From: Jonathan Blake Date: Thu, 11 May 2006 23:33:30 +0000 (+0000) Subject: Added small illustrations X-Git-Tag: 20121028~79 X-Git-Url: http://git.projectaon.org/?a=commitdiff_plain;h=5c040aec8cabb77e98c50edfb813ef7d1258c376;p=project-aon.git Added small illustrations git-svn-id: https://projectaon.org/data/trunk@154 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- diff --git a/xml/17tdoi.xml b/xml/17tdoi.xml index b6b265c..70d44e9 100644 --- a/xml/17tdoi.xml +++ b/xml/17tdoi.xml @@ -16,6 +16,9 @@ $Id$ $Log$ +Revision 1.13 2006/05/11 23:33:30 jonathan.blake +Added small illustrations + Revision 1.12 2006/04/07 23:33:17 jonathan.blake Corrected illustration dimensions and converted to the new "illref" mechanism (apparently not correctly) @@ -219,7 +222,7 @@ Initial Freepository revision - freshly minted from the proofread text -

The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Kai weapon. E.g. if you complete The Plague Lords of Ruel 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.

+

The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Kai weapon. For example, if you complete The Plague Lords of Ruel 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.

@@ -363,7 +366,7 @@ Initial Freepository revision - freshly minted from the proofread text
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. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artifacts.

+

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. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

@@ -385,10 +388,10 @@ Initial Freepository revision - freshly minted from the proofread text

If you have successfully completed any of the previous Lone Wolf adventures (Books 116), 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 safekeeping 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 adventures (remember, you are still limited to two Weapons, but you may now carry a maximum of ten Backpack Items).

List the four items that you choose on your Action Chart, under the appropriate headings, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.

@@ -574,7 +577,7 @@ Initial Freepository revision - freshly minted from the proofread text
Animal Mastery

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 Guardians bidding. This ability can only be used in an outdoor setting.

Assimilance
-

Kai Grand Guardians who possess this skill are able to create a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal and infra-vision. The duration of the fog increases as a Grand Master rises in rank.

+

Kai Grand Guardians who possess this skill are able to create a cloud of fog-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.

Grand Huntmastery

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.

Kai-surge
@@ -784,6 +787,8 @@ Initial Freepository revision - freshly minted from the proofread text

Drawing on your Magnakai skills of camouflage and psychic defence to shield your body and mind, you leave your hiding place and hurry through the open archway. Several hundred yards beyond, you come to a wide stone staircase which ascends to a landing, positioned high above the underground lake and ice cavern. As you climb the steps, the sub-zero temperature plummets even further, making you shiver involuntarily, despite the combined protection of your Platinum Amulet and your Magnakai skills.

At length you reach the landing to be greeted by the sight of two undead Ixian warriors standing guard at the mouth of a cave. Instinctively, you sidestep into the shadows to avoid being seen, but the Ixians show no reactions; it is as if they have both been cast in stone.

Beyond the open cave mouth you see a bleak and desolate wasteland of rock and ice. A blizzard is raging, whipped up by a fierce electrical storm that blazes above a distant mountain range. The jagged peaks are illuminated by the flashes of the storms ghostly, blue-white fire.

+ +

Your Kai senses tell you that the evil sorcery which animates and controls the guards is temporarily dormant: these two skeletons currently pose no threat to your safety. However, the same cannot be said of the troop of undead Drakkarim warriors who, at this moment, are marching up the stairs behind you. Reluctantly, you leave the cave mouth and set off into the raging blizzard in search of the city of Xaagon.

Turn to 44. @@ -933,6 +938,8 @@ Initial Freepository revision - freshly minted from the proofread text

The moment you project the correct number at the lockplate, the entire portal begins to shimmer and lose its solidity. It becomes transparent and then fades completely, as if evaporating into thin air. With a smile of satisfaction on your lips at having solved the riddle, you step through the now open archway and into an adjoining hall.

+ +

This vaulted, oblong-shaped hall is illuminated by flickerings of electrical fire which arc between two freestanding pillars at the far end of the chamber. Beyond the pillars you can make out the shadowy entrance to another chamber; it is the only other exit from this hall. You realize at once that to pass between the pillars could prove to be fatal: the power arcing between them is as great as any lightning storm raging in the skies above Xaagon. Yet there may be a way of avoiding contact with this raw power. You notice that the two freestanding pillars do not go all the way to the ceiling there is a gap, a little over two feet wide above them.

If you possess Kai-alchemy, and wish to use it, turn to 136. If you wish to attempt to climb one of the pillars and squeeze through the gap in order to reach the adjoining hall, turn to 297. @@ -957,6 +964,8 @@ Initial Freepository revision - freshly minted from the proofread text

It is in the thirtieth hour of your air voyage that the Skyriders eagle-eyed lookout catches his first glimpse of Vadera. Word spreads quickly and a hubbub of excitement grips the dwarven crew as the flying ship draws ever closer to the fortified walls and turrets of the Lencian capital.

+ +

Skilfully Bosun Nolrim lands the Skyrider on the paved courtyard in front of the Vadera Citadel, which has been cleared of crowds in expectation of your arrival. Awaiting you is a party of stern-faced Vadera officials who, with a minimum of fuss, escort you and Banedon directly to the court of King Sarnac.

We are honoured to welcome you once again to our city, Grand Master, says the silver-haired King. My only regret is the reason for your visit. Id have hoped our meeting would have been in less ominous circumstances.

Formally you acknowledge the Kings greeting, then you turn to face the elderly man who is standing beside the Kings throne. You recognized him as soon as you entered the Kings chamberhe is Lord Ardan, an Elder Magi from Dessi, one of Lord Rimoahs countrymen.

@@ -1067,6 +1076,8 @@ Initial Freepository revision - freshly minted from the proofread text

The bodies of the ghastly creatures undergo a swift and gruesome transformation upon the instant you deal them the coup de grce. Their torsos implode with dramatic effect, and they barely have time to cry out in agony as their twisted remains hit the floor and crumble to dust.

+ +

You sheathe your weapon and step away from the foul-smelling mounds of dust. Then you hurry out of this black-floored chamber by a short passage which leads into an adjoining hall. This vaulted, oblong shaped hall is illuminated by flickerings of electrical fire which arc between two freestanding pillars at the far end of the chamber. Beyond the pillars you can make out the shadowy entrance to another chamber; it is the only other exit from this hall.

You realize at once that to pass between the pillars could prove to be fatal: the power arcing between them is as great as the lightning storm which is raging in the skies above Xaagon. Yet there may be a way of avoiding contact with this raw power. You notice that the two freestanding pillars do not go all the way to the ceilingthere is a gap, a little over two feet wide above them.

If you possess Kai-alchemy, and wish to use it, turn to 136. @@ -1243,6 +1254,8 @@ Initial Freepository revision - freshly minted from the proofread text

As you strike down the last of your skeletal foes, you hear Captain Lanzas stirring battle-cry ring out above the noise of the fighting: For Lencia and the House of Sarnac! Despite the odds, he and his men have beaten back the enemy and are now within a stones throw of the quay. You rush to the end of the street and join them at a small flagstoned square, close to the harbour wall.

+ +

Captainwe must save the ice-boat! you shout, pointing to the ship which is being attacked by the skeleton horde. Indeed we must, he replies, dourly. He orders a handful of his men to form a protective wall around you and, the moment their shields lock together, you move with them towards the ice-boat.

Twenty yards from the quayside, you break away from the wall and sprint towards the ships gangplank. You are halfway along the plank when you find yourself confronted by a wedge of skeletal warriors, armed with crude axes and swords. You leap into their midst, striking them down with blurring speed and deadly accuracy. But as the last one falls, its corpse-like body almost severed at the waist, you hear a noise behind you which makes you spin around in fearful expectation.

Turn to 78. @@ -1332,6 +1345,8 @@ Initial Freepository revision - freshly minted from the proofread text

As you hurry away from the cave mouth, you look back over your shoulder to see the Ixian Mhagani illuminated momentarily by a flash of lightning. It fills the entrance to the cave, and it is howling with glee at having successfully defended its evil-smelling lair.

+ +

Denied shelter in the cave, you return to the bottom of the pass and seek cover among the circle of rocks which lie embedded in the ice on the southern face. When you are within a few dozen yards of the circle, you hear a deafening crack! which sets your pulse racing. With that split-second warning, a huge expanse of rock and ice breaks away from the slopes above and swiftly transforms itself into a thundering avalanche. Wide-eyed with horror, you watch as a million tons of ice, snow, and shale comes rumbling down the mountainside towards you.

Galvanized into action, you turn and run from this deadly white wall of destruction. It is almost upon you when you see a low shelf of rock near the base of the pass, and desperately you dive for cover beneath it.

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

@@ -1485,6 +1500,9 @@ Initial Freepository revision - freshly minted from the proofread text

At the end of the hallway you arrive at a flight of metal stairs which ascend to a heavy, bronze-banded door. This sealed door appears to be a recent addition to the vessel; it is secured by a curious combination lock which you recognize to be Drakkarim in design.

The lock comprises three raised blocks, each of which is divided into four equal squares. In each square, except one, there is a number. You have encountered this type of lock before and are aware that by tapping the empty square a correct number of times, you will cause the lock to disengage and the door to open.

Consider the following grid of numbers. When you think you have determined the missing number, turn to the entry that is the same number as your answer.

+ + + If your answer is incorrect, or if you cannot solve this lock puzzle, turn to 139. @@ -1755,6 +1773,8 @@ Initial Freepository revision - freshly minted from the proofread text

The narrow passageway leads you to a chamber carved from glittering blue ice. Steps have been chiselled into its translucent north wall, a slippery staircase which ascends to a landing positioned high above the ice-cavern. As you climb the steps, the sub-zero temperature plummets even further, making you shiver involuntarily despite the combined protection of your Platinum Amulet and your Magnakai skills.

After a tiring climb you reach the landing to be greeted by the sight of an unguarded cave mouth. Through this opening you see a bleak and desolate wasteland of rock and ice. A blizzard is raging, whipped up by a fierce electrical storm that blazes above a distant mountain range. The jagged grey peaks are illuminated by the flashes of the storms ghostly, blue-white fire.

+ +

After checking your equipment, you reluctantly leave the cave mouth and set off into the raging blizzard in search of the city of Xaagon.

Turn to 44.
@@ -1892,6 +1912,8 @@ Initial Freepository revision - freshly minted from the proofread text

You are making a cursory search of this derelict chamber when suddenly you hear something that makes you reach for your weapon: it is the grating rumble of stone on stone.

+ +

From out of a secret panel in the wall to your right come six skeletal warriors, each one brandishing a rust-pitted sword. The leading two move to block the staircase, preventing you from making a speedy escape. The remaining four stalk forwards with evil intent, their eye sockets aglow with sorcerous green fire.

Turn to 23.
@@ -2270,6 +2292,8 @@ Initial Freepository revision - freshly minted from the proofread text

At the first opportunity you sprint away from the wooden crates and descend the staircase to a closed door. It is a sturdy portal, carved from solid rock and banded with strips of bronze. You test it with the toe of your boot and, to your surprise, it swings open with barely a sound.

Beyond the door lies a rough-hewn chamber lined with racks of ancient crystal spears and swords. Despite the millennia which have passed since they were crafted by Old Kingdom armourers, these weapons still hold a keen edge and gleam like new.

+ +

Casting your eye around this weapon store there appears to be no other exit save the one by which you entered.

If you possess Telegnosis, turn to 286. If you do not possess mastery of this Discipline, turn to 226. @@ -2292,6 +2316,8 @@ Initial Freepository revision - freshly minted from the proofread text

After a few minutes of intense concentration your use of your Magnakai Discipline pays off. Successfully you will the lock to disengage, yet the effort required is far greater than you could have anticipated and it leaves you mentally weakened: lose 4 ENDURANCE points.

The portal begins to shimmer and lose its solidity. At first it becomes transparent and then it fades completely, as if evaporating into thin air. With a smile of satisfaction on your lips at having overcome it, you step through the now-open archway and into an adjoining hall.

+ +

This vaulted, oblong-shaped hall is illuminated by flickerings of electrical fire which arc between two freestanding pillars at the far end of the chamber. Beyond the pillars you can make out the shadowy entrance to another chamber; it is the only other exit from this hall. You realize at once that to pass between the pillars could prove to be fatal: the power arcing between them is as great as any lightning storm raging in the skies above Xaagon. Yet there may be a way of avoiding contact with this raw power. You notice that the two freestanding pillars do not go all the way to the ceilingthere is a gap at the top, a little over two feet wide.

If you possess Kai-alchemy, and wish to use it, turn to 136. If you wish to attempt to climb one of the pillars and squeeze through the gap in order to reach the adjoining hall, turn to 297. @@ -2368,6 +2394,8 @@ Initial Freepository revision - freshly minted from the proofread text

A few hundred yards beyond the rise, you see Tagazin moving along a track which leads to the top of a small hillock. Here, contained within an arch of ancient stone, you see a whirling vortex: it is unmistakably an open Shadow Gate.

+ +

Surrounding Tagazin are a host of winged, dragon-like creatures, with horny skins that glimmer like gold in the wan light. By the slow, laborious way in which the jackal-like Demonlord is moving his limbs, you sense that he has been injured and greatly weakened by his passage through the void.

If you have ever been to the Plane of Darkness before, in a previous Lone Wolf adventure, turn to 205. If you have not, turn to 227. @@ -2518,7 +2546,7 @@ Initial Freepository revision - freshly minted from the proofread text

You retreat hurriedly from the onrushing horde and evade them by descending a stair which leads down into the ships hold. Above, you can hear the frenzied shouts of the Lencian crewmen as they engage the undead Drakkarim in fierce hand-to-hand combat. Suddenly, the body of a Lencian comes tumbling down the stairwell to land in an untidy heap at the bottom, the hilt of a rusty sword protruding from his chest. Then the clatter of steel-shod boots on the steps warns you that his killers are about to appear, and quickly you scan the darkness looking for a place to hide.

If you possess Assimilance, turn to 208. - If you do not possess this skill, turn to 126. + If you do not possess this skill, turn to 26.
@@ -2708,6 +2736,8 @@ Initial Freepository revision - freshly minted from the proofread text

At the top of the stairs you find a chamber where the walls and floor are thick with frost. Standing beside a locked door is a crystal plinth on which lies an Onyx Key covered by a clear glass dome. Your Kai Sixth Sense tingles as you approach ityou sense that the glass dome is protected by sorcery.

+ + If you already possess an Onyx Key, turn to 307. If you possess Kai-alchemy or Grand Nexus, and wish to use one of these Disciplines, turn to 86. If you do not possess the Special Item, or do not have or choose not to use the Disciplines, then turn to 268. @@ -2719,6 +2749,8 @@ Initial Freepository revision - freshly minted from the proofread text

From out of the eerie mist there looms a high-prowed ship, wrought of age-blackened timbers which glisten with ice and frost. It speeds into the harbour and a morbid terror grips the hearts of the Lencian garrison when they see that it is crewed by a cadaverous host of skeletal warriors. A ghastly wail arises from the invading ship, an unholy shriek that shatters the garrisons will to resist. As one, the shocked Lencians turn and flee from the quayside, dropping and discarding their supplies and weapons in their hurry to get away.

+ +

Ishir preserve us! cries Lanza, as he takes up his sword belt and hurries towards the door. My men are routing. I must rally them to the defence before all is lost!

@@ -2844,6 +2876,8 @@ Initial Freepository revision - freshly minted from the proofread text

Intuition prompts you to take out the Onyx Key from your pocket and try it in the hole. It fits perfectly and, when you twist it clockwise, the entire portal begins to shimmer and lose its solidity. It becomes transparent before fading completely, as if evaporating into thin air. You go to retrieve the Onyx Key but it, too, has disappeared (erase this Special Item from your Action Chart).

+ +

Relieved that you have overcome this obstacle, you step through the now-open archway and into an adjoining hall. This vaulted, oblong-shaped hall is illuminated by flickerings of electrical fire which arc between two freestanding pillars at the far end of the chamber. Beyond the pillars you can make out the shadowy entrance to another chamber; it is the only other exit from this hall. You realize at once that to pass between the pillars could prove to be fatal: the power arcing between them is as great as any lightning storm raging in the skies above Xaagon. Yet there may be a way of avoiding contact with this raw power. You notice that the two freestanding pillars do not go all the way to the ceilingthere is a gap, a little over two feet wide above them.

If you possess Kai-alchemy, and wish to use it, turn to 136. If you wish to attempt to climb one of the pillars and squeeze through the gap in order to reach the adjoining hall, turn to 297. @@ -2901,6 +2935,8 @@ Initial Freepository revision - freshly minted from the proofread text

You trudge stoically through the snow and ice towards the distant circle of rocks, hoping all the while that they will afford you some protection from this incessant blizzard. When you are within a few dozen yards of the circle, you hear a deafening crack! which sets your pulse racing. With that split-second warning, a huge expanse of rock and ice breaks away from the slopes above and swiftly transforms itself into a thundering avalanche. Wide-eyed with horror, you watch as a million tons of ice, snow, and shale comes rumbling down the mountainside towards you.

+ +

Galvanized into action, you turn and run from this deadly white wall of destruction. It is almost upon you when you see a low shelf of rock near the base of the pass, and desperately you dive for cover beneath it.

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

If your total score is now 4 or lower, turn to 99. @@ -2958,6 +2994,8 @@ Initial Freepository revision - freshly minted from the proofread text

Your Kai Mastery warns you that you have inadvertently triggered a silent alarm. You unsheathe your weapon and turn to leave this rubble-strewn chamber, but as you move towards the stairs you hear a sound that makes you spin on your heel: it is the grating rumble of stone on stone.

+ +

From out of a secret panel in the wall to your left come six skeletal warriors, each one brandishing a rust-pitted sword. They make no sound, yet their eye sockets are aglow with sorcerous fire as they rush across the chamber towards you.

If you wish to stand and fight these skeletal warriors, turn to 242. If you choose to escape from this chamber by the stairs, turn to 343. @@ -2970,6 +3008,8 @@ Initial Freepository revision - freshly minted from the proofread text

After a few minutes of intense concentration your Kai Mastery pays off. Successfully you will the lock to disengage, yet the effort required is far greater than you could have anticipated and it leaves you mentally weakened: lose 2 ENDURANCE points.

The portal begins to shimmer and lose its solidity. At first it becomes transparent and then it fades completely, as if evaporating into thin air. With a smile of satisfaction on your lips at having overcome it, you step through the now-open archway and into an adjoining hall.

+ +

This vaulted, oblong-shaped hall is illuminated by flickerings of electrical fire which arc between two freestanding pillars at the far end of the chamber.

Beyond the pillars you can make out the shadowy entrance to another chamber; it is the only other exit from this hall. You realize at once that to pass between the pillars could prove to be fatal: the power arcing between them is as great as any lightning storm raging in the skies above Xaagon. Yet there may be a way of avoiding contact with this raw power. You notice that the two freestanding pillars do not go all the way to the ceilingthere is a gap at the top, a little over two feet wide.

If you possess Kai-alchemy, and wish to use it, turn to 136. @@ -3005,6 +3045,8 @@ Initial Freepository revision - freshly minted from the proofread text

As you stumble away from the cave mouth, you look back over your shoulder to see the mysterious creature illuminated momentarily by a flash of lightning. The sight is chilling to behold. From the creatures huge, bear-like body there writhes a score of slimy tentacles, and from the top of its reptilian head there protrudes a twisted horn, longer than a broadsword. It gives a loud gibbering howl of victory before returning to its evil-smelling lair.

+ +

Denied shelter in the cave, you return to the bottom of the pass and seek cover among the circle of rocks which lie on the southern face. When you are within a few dozen yards of the circle, you hear a deafening crack! which sets your pulse racing. With that split-second warning, a huge expanse of rock and ice breaks away from the slopes above and swiftly transforms itself into a thundering avalanche. Wide-eyed with horror, you watch as a million tons of ice, snow, and shale comes rumbling down the mountainside towards you.

Galvanized into action, you turn and run from this deadly white wall of destruction. It is almost upon you when you see a low shelf of rock near the base of the pass, and desperately you dive for cover beneath it.

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

@@ -3097,6 +3139,8 @@ Initial Freepository revision - freshly minted from the proofread text

You raise the Sommerswerd and a gout of golden flame engulfs the blade, flaring with such brilliance that Deathlord Ixiataaga is momentarily blinded by its goodly light. He shrieks, and raises the Deathstaff defensively to ward off your first blow. As the blade of the sun-sword bites the haft of Ixiataagas fell weapon, a hissing mass of crimson and gold sparks explode into the air. These fiery motes are sucked into the vortex of the Shadow Gate, which has now begun to whirl with alarming intensity.

+ +

The Deathlord reels from the force of the impact, but he recovers swiftly and thrusts the sharp tip of the Deathstaff at your face. You duck the thrust, but you sense that this is just the beginning of what will be a titanic fight to the finish.

Deathlord Ixiataaga (with Deathstaffuncharged)6039

This supernatural being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

@@ -3924,6 +3968,8 @@ Initial Freepository revision - freshly minted from the proofread text

Several hours pass before the blizzard dies down sufficiently for you to be able to leave the cave and continue your lonely trek towards Xaagon. You reach the end of the pass where, for the first time, you get a clear view of the Deathlords dread city. Once, millennia ago, this city had been the home of a brilliant civilization; today the stately crystal palaces and temples of Xaagon are occupied by the lord and host of the evil dead.

+ +

Onward you trek, through knee-deep snow and jagged ice, towards the towering walls of Xaagon. The city is dominated by a spire of crystal which stabs the stormy sky, drawing lightning from the black clouds which swirl around its tip. From this needle-sharp point there radiates a crimson glow which sweeps the surrounding landscape. It is like a hellish lighthouse casting baleful crimson beams across a dead sea of ice.

Gradually, as you come within the shadows of Xaagons outer wall, you see two places where you could gain entry to the city beyond. The first is near to the coast, through a breach in the south wall; the second is through the citys shattered west gate. Neither entrance appears to be guarded.

If you wish to enter Xaagon by the breach in the south wall, turn to 165. @@ -3987,6 +4033,8 @@ Initial Freepository revision - freshly minted from the proofread text

You flee from the skeletal horde and hide in an empty outbuilding, close to the base of the watchtower, until you are sure the coast is clear. As you emerge from hiding, you hear Captain Lanzas stirring cry ring out above the noise of battle: For Lencia and the House of Sarnac! Despite the odds, he and his men have beaten back the enemy and are now within a stones throw of the quay. You rush along the street, towards the harbour, and join them at a small flagstoned square close to the quayside.

+ +

Captainwe must save the ice-boat! you shout, pointing to the ship which is being attacked by the skeleton horde. Indeed we must, he replies, dourly. He draws together a handful of his men to form a protective wall around you and, the moment their shields lock together, you move with them towards the ice-boat.

Twenty yards from the quayside, you break away from their protective wall and sprint towards the ships gangplank. You are halfway along the plank when you find yourself confronted by a wedge of skeletal warriors, armed with crude axes and swords. Courageously you leap into their midst, striking them down with blurring speed and deadly accuracy. But as the last one falls, its corpse-like body almost severed at the waist, you hear a noise behind you which makes you spin around in fearful expectation.

Turn to 78. @@ -4386,7 +4434,8 @@ Initial Freepository revision - freshly minted from the proofread text

You leave the harbour and set a northerly course to Ixia. It is less than an hour past noon and yet the winter night has already closed in. You share this icy darkness with a crew of six Lencian outposters, all of whom volunteered for this perilous mission. Lanza has ordered them to land you on the coast of Ixia and wait at anchor for seven days for you to return; they must wait no longer.

The blackness is lit only by the throbbing green glow which radiates from the sphere. You stare at this mesmerizing light and you are gripped by a feeling of unease. Your Kai senses warn you that there is a lingering aura of evil aboard this ship.

- If you possess Deliverance and have reached the rank of Sun Thane or higher, turn to 155. If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 291. + If you possess Deliverance and have reached the rank of Sun Thane or higher, turn to 155. + If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 291.
@@ -4444,6 +4493,8 @@ Initial Freepository revision - freshly minted from the proofread text

Several hours pass before the blizzard dies down sufficiently for you to be able to leave your hollow and continue your lonely trek towards Xaagon. You scale the mountain of snowy debris brought down by the avalanche and reach the end of the pass where, for the first time, you get a clear view of the Deathlords dread city. Once, millennia ago, this city had been the home of a brilliant civilization; today the stately crystal places and temples of Xaagon are occupied by the evil dead.

+ +

Onward you trek, through knee-deep snow and jagged ice, towards the towering walls of Xaagon. The city is dominated by a spire of crystal which stabs the stormy sky, drawing lightning from the black clouds which swirl around its tip. From this needle-sharp point there radiates a crimson glow which sweeps the surrounding landscape. It is like a hellish lighthouse, casting its baleful crimson beams across a landscape that has frozen to death.

Gradually, as you come within the shadows of Xaagons outer wall, you see two places where you could gain entry to the city beyond. The first is through a breach in the south wall, near to the coast; the second is through the citys shattered west gate. Neither entrance appears to be guarded.

If you wish to enter Xaagon by the breach in the south wall, turn to 165. @@ -4685,8 +4736,8 @@ Initial Freepository revision - freshly minted from the proofread text

(The Story So Far) Replaced no Kai lord with no Kai Lord, strongholds fierce with strongholds, fierce, Right-Handed Magic with Right-handed magic, both occurrences of new-found with newfound, Dark God and with Dark God, and, vigilant for with vigilant, for, body, and those with body, along with those, north-east with northeast, and quickly and with quickly, and. Replaced all occurrences of shadow gate with Shadow Gate. Replaced all occurrences of freestate with Freeland. Replaced elite with lite.

(The Game Rules) Removed 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 and on the last page of this book. Changed COMBAT SKILL to ENDURANCE according to Lone Wolf Club Newsletter 24. Replaced Magi-Magic with Magi-magic and opposite and overleaf with below.

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(Grand Master Disciplines) Replaced smell and with smell, and and both occurrences of (ie, with (i.e.. Replaced gods Kai and Ishir with Gods Kai and Ishir. Replaced Magi-Magic with Magi-magic.

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(Equipment) Replaced Magador you with Magador, you, eg Gold with e.g. Gold, map of the area with map of the the Maakengorge and surrounding territories, all occurrences of arrow with Arrow, all occurrences of bow with Bow, and adds 3 points with adds 5 points. Added a section about Gold Crowns which reads The currency of Magador is the Gold Crown. These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns. Replaced safe-keeping with safekeeping. Deleted (see the inside front cover of this book). Replaced (eg Gold Dagger with (e.g. Gold Dagger. Replaced arrows with Arrows. Replaced all occurrences of quiver with Quiver.

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(Grand Master Disciplines) Replaced smell and with smell, and and both occurrences of (ie, with (i.e.. Replaced gods Kai and Ishir with Gods Kai and Ishir. Replaced Magi-Magic with Magi-magic. Replaced artifacts with artefacts.

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(Equipment) Replaced Magador you with Magador, you, eg Gold with e.g. Gold, map of the area with map of the the Maakengorge and surrounding territories, all occurrences of arrow with Arrow, all occurrences of bow with Bow, and adds 3 points with adds 5 points. Added a section about Gold Crowns which reads The currency of Magador is the Gold Crown. These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns. Replaced safe-keeping with safekeeping. Deleted (see the inside front cover of this book). Replaced (eg Gold Dagger with (e.g. Gold Dagger. Replaced arrows with Arrows. Replaced all occurrences of quiver with Quiver. Replaced BROADSWORD with Broadsword. Replaced BOW with Bow. Replaced QUIVER with Quiver. Replaced DAGGER with Dagger. Replaced SWORD with Sword. Replaced MEALS with Meals. Replaced ROPE with Rope. Replaced POTION OF LAUMSPUR with Potion of Laumspur. Replaced AXE with Axe.

(Rules for Combat) Removed on the inside back cover of this book. Replaced on the page after the Random Number Table with in the back of this book, Lone Wolf (COMBAT SKILL 32) with Lone Wolf (COMBAT SKILL 27), and adds 3 points with adds 8 points.

(Improved Grand Master Disciplines) Replaced both occurrences of Kai-Blast with Kai-blast. Replaced surface, eg: with surfaces, e.g., Kai Surge with Kai-surge, all occurrences of arrow with Arrow, both occurrences of arrow, or arrow-like with Arrow or Arrow-like, lava and with lava, and, and body-weight with body weight. Added (7 Disciplines) after Sun Lord. Removed the quotation marks around Lightning Hand. Replaced Magi-Magic with Magi-magic. Replaced ie. lightning with i.e. lightning. Replaced Improved Grand Master Disciplines with Improved Grand Master Disciplines. Replaced Brotherhood spells with Brotherhood Spells. Replaced Brotherhood spell Lightning Hand with Brotherhood Spell Lightning Hand. Replaced Brotherhood spells with Brotherhood Spells.

Lone Wolf Club Newsletter 24 states: In Lone Wolf 16, the Improved Discipline of Kai-surge (at rank of Sun Lord) is not fully explained (a sentence is missing from the paragraph). A Kai Sun Lord using Kai Blast [sic] determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a 0 = 1) and the resultant total equals the damage inflicted.. This missing information has been added to the text.

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(155) Replaced shortlived with short-lived.

(156) Replaced cavern; by with cavern: by.

(161) Replaced Thane, or higher with Thane or higher.

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(163) Replaced Above you with Above, you. Replaced hilt of rusty sword with hilt of a rusty sword.

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(163) Replaced Above you with Above, you. Replaced hilt of rusty sword with hilt of a rusty sword. Replaced turn to 126 with turn to 26 (cf. Sections 37, 58, and 247.

(164) Replaced in Magnamund with on Magnamund.

(165) Replaced Lord, or higher with Lord or higher. Replaced all occurrences of crystal spire with Crystal Spire.

(166) Replaced me my with me, my.

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(The Game Rules) The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Rules Handbook for details.

(The Game Rules) Note that this list is not identical to the one used in The Plague Lords of Ruel: this list is missing the Silver Bracers and Korlinium Scabbard. These items are restored to the list of permissible items from the Kai and Magnakai series again in The Deathlord of Ixia. Presumably, therefore, it should be permissible to leave the Silver Bracers and Korlinium Scabbard in safekeeping at the monastery during the intervening books and retrieve them at the outset of The Deathlord of Ixia.

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(Grand Master Disciplines) The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Kai weapon. E.g. if you complete The Plague Lords of Ruel 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.

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(Grand Master Disciplines) The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Kai weapon. For example, if you complete The Plague Lords of Ruel 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.

(Improved Grand Master Disciplines) The Strength spell is, in practice, also used in armed combat contrary to what is indicated here.

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Secondary Illustrations - + + + + Brian Williams + + + + + + + + Brian Williams + + + + + + + + Brian Williams + + + + + + + + Brian Williams + + + + + + + + Brian Williams + + + + + + + + Brian Williams + + + + + + + + Brian Williams + + + + + + + + Brian Williams + + + + + + + + Brian Williams + + + + + + + + Brian Williams + + + + + + + + Brian Williams + + + + + + + + Brian Williams + + + + + + + + Brian Williams + + + + +