This crystal can achieve this aim. It contains power sufficient to destroy the Shadow Gate and prevent its return.

+ + + + Brian Williams + + This crystal contains power sufficient to + destroy the Shadow Gate, Gwynian tells you. + + + + + +

You look down at the glowing crystal with fearful respect. Gwynian notes your concern and smiles.

You need not fear the crystals power for it cannot cause harm in our world. Only if it is cast into another plane of existence will its powers be released. Grand Master, you must cast it into the Shadow Gate that Naar has created.

So this is how I can save my brethren, you whisper, as you peer into the glittering head of the crystal.

@@ -1907,6 +2039,15 @@

The figure beside the fireplace does not reply. Instead, it stretches out a gloved hand and takes up an iron rod which is lying upon the stone mantle. The moment its fingers close around the haft, a crackling blue flame ignites at its tip.

+ + + + Brian Williams + + + + +

Draw steel! commands Nathor, and his men respond by unsheathing their swords in readiness or combat. The Sommerswerd hums with power as you release it from its scabbard and hold it before dour face. You sense that the figure is not human: it possesses an aura of evil that marks it as a dark disciple, a magician versed in the forbidden black arts of the Nadziranim.

Suddenly there is a low, concussive boom and a spiral of blue flame shoots the length of the hall, fired from the tip of the figures iron stave. It connects with the blade of your divine sword and rebounds, shattering one of the tall windows into a thousand glittering shards.

Take him! shouts Nathor, and his men rush forward, but a second blast from the stave puts an end to their brave advance. All three are cut down by an arc of blue fire that leaves their corpses heaped and smouldering in the middle of the hall.

@@ -2181,6 +2322,15 @@

It is good to see you again, Grand Master, he says, forcing a smile. I was expecting you. I received word yesterday from Queen Evaine telling me of your urgent journey. Yet it is unfortunate that your visit should come at this time; I would have hoped to have given you the kind of welcome you truly deserve. The Elector then introduces you to his generals who acknowledge you with soldierly salutes.

As you can see, we are at war, Grand Master, he says, sweeping a hand over the maps which lie strewn across his state table. The new ruler of Eldenora, a low-born blackguard by the name of Lutha who dares to adorn himself with the title Prince of Duadon, is attempting to seize our northern territories. We are locked in battle with his army of cut-throats near Holona and, though it pains me to have to admit this, were hard-pressed to contain his advance. This war has come without warning and we were ill-prepared. We have few reserves, insufficient to support the Holona garrison and to counter the many small units of Eldenoran horsemen who are ravaging our plains. This is a dark and testing time for us, Grand Master, but een so, I shall old you all I can.

+ + + + Brian Williams + + + + +

You learn that the Elector has already elicited, on your behalf, the help of High-Mayor Cordas of Casiorn. Cordas is reputedly the richest man in all of Magnamund. Manatine tells you that Cordas has ordered the construction of a sky-vessel to transport you swiftly to Sommerlund.

This craft is presently being built in Casiorn, and the High-Mayor has sent word that you should go there as quickly as you can. His teams of skilled artisans are working on the craft day and night, and he is confident that it will be completed in fifteen days time.

In times of peace, you would expect the 850-mile ride to Casiorn to take little more than two weeks to complete. But peace, always a fragile state in the Stornlands, has been shattered by Prince Luthas unprovoked attack on Holona, a town through which you had hoped to travel. Anxiously, you ask the Elector how the wax against Eldenora will affect your chances of reaching Casiorn swiftly.

@@ -2339,6 +2489,19 @@

The carriage door swings open and the beautiful young woman steps gracefully out on to the stony trail.

May I be so bold as to introduce myself, she says, pausing to adjust a broad-brimmed hat which is trimmed with black corvayl fur, as silky smooth as her flowing hair. I am the Baroness Coryene of the Lucia Province.

She offers her delicate hand and you kiss it in deference to her noble rank. Out of the corner of your eye you notice the leading horseman dismount and come to stand protectively by her side.

+ + + + Brian Williams + + The beautiful young woman steps gracefully + out and offers you her delicate hand. + + + + + +

Oh, and this is my personal guardDorst.

You give the gruff-looking fellow a slight bow and he nods his head in response, albeit begrudgingly.

We are returning from a visit to my cousins estate. We were hoping to reach Kalma by sunset, but we were delayed by bandits, she says, almost apologetically.

@@ -2398,7 +2561,16 @@ 140 -

The river hack runs parallel to the Kinam for nearly a mile before bearing east and entering a coppice of tall conifers. On the far side of this cultivated wood you come to a bridge across a wide, fast-flowing tributary of the Kinam. The parapet of the bridge is lined with imposing stone statues, each depicting a past lord of Scade manor.

+

The river hack runs parallel to the Kinam for nearly a mile before bearing east and entering a coppice of tall conifers. On the far side of this cultivated wood you come to a bridge across a wide, fast-flowing tributary of the Kinam. The parapet of the bridge is lined with imposing stone statues, each depicting a past lord of Scade Manor.

+ + + + Brian Williams + + + + +

In the distance you can now see Castle Tranius. Its curtain wall and fortified barbican are illuminated by torches which were lit, as is the custom here, an hour before sunset. On arriving at the gatehouse, Lord Nathor and the rest of you are welcomed into the castle keep where your horses are attended to. A trio of Knight Traniuss guards come to escort you to his hall and, as you follow them to the castles upper chambers, Nathor asks after Guetor the Boarmaster, the leader of Knight Traniuss hunt.

Hes no longer with us, answers one of the guards, tersely. Hes gone away.

Before Nathor ran enquire further as to the whereabouts of his old hunting instructor, you are ushered into the castles main hall and asked to wait a few minutes for Knight Tranius to arrive.

@@ -2447,6 +2619,19 @@

The leading wolf-creatures swarm around you and then attack with chilling ferocity. As they leap at you from all sides, desperately you lash out, left and right, in an attempt to cut your way free from their deadly circle.

+ + + + Brian Williams + + The wolf-creatures swarm around you and + then attack with chilling ferocity. + + + + + +

Hounds of Vikkak COMBAT SKILL 50 ENDURANCE 50

These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat, turn to 45. @@ -2557,6 +2742,15 @@

For hours the sound of the Kraans incessant cry echoes among the surrounding hills, making it difficult for you to sleep at all this night. As you lie awake listening to its ghastly caw, a sense of foreboding invades your mind and, despite your strong will, you feel powerless to overcome it. Restless and agitated, you get up and pace around the cellar until, at last, the cawing ceases and a chorus of bird song ushers in the dawn (lose 3 ENDURANCE points because of lack of rest).

+ + + + Brian Williams + + + + +

You join the troop for breakfast with Rasbarin and his brothers. During this meal, the elderly monk offers you a Flask of Aquas to fortify you on the road ahead, and a Talisman of Ishir to ward off hostile creatures (these are both Backpack Items). After breakfast, Nathor thanks Rasbarin for his hospitality and makes a donation of 50 Lune to his monastery. (If, before leaving, you too would like to make a donation, erase from your Anion Chart the number of Gold Crowns you decide to give to the holy Vaderish Brethren.)

To continue, turn to 16.
@@ -2588,6 +2782,19 @@

Holona is in turmoil. The approach roads and outlying fields are littered with scores of broken wagons, dead horses, and the ruined impediments of war. Palmyrion soldiers sit dejectedly on the frost-hardened earth, their glazed eyes and bandaged limbs bearing grim testimony to the bitter fighting that is taking place just a few miles to the north. Battle-weary officers ride among these exhausted men, cursing and coaxing them in a half-hearted attempt to rally them to arms. Few heed their call.

+ + + + Brian Williams + + The approach roads and outlying fields of + Holona are littered with the ruins of war. + + + + + +

Inside the city walls the situation is tense. Every available dwelling is packed to overflowing with wounded soldiers, and the civilian populace, displaced from their homes by the armys needs, wander the streets and alleyways in a state of shocked confusion, greatly adding to the chaos.

Captain Cearmaine orders his driver to the Canatarium, the largest of Holonas municipal halls, where General Foucharl, the Palmyrion commander, has established his headquarters. On entering this crowded building, a young lieutenant rushes up to Cearmaine and informs him that his son has been wounded in the battle now raging at the Reloni Bridge.

I must go to him, Grand Master, he says, his voice choked with emotion. Im told that he has not long to live.

@@ -2755,6 +2962,19 @@

You draw on your Kai Mastery to conjure up a dense fog which fills the pit. You hear Lutha cursing you vehemently, for he can no longer see where you are. In frustration, he causes a whirling blast of power to surge from the ring and sweep down the shaft of the pit. You are buffeted by a wave of evil psychic energy (lose 3 ENDURANCE points) but this power is unfocused and you quickly recover.

Seizing the advantage, you call on your Magnakai skills of Pathsmanship to aid you as you begin the difficult climb out of the pit. The ascent becomes a race against time; you must reach the open trapdoor before the mist clears.

You are pulling yourself through the opening when Lutha sees you. He attempts to kick you with his right foot, but you twist away in time to avoid the vicious attack and you tug his left leg, pulling him off balance. This move buys you the few seconds you need to get to your feet. As you rise he comes at you again, this time with a dagger in his hand.

+ + + + Brian Williams + + Prince Lutha comes at you again, this + time with a dagger in his hand. + + + + + +

Prince Lutha (with Ring of Power) COMBAT SKILL 54 ENDURANCE 39

While wearing the Ring of Power, Lutha is immune to all fonts of psychic attack, except Kai-surge and Kai-blast.

If you win the combat, turn to 89. @@ -2997,6 +3217,19 @@

It is the mid-afternoon when the troop resumes the long journey east to Vanamor. During the ride, Lord Nathor voices his grave concern that Eldenoran bandits should be operating in the heart of his country: they have rarely dared to venture this far from home before. Although he does not say so, you sense that he knows the reason why they have become so bold of late. They have been sent here to find and kill you.

The road climbs out of the valley and zigzags its way through the forested hills to a high pass. Beyond this pass there stretches a wide expanse of lush grassland where herds of wild deer roam and graze freely. It is late in the afternoon when you catch sight of a procession approaching on the road ahead. Mostly they are men dressed in ragged brown robes, and one is carrying aloft a grimy banner which bears the image of a lightning bolt set upon a full moon.

Shoni pilgrims, says Nathor, dismissively. Theyre wandering beggar-monks who have taken a vow of poverty. Many in Garthen regard them as just a gang of scroungers who pretend to be a holy order so they can fleece the foolish. I suggest we ignore them and press on.

+ + + + Brian Williams + + Shoni pilgrims, says Nathor. Theyre wandering + beggar-monks wove taken a vow of poverty. + + + + + + If you wish to take Nathors advice and ignore the Shoni pilgrims, turn to 319. If you decide to stop and talk to them, turn to 28.
@@ -3112,6 +3345,20 @@

Suddenly one of the creatures hovering over the stream raises the alarm and his ghastly brothers growl with surprise. Unnervingly, they clack their beaked jaws as they survey the Kings Cavalry, as if they are relishing the thought of an imminent feast. You order the men to lower their lances and then, with a smile of grim determination on your lips, you spur your horse forward and give voice to your battle-cry: For Sommerlund and the Kai!

The Kings Cavalry sweep down the meadow and engulf the winged horrors, driving their lances through their steely hides. You see two of the creatures disappear beneath a thundering wave of hooves, and another two are caught from behind as they attempt to take to the air. You strike one creature a blow to its head as you gallop across the stream. It glances off its iron-hard skull, but the force s sufficient to stun the beast. As it staggers drunkenly in your wake, Captain DVal, who is leading the second line, veers towards it and runs it through with his lance.

Once you are over the stream, you spur your horse up the grassy rise towards the top of the ridge, now no more than a hundred yards distant. You are within seconds of reaching the crest of the ridge when suddenly one of the creatures comes swooping out of the sky. It flies you with its glowing eyes and extends its talons as it comes screaming down towards your face.

+ + + + Brian Williams + + One of the creatures swoops down at you, + extending its talons as it screams + towards your face. + + + + + + If you possess Kai-alchemy, and wish to use it, turn to 129. If you possess Magi-magic, and wish to use it, turn to 37. If you possess neither of these skills, or if you choose not to use them, turn to 303. @@ -3336,6 +3583,20 @@

For a few moments you hurtle through the cold night air, oblivious to your surroundings. Then you glimpse the flagstones of the keep and the roof of the castle stables, more than a hundred feet below, and your stomach churns with fear.

+ + + + Brian Williams + + You hurtle through the cold air, + the roof of the castle stables + more than one hundred feet below. + + + + + +

Steeling yourself for impact, you smash through the thatched roof of the stables and land amidst a tangle of hay and broken timbers. Moments later, Nathor comes crashing through the roof and lands just a few yards from where you are lying. You are badly bruised but you have survived the fall (lose 3 ENDURANCE points). Nathor, too, is alive, but his injuries are more severe. His left ankle is badly broken and his face is a mess of cuts and contusions. Despite his obvious pain he manages a smile, revealing gaps where he is missing two of his teeth.

If you wish to use your Kai Healing skills on the Lord Constable, turn to 269. If you decide to concentrate on escaping from the castle as quickly as possible, turn to 41. @@ -3571,6 +3832,20 @@

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

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

+ + + + Brian Williams + + Tongues of red flame shoot from the + horses nostrils as it gallops, trailing + a wake of green mist. + + + + + + If you have ever visited the town of Quarlen, or the Isle of Ghosts, in a previous Lone Wolf adventure, turn to 279. If you have visited neither of these places, turn to 205. @@ -3618,8 +3893,18 @@

You ride out of Rhem by its east gate and head off along a wide road that is bordered by hovels and farmsteads. Shortly you come to a signpost where the road ends and a track begins. It marks the entrance to the Forest of Salony, and indicates the distances to two Salonese towns:

-

Ellio50 miles Amory100 miles

+ Ellio50 miles + Amory100 miles

You follow the track deep into the forest and spend your first night in Salony here, surrounded by the leafy comfort of this rich timberland. At dawn, you resume your ride and, by nightfall, you find yourself approaching the outskirts of the forest town of Ellio.

+ + + + Brian Williams + + + + +

During your long days ride through the forest, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

Turn to 138.
@@ -3694,6 +3979,19 @@

You crest the ridge and your spirits soar when you see the Kai Monastery two miles distant. The chequered battle banner of the Kai flutters atop the Tower of he Sun, proudly defiant in the face of the hordes of winged lavas circling overhead. The monastery is largely intact, though much of its surrounding wall has been damaged and plumes of smoke rise from the inner keep and training park. Yet, even at this distance, you sense that it is still being held secure from Naars loathsome minions.

+ + + + Brian Williams + + The chequered battle banner of the Kai flutters + proudly atop the Tower of the Sun. + + + + + +

The New Order have indeed proved themselves worthy in your absence. However, the pride you feel for your young acolytes is tempered by the price that has been paid. At the base of the Tower of the Sun you can see the blackened wreckage of the Skyrider, Banedons skyship, twisted and gutted where it fell to earth. There are bodies strewn about it, but at this distance, even with your magnified vision, you cannot tell if they are friend or foe.

Dusk is already upon the land and darkness will be total within the hour. Mindful of the circling lavas who command the skies, you decide to abandon your horse and continue from here on foot. It will be harder for the enemy to spot you moving through the forest on foot than if you were to continue on horseback.

If you possess Kai-screen, and have reached the rank of Kai Grand Guardian or higher, turn to 96. @@ -3966,7 +4264,21 @@

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

During the remaining daylight hours, you frequently see units of Eldenorans on the road, most marching westwards with long pikes over their shoulders. None of them challenge you as you pass them by, for they assume you are a cavalry scout going about his duty. After spending a comfortable night in the loft of a deserted hay barn, you continue your ride at first light and reach the outskirts of Duadon shortly before midday.

-

The Eldenoran capital is a grey and unlovely place. Its cold stone buildings bear the scars of a city whose history is one of near-continual warfare. The roads leading to the city gates are crowded with regiments on the move, and soon you find yourself caught up to a large body of troops which is snaking slowly towards Duadons heavily fortified western approach. The mood of the troops is one of studied indifference, a condition which often prevails in those who have become emotionally numbed by the horrors of war. As this sullen mass moves through the west gate, you glance up at the battlements and notice a red-robed figure clutching a long staff of glowing white metal. A tingle of apprehension runs the length of your spine when you recognize the figure to be a Cener druid. The staff he holds radiates a magical aura and you sense at once that he is scanning the arriving soldiers, using the staff to determine, amongst other things, if any have contracted plague. Suddenly the Cener becomes agitated and he sprints the length of the battlements to sound an alarm bell. Within a few moments, the west gate is sealed by a heavy iron portcullis and panic sweeps through the troops who have been shut outside. You look up at the battlements once more and this time your heart skips a beat; the Cener is pointing his glowing staff directly at your head.

+

The Eldenoran capital is a grey and unlovely place. Its cold stone buildings bear the scars of a city whose history is one of near-continual warfare. The roads leading to the city gates are crowded with regiments on the move, and soon you find yourself caught up to a large body of troops which is snaking slowly towards Duadons heavily fortified western approach. The mood of the troops is one of studied indifference, a condition which often prevails in those who have become emotionally numbed by the horrors of war. As this sullen mass moves through the west gate, you glance up at the battlements and notice a red-robed figure clutching a long staff of glowing white metal. A tingle of apprehension runs the length of your spine when you recognize the figure to be a Cener Druid. The staff he holds radiates a magical aura and you sense at once that he is scanning the arriving soldiers, using the staff to determine, amongst other things, if any have contracted plague. Suddenly the Cener becomes agitated and he sprints the length of the battlements to sound an alarm bell. Within a few moments, the west gate is sealed by a heavy iron portcullis and panic sweeps through the troops who have been shut outside. You look up at the battlements once more and this time your heart skips a beat; the Cener is pointing his glowing staff directly at your head.

+ + + + Brian Williams + + You notice a red-robed figure + clutching a white, glowing + staff on the battlements. + + + + + +

From out of the crowd of panic-struck soldiers there bursts a unit of Duadon guards armed with spears and throwing nets. They are led by a bearded, one-eyed sergeant who barks an order at you to throw down your weapons and dismount from your horse.

Do as I say, he growls, murderously, or Ill cut out your liver and feed it to the crows.

If you decide to do as he says, turn to 236. @@ -4113,6 +4425,15 @@

The defenders on the North Watch fight like lions. The battle is fierce and bloody throughout the monastery, but the struggle is soon won and the shaken remnants of the winged attackers are repelled with heavy losses. A great cheer goes up as the last of the battered lavas limps into the air and makes its escape towards the Durncrags.

+ + + + Brian Williams + + + + +

You are moving slowly along the battlements, helping the wounded and praising those Kai who have shown exceptional bravery, when Banedon approaches.

The time is ripe for you to begin your mission, Grand Master, he says, as he watches the last of the enemy wave disappearing into the mountains. They have lost many this nightit is unlikely they will return before the dawn.

Yes, my friend, you reply, touching the pocket of your tunic which contains the Sun-crystal, you are right. The time has come. I will leave for Ravens Eerie at once.

@@ -4188,6 +4509,19 @@

You follow Cearmaine and the young lieutenant out of the Canatarium and along a crowded avenue towards a tented encampment in the citys main park. Here, under a canvas awning, the Captain finds his mortally wounded son being attended to by an army physician.

Will he pull through? asks Cearmaine, of the physician whose white surgical apron is stained deep crimson with the blood of all those he has attempted to save this day. The weary man does not answerhe simply shakes his head and leaves to attend yet another poor wretch who is crying out for him to end his suffering.

+ + + + Brian Williams + + Will he pull through? Cearmaine + asks the physician. + + + + + +

Cearmaines son has a deep chest wound which, on closer inspection, you determine was made by a poisoned arrow. The physician has removed the shaft but the poison has long since entered the young mans bloodstream. His life is fast ebbing away and you sense there is very little you can do to save him.

If you possess Deliverance, and have reached he rank of Sun Knight or higher, turn to 164. If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 13. @@ -4519,6 +4853,18 @@

A steep path leads to a turreted gate which marks the entrance to this manor house. The house itself is barred and shuttered as if to withstand a siege. You ring a bell at the door but there is no reply. When you ring a second time, the shutters on an upstairs window creak open and the sneering face of a startlingly ugly woman peers down at you.

Whadya want? she snaps.

+ + + + Brian Williams + + Whadaya want? snaps the ugly old woman. + + + + + +

A room for the night and feed for my horse, if youd be so kind, you reply, as politely as you feel able. Id be prepared to pay, of course.

The wart-faced old woman snorts and retreats from view. Moments later, she suddenly reappears and hurls a rotten cabbage which catches you squarely in the face (lose 1 ENDURANCE point).

Be off, y scraggin Northlander, she yells, afore I set the dogs on ya!

@@ -4578,6 +4924,15 @@

This is Wildwind, Grand Master, says Gwynian, as he strokes the steeds muscular neck. He will carry you to Casiorn far swifter than any horse you have known. Swifter than even your own fine steed, Storm.

You look into Wildwinds intelligent eyes and you detect the faint aura of magic about him. But it is not until you climb into the saddle that you sense his true power.

A thousand thanks, Gwynian. I am forever in your debt.

+ + + + Brian Williams + + + + +

And with these words you bid Gwynian farewell and leave the Halls of Learning. You depart from Varetta through its great east gate and, once outside the city, you spur Wildwind to the gallop. You are astounded by his speed and untiring stamina: Gwynian was righthe is the fastest horse you have ever ridden. In little more than an hour you have covered sixty miles. It is only when you find yourself approaching a stone bridge, commanded by a huge gated archway, that you are forced to rein him to a halt. Above the archway you notice the words Denka Gate engraved into the stone. Below them, written in chalk, is the message: Toll4 Gold Crowns.

After a few minutes, an unshaven old man emerges from a door set into this grand gate. He holds out his hand and demands that you pay him the toll.

If you wish to pay the gateman his toll of 4 Cold Crowns, turn to 74. @@ -4684,6 +5039,19 @@

Thank you, thank you cries the young woman, whose child you have just saved from certain death at the hands of the drunken thug. Sobbing with gratitude, she collapses at your feet. Gently you lift her by the arm and assure her with kind words that her ordeal is over. She smiles, reassured, but her expression quickly changes when she spots something moving behind you.

There he is, that cur Holkar! she spits. Hes the murdering leader of these bandits. This chaos is his doing.

+ + + + Brian Williams + + There he is, that cur Holkar! she spits. + Hes the murdering leader of these bandits! + + + + + +

You turn to look at the object of her hatred, and see a swarthy brigand dodging between the gravestones that line the abbey grounds. He has a sack full of loot slung over his shoulder and he is hurrying towards his horse which stands close by the abbeys perimeter wall. Determined not to let him escape, you rush across the road and into the grounds of the abbey to give chase.

Turn to 206.
@@ -4895,6 +5263,19 @@

As the last of the winged horrors comes crashing to the ground, slain by your deadly blows, you take off at a run towards the trees. You rush headlong into the forest and glance overhead to make doubly sure that you are not being tracked by more of the winged lavas. The darkening sky is clear of the enemy and confidently you press on through the trees, sure in your ability to remain undetected now that you are in your natural environment of the forest.

Soon you reach the clearing and hurry to a boulder which bears the imprint of a human hand. You place your right hand upon it and the imprint fits around it like a glove. Silently a hinged stone slab rises up from the ground revealing a stair that leads down into a brick-lined passageway. You enter and hurry along this familiar tunnel, covering a mile before you come to a door that opens automatically at your approach. Beyond lies the Vault of the Sun, your personal stronghold. It radiates a warmly golden light: the rays of the Lorestones of Nyxator. Once safely inside your underground lair, you pause to allow the radiant light of the Lorestones to wash over your tired and aching limbs and, within the space of a few heartbeats, the fatigue of your long journey home is melted away (restore all lost ENDURANCE points).

+ + + + Brian Williams + + A higed stone slab rises from the ground, + revealing stairs leading down + + + + + +

Revived and revitalized, you throw open the door to the vault and see a young Kai Master standing guard at the foot of the tower stairwell. He is Sabre Fox, one of your most gifted students.

Gr Grand Master! he stammers, hardly daring to believe his eyes. You have returned. Praise the Gods!Our prayers have been answered!

You smile at the young Kai Master who now has tears of joy in his steel-grey eyes.

@@ -4946,8 +5327,17 @@ 350 -

There is a blinding flash as the Sun-crystal passes through the Shadow Gate, and a deafening implosion follows which sucks a whirlwind of air and loose rock into its whirling core. For a few moments you hear a terrible, far-off scream: it is the lonely cry of Naar himself, lamenting the destruction of his dragon herd, which, by your action, you have consigned to oblivion. The vortex continues to whirl but it is growing smaller as its collapsing power fades it shrinks and shrinks until, with a final Crack!, it disappears completely.

+

There is a blinding flash as the Sun-crystal passes through the Shadow Gate, and a deafening implosion follows which sucks a whirlwind of air and loose rock into its whirling core. For a few moments you hear a terrible, far-off scream: it is the lonely cry of Naar himself, lamenting the destruction of his dragon herd, which, by your action, you have consigned to oblivion. The vortex continues to whirl but it is growing smaller as its collapsing power fades it shrinks and shrinks until, with a final Crack! it disappears completely.

You return to the monastery where, upon your arrival at the north gate, you are treated to the loud and joyous applause of the young Kai warriors. Banedon and Rimoah praise and congratulate you for your victory over the minions of Naar; it is a victory that will long be remembered in the history of Sommerlund and the legends of the Kai.

+ + + + Brian Williams + + + + +

Congratulations, Grand Master Lone Wolf. Once again you have triumphed over the evil forces of the Dark God. You are truly a brave and exceptional warrior. Yet the fight against Evil has still to be won. A new and chilling manifestation of this Evil will soon appear in your world, and it is an Evil that will test your skills to the limit. The nature of this challenge awaits you in the next Grand Master adventure, which is entitled:

Wolf Bane

@@ -5529,7 +5919,7 @@

(26) Replaced Kai mastery with Kai Mastery.

(27) Replaced both occurrences of dug-out with dugout.

(30) Replaced less turn with less, turn.

-

(31) Replaced Cloud-dancer with Cloud-dancer,. Replaced he beams with He beams. Replaced Mayor. What with Mayor, what. Replaced he beams with He beams in the illustration caption.

+

(31) Replaced Cloud-dancer with Cloud-dancer,. Replaced he beams with He beams. Replaced Mayor. What with Mayor, what. Replaced all four occurrences of High Mayor with High-Mayor. Replaced he beams with he asks in the illustration caption.

(32) Replaced anger and pain with anger, and pain.

(33) Replaced less turn with less, turn.

(36) Replaced had been with has been.Replaced owner, Very with owner. Very. Replaced curing and animal control with Curing and Animal Control. Replaced new-born with newborn.

@@ -5590,7 +5980,7 @@

(136) Replaced elite with lite. Replaced Sun-Crystal with Sun-crystal. Replaced shoulder, you with shoulder. You.

(137) Replaced (imposters) with (impostors).

(139) Replaced both occurrences of Sun-Crystal with Sun-crystal.

-

(140) Replaced tersely, hes with tersely. Hes.

+

(140) Replaced tersely, hes with tersely. Hes. Replaced Scade manor with SCade Manor.

(141) Replaced both occurrences of Sun-Crystal with Sun-crystal. Replaced the Gate with the Shadow Gate.

(142) Replaced Kai rank of with rank of Kai.

(143) Replaced Grand Master discipline with Grand master Discipline.

@@ -5668,7 +6058,7 @@

(264) Replaced Kai mastery with Kai Mastery.

(268) Replaced Durncrag mountains with Durncrag Mountains.

(269) Replaced (imposters) with (impostors).

-

(270) Replaced new-found with newfound.

+

(270) Replaced new-found with newfound. Replaced Cener druid with Cener Druid.

(273) Replaced Brotherhood spell with Brotherhood Spell. Replaced (imposters) with (impostors).

(274) Replaced Brotherhood spell with Brotherhood Spell. Replaced ultra-violet with ultraviolet.

(275) Replaced camp fire with campfire.

@@ -5765,19 +6155,18 @@
  • Equipment
  • Kai Disciplines
  • Section 1
  • -
  • Section 36
  • Section 40
  • +
  • Section 49
  • +
  • Section 59
  • Section 60
  • Section 75
  • Section 101
  • -
  • Section 133
  • +
  • Section 121
  • Section 140
  • Section 154
  • -
  • Section 178
  • -
  • Section 188
  • -
  • Section 192
  • -
  • Section 238
  • -
  • Section 317
  • +
  • Section 282
  • +
  • Section 140
  • +
  • Section 244
  • Section 323
  • Section 350