From: Simon Osborne Date: Fri, 29 Jun 2007 23:12:52 +0000 (+0000) Subject: Updated Book 17 X-Git-Url: http://git.projectaon.org/?a=commitdiff_plain;h=cd969cd126712072bce07dcff8001d201c86f551;p=project-aon.git Updated Book 17 git-svn-id: https://projectaon.org/data/en/xml@238 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- diff --git a/17tdoi.xml b/17tdoi.xml index 7a2cce8..54e4365 100644 --- a/17tdoi.xml +++ b/17tdoi.xml @@ -1,4 +1,3 @@ - %general.links; @@ -9,22 +8,27 @@ %general.inclusions; ]> - + lite warrior caste.

It is the year MS 5077, twenty-seven 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 themselves 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 domainthe Darklandsand caused the destruction of their leader and the seat of his power that was the infernal city of Helgedad.

In the wake of their destruction, chaos befell the Darkland armies who, until then, had been poised to conquer all of Magnamund. Some factions which comprised this huge army, most notably the barbaric Drakkarim, began to fight with the others for control. This disorder quickly escalated into an all-out civil war which allowed the Freeland armies of Magnamund time in which to recover and launch a counter-offensive. Their commanders exploited the chaos skilfully and secured a swift and total victory over an enemy far superior in numbers.

-

For seven years now peace has reigned in Sommerlund. Under your direction the once-ruined monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and the task of teaching a Second 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 latent Kai skills and 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.

+

For seven years now peace has reigned in Sommerlund. Under your direction the once-ruined Monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and the task of teaching a Second 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 latent Kai skills and 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 Sommlending, could have been anticipated. 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, until now, were thought to be the ultimate that a Kai Master could aspire to, was truly a revelation. Your discovery has inspired you to set out upon a new and previously unknown path in search of 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 perfectionto 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 Second Order recruits. Your efforts were soon rewarded for 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 subsequent intakes of Kai novices. The Kai Masters rose to their newfound responsibilities readily, 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 Council of the Elder Magi.

-

In the deepest subterranean level of the Monastery, a 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, the gems of Kai power which you had recovered during your quest for the Magnakai. It was here, bathed in the golden light of those radiant gems, that you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two able advisorsBanedon and Rimoahyou worked hard to develop your innate Grand Master Disciplines and grasp the fundamental secrets of Left-handed 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 deepest subterranean level of the monastery, a 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, the gems of Kai power which you had recovered during your quest for the Magnakai. It was here, bathed in the golden light of those radiant gems, that you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two able advisorsBanedon and Rimoahyou worked hard to develop your innate Grand Master Disciplines and grasp the fundamental secrets of Left-handed 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.

At this time many changes were occurring beyond the borders of Sommerlund. In the regions to the northeast of Magador and the Maakengorge, the Elder Magi of Dessi and the Herbwardens of Bautar were working together in an effort to restore the dusty volcanic wasteland to its former fertile state. It was the first tentative step towards the reclamation of all the Darklands. However, their progress was painfully slow, and both parties were resigned to the fact that their efforts to undo the damage caused by the Darklords would take centuries to complete.

Elsewhere, throughout Northern Magnamund, peace reigns victorious and the peoples of the Free Kingdoms rejoice in the knowledge that the age of the Darklords has finally come to an end. Readily men have 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 those who maintain their vigilance, for the agents of 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 newfound skills have been tested against Naars agents and you have, on each occasion, acquitted yourself admirably. But your continuing victories against his minions have enraged the Dark God and inflamed his lust for vengeance. Earlier this year you thwarted Naars plans to revive Vashna, the greatest of all the Darklords, whose spirit is trapped deep within the fathomless reaches of the Maakengorgethe chasm of doom. Vashnas spirit has remained there in uneasy entombment ever since the day, long ago, when he and his army were defeated in battle by King Ulnar I of Sommerlund. Your brave and courageous actions prevented Naars agents from summoning to Magnamund a demoness named Shamath from the Plane of Darkness. This supernatural creature possessed the Deathstaffan artefact of great evil forged by Naar himselfwith which she could have resurrected Vashna and his army from the Maakengorge. Yet your timely intervention destroyed the Shadow Gate through which she was travelling, and by so doing, you imprisoned the demoness Shamath in the limbo which exists between your world and the Plane of Darkness.

@@ -218,10 +221,10 @@ Initial Freepository revision - freshly minted from the proofread text -

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 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 Readers Handbook for details.

-

Note that this list now includes the Silver Bracers and Korlinium Scabbard. These items are restored to the list of permissible items from the Kai and Magnakai series again in this book after being omitted beginning in The Captives of Kaag. Presumably, therefore, it should be permissible to leave the Silver Bracers and Korlinium Scabbard in safekeeping at the monastery during the previous books and retrieve them at the outset of this adventure.

+

Note that this list now includes the Silver Bracers and Korlinium Scabbard. These items are restored to the list of permissible items from the Kai and Magnakai series again in this book after being omitted beginning in The Captives of Kaag. Presumably, therefore, it should be permissible to leave the Silver Bracers and Korlinium Scabbard in safekeeping at the monastery during the previous books and retrieve them at the outset of this adventure.

@@ -230,9 +233,9 @@ Initial Freepository revision - freshly minted from the proofread text

For more than six years, ever since the demise of the Darklords of Helgedad, you have devoted yourself to developing further your fighting prowessCOMBAT SKILLand physical staminaENDURANCE. 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 Random Number Table. 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 (i.e., 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 (i.e., if your pencil fell on the number 7 on the Random Number Table you would have 37 ENDURANCE points).

-

If you are wounded in combat you will lose ENDURANCE 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 never rise above the number you have when you start an adventure.

-

If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 116), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 17. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) 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).

-

However, only the following Special Items may be carried over from the Lone Wolf Kai (Books 15) and Magnakai (Books 612) series to the Lone Wolf Grand Master series (Books 13-onwards):

+

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, 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 never rise above the number you have when you start an adventure.

+

If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 116), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 17. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) 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).

+

However, only the following Special Items may be carried over from the Lone Wolf Kai (Books 15) and Magnakai (Books 612) series to the Lone Wolf Grand Master series (Books 13onwards):

  • Crystal Star Pendant
  • Sommerswerd
  • @@ -253,7 +256,7 @@ 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. 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.

    +

    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 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.

    @@ -272,7 +275,7 @@ Initial Freepository revision - freshly minted from the proofread text
    Animal Control
    Communication with most animals; limited control over hostile creatures. Can use woodland animals as guides and can block a non-sentient creatures sense of taste and smell.
    Curing
    -
    Steady restoration of lost ENDURANCE points (to self and others) as a result of combat wounds. Neutralization of poisons, venoms and toxins. Repair of serious battle wounds.
    +
    Steady restoration of lost ENDURANCE points (to self and others) as a result of combat wounds. Neutralization of poisons, venoms, and toxins. Repair of serious battle wounds.
    Invisibility
    Mask body heat and scent; hide effectively; mask sounds during movement; minor alterations of physical appearance.
    Huntmastery
    @@ -390,7 +393,7 @@ Initial Freepository revision - freshly minted from the proofread text
    <!--ERRTAG-RE-33045-->Magi-magic<!--/ERRTAG-RE-33045--> -

    Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle magic, as taught to the Vakerosthe native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

    +

    Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

    @@ -401,9 +404,9 @@ Initial Freepository revision - freshly minted from the proofread text -

    If you successfully complete the mission as set in this, the fifth of the Lone Wolf Grand Master series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 18.

    +

    If you successfully complete the mission as set in this, the fifth of the Lone Wolf Grand Master series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 18.

    -

    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 Dawn of the Dragons.

    +

    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 Dawn of the Dragons.

    @@ -416,13 +419,13 @@ Initial Freepository revision - freshly minted from the proofread text

    Before you set off on your long journey to Ixia you take with you a map of the area 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 section of your Action Chart.

    -

    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.

    +

    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).

    • Broadsword (Weapons)

    • Bow (Weapons)

    • -

      Quiver (Special Items) This contains six Arrows, record them on your Weapons List.

      +

      Quiver (Special Items) This contains six Arrows; record them on your Weapons List.

      Brian Williams @@ -488,7 +491,7 @@ Initial Freepository revision - freshly minted from the proofread text

      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 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 strongly recommended that you also equip yourself with a close combat weapon, such as a sword or axe.

      +

      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 strongly recommended that you also equip yourself with a close combat weapon, such as a sword or 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 Weaponmastery with a Bow, you may add 3 to any number that you pick from the Random Number Table, when using the Bow.

      @@ -544,7 +547,7 @@ Initial Freepository revision - freshly minted from the proofread text
    • 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.

      +

      This process of combat continues until ENDURANCE points of either the enemy or Lone Wolf are reduced to zero or below, 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 possibly reduced.

      A summary of Combat Rules appears in the back of this book.

      @@ -565,13 +568,13 @@ Initial Freepository revision - freshly minted from the proofread text -

      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 perfectionto become a Kai Supreme Master.

      +

      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 perfectionto become a Kai Supreme Master.

      1. Kai Grand Master Senior
      2. Kai Grand Master Superior
      3. Kai Grand Sentinel
      4. -
      5. Kai Grand DefenderYou begin the Lone Wolf Grand Master adventures at this level of Mastery
      6. +
      7. Kai Grand DefenderYou begin the Lone Wolf Grand Master adventures at this level of Mastery
      8. Kai Grand Guardian
      9. Sun Knight
      10. Sun Lord
      11. @@ -710,7 +713,7 @@ Initial Freepository revision - freshly minted from the proofread text
      -

      The nature of any additional improvements and how they affect your Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf books.

      +

      The nature of any additional improvements and how they affect your Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf books.

      @@ -725,8 +728,8 @@ Initial Freepository revision - freshly minted from the proofread text

      Ixia is a cruel and treacherous region. Be wary and on your guard at all times, for you can expect no help at all from the fell creatures who dwell in this remote territory.

      -

      Some of the things that you will encounter during your mission 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 completion of this adventure.

      +

      Some of the things that you will encounter during your mission 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 completion of this adventure.

      May the light of Kai and Ishir be your guide as you venture into the darkness of Ixia.

      For Sommerlund and the Kai!

      @@ -745,7 +748,7 @@ Initial Freepository revision - freshly minted from the proofread text

      I will be with you within the hour, says the voice of Banedon, a whisper in your mind.

      Your friend is in Toran, sixty miles to the north, yet he holds true to his word. In less than an hour he arrives at the Monastery aboard Skyriderhis sleek flying ship. Two excited young Kai Aspirants bring word of his arrival to the vault and you respond by making your way swiftly to the surface. Banedons Skyrider is hovering above the training park, the hum of its magical engine amplified by the surrounding walls and battlements. It is dusk on this wintry evening and a shower of feathery snow is illuminated by the crafts lanterns. A rope ladder hangs from the bow rail to the frost-hardened earth.

      Go aboard, Grand Master, urges Rimoah. Banedon will advise you and provide you with what youll be needing. I shall stay here and pray for your safe return.

      -

      You bid a hasty farewell to your mentor before climbing the dangling rope ladder with the legendary speed and grace that sets you apart from lesser warriors. Banedon is waiting as you haul yourself aboard. He greets you with a glad smile, yet his face cannot hide his deep concern for what may await you in Ixia. You wave a final farewell to Lord Rimoah, then you retreat to the warmth of Banedons cabin as the Skyrider glides over the Monasterys southern wall and ascends into the leaden sky.

      +

      You bid a hasty farewell to your mentor before climbing the dangling rope ladder with the legendary speed and grace that sets you apart from lesser warriors. Banedon is waiting as you haul yourself aboard. He greets you with a glad smile, yet his face cannot hide his deep concern for what may await you in Ixia. You wave a final farewell to Lord Rimoah; then you retreat to the warmth of Banedons cabin as the Skyrider glides over the Monasterys southern wall and ascends into the leaden sky.

      Your friend Banedon has already set a course for Vadera, the principal city of Lencia, a destination which is more than a full days flight west of Sommerlund. Were this not the first stage of a longer voyage to Ixia you would gladly welcome the chance to visit Vadera, for you have many friends there in the court of King Sarnac of Lencia.

      During the flight, Banedon details the plans which have been made on your behalf. King Sarnac himself has promised his help; he will provide you with a boat and a pilot to sail you from Vadera to Azgad Island, a desolate Lencian outpost in the Tozaz Sea. On your arrival there you will be transferred to a Lencian ice-boat, a craft specially built to withstand the power of the treacherous pack-ice which clings to the Ixian shoreline at this time of the year.

      The ice-boat will land you on the coast of Ixia, Lone Wolf, says Banedon, and then it will wait at anchor for you to return upon the completion of your mission.

      @@ -818,8 +821,15 @@ 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.

      - - + + + + Brian Williams + + + + +

      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. @@ -905,8 +915,16 @@ Initial Freepository revision - freshly minted from the proofread text

      You race up the treacherously frosty steps which lead to the open watchtower roof. There you find Prarg hurriedly loading a pantarda heavy iron crossbow which is mounted on a rotating platform.

      Once again the freezing air is filled with cries of fear and chaos. Drawn by these frightful sounds, you run to the stone parapet and look down to see the great black ship come shuddering to a halt beside the harbour wall. Instantly, a horde of undead warriors leap on to the quayside and rush off in pursuit of the routing Lencians. Their eyes burn with an unnatural fire and they howl like demons as mercilessly they hunt down their human prey.

      Prarg has now loaded the pantard and he calls on you to act as gunner. You oblige by taking hold of the firing mechanism and swivelling the weapon around in search of your first target. Two spring readily to view: the mass of undead that are swarming ashore, and a glowing glassy sphere which is mounted on a plinth beside the ships wheelhouse.

      - - + + + + Brian Williams + A horde of undead warriors leap on to the quayside. + + + + + If you choose to fire at the undead horde, turn to 114. If you decide to fire at the glowing sphere, turn to 251. @@ -981,9 +999,16 @@ 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.

      + + + + Brian Williams + + + + + +

      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. If you decide to throw caution to the wind and run between the pillars, turn to 211. @@ -1007,15 +1032,22 @@ 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.

      - - + + + + Brian Williams + + + + +

      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.

      +

      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.

      Well met, my Lord, you say, and Ardan returns your greeting with a smile. Sadly, his smile soon fades when he says: No doubt your able companion, Guildmaster Banedon, has told you of the rise of evil in Ixia. Dire news indeed, Grand Master, for it threatens our very existence, most especially the existence of our Lencian friends. If the Deathlords power is allowed to grow unchecked, Lencia will be the first Freeland state to suffer his wrath.

      I pledge to do all in my power to prevent such an outcome, my lord, you reply earnestly.

      We have every faith in you, Lone Wolf, says King Sarnac, and we shall help you accomplish your mission in whatever way we can. He signals to one of his silver-armoured bodyguards and the soldier leaves the chamber. He returns shortly in the company of another man, clad in the court uniform of a Guard Captain.

      - If you took part in the Battle of Cetza, or have visited the city of Darke in any previous Lone Wolf adventures, turn to 305. + If you took part in the Battle of Cetza, or have visited the city of Darke in any previous Lone Wolf adventures, turn to 305. If you did not, turn to 129.
      @@ -1037,8 +1069,16 @@ Initial Freepository revision - freshly minted from the proofread text

      You sense that the wisps of black smoke are a manifestation of several evil beings, each possessed of a strong psychic presence. Fearing attack, you quickly draw upon your Magnakai Discipline of Psi-screen to construct a defensive wall to protect yourself from the possibility of psychic assault. It is a wise precaution, but one that proves ineffective against these powerful entities.

      Moments after your psychic wall is in place, the wisps streak across the chamber and encircle your body. They accelerate to a dizzying speed before launching a massive wave of psychic energy at your mind. This tidal wave batters your Psi-screen and leaves you trembling with psychic shock: lose 8 ENDURANCE points.

      - - + + + + Brian Williams + Six large, spindly-limbed black insectoids, each with aghoulish head + + + + +

      As your shocked senses slowly return to normal, you see that the wisps of smoke have now solidified into six bodily forms. They have taken the appearance of large, spindly-limbed, black insectoids, each with a ghoulish head from which composite eyes stare at you with evil intent. Chittering excitedly, the six creatures come stalking forwards, hungry for the kill.

      If you wish to attempt to evade these hideous insectoids, turn to 98. If you have a Bow, and wish to use it, turn to 244. @@ -1119,8 +1159,15 @@ 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.

      - - + + + + Brian Williams + + + + +

      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. @@ -1164,7 +1211,7 @@ Initial Freepository revision - freshly minted from the proofread text 36 -

      Quickly you make your way across the hall, zigzagging to dodge pillars, chunks of stone, and the many bodies of Ixiataagas former undead slave-warriors which are raining down from the shattered stairwell above. Assisted by your Kai Disciplines, eventually you reach the lowest level of the Crystal Spire where the entrance hall and grand arch open out into the city. You are racing through a torrent of crystal dust towards the grand arch, the main exit, when a massive shockwave shakes the entire edifice. You are within seconds of escaping when, to your horror, you see the walls buckle and the grand arch begin to collapse.

      +

      Quickly you make your way across the hall, zigzagging to dodge pillars, chunks of stone, and the many bodies of Ixiataagas former undead slave-warriors which are raining down from the shattered stairwell above. Assisted by your Kai Disciplines, eventually you reach the lowest level of the Crystal Spire where the entrance hall and grand arch open out into the city. You are racing through a torrent of crystal dust towards the grand arch, the main exit, when a massive shock wave shakes the entire edifice. You are within seconds of escaping when, to your horror, you see the walls buckle and the grand arch begin to collapse.

      Pick a number from the Random Number Table. If your current ENDURANCE points score is 14 or less, deduct 1 from the number you have picked. If you ENDURANCE score is 24 or higher, add 1.

      If your total is now 3 or lower, turn to 316. If it is 4 or higher, turn to 193. @@ -1264,8 +1311,16 @@ Initial Freepository revision - freshly minted from the proofread text

      Tagazin quickly recovers from your psychic attack and launches himself through the air at you, his clawed paws outstretched in readiness to tear your flesh.

      - - + + + + Brian Williams + Tagazin launches himself through the air, clawed pawsoutstretched. + + + + + Demonlord Tagazin5560

      Before commencing the combat procedure, reduce your enemys ENDURANCE points score by the number you have noted in the margin of your Action Chart. You may use Kai-surge again to aid you during this combat.

      If, at any time during this fight, you reduce Tagazins ENDURANCE points score to 25 or less, do not continue. Turn instead to 168. @@ -1276,7 +1331,7 @@ Initial Freepository revision - freshly minted from the proofread text 46 -

      The metal door of this cell is sheathed with ice and there is no visible means of opening it only a hexagonal-shaped keyhole. You crouch down, so that your face is level with the keyhole, then you form your lips into an O-shape in readiness to utter the power word battle-spell you once learned from Lord Rimoah. The instant the spell-thoughts focus in your mind, you project the power word Gloar! at the keyhole.

      +

      The metal door of this cell is sheathed with ice and there is no visible means of opening it only a hexagonal-shaped keyhole. You crouch down, so that your face is level with the keyhole; then you form your lips into an O-shape in readiness to utter the power word battle-spell you once learned from Lord Rimoah. The instant the spell-thoughts focus in your mind, you project the power word Gloar! at the keyhole.

      Use of this spell so soon after recovering consciousness costs you 2 ENDURANCE points.

      Adjust your Action Chart accordingly before turning to 174.
      @@ -1297,8 +1352,15 @@ 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.

      - - + + + + Brian Williams + + + + +

      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. @@ -1368,7 +1430,7 @@ Initial Freepository revision - freshly minted from the proofread text 54 -

      As you reach out your hand towards the silvery rod, you suddenly hesitate your Kai Sixth Sense is warning you of imminent danger.

      +

      As you reach out your hand towards the silvery rod, you suddenly hesitateyour Kai Sixth Sense is warning you of imminent danger.

      If you possess the Grand Master Discipline of Telegnosis, turn to 262. If you do not possess this Discipline, turn to 25.
      @@ -1388,8 +1450,15 @@ 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.

      - - + + + + Brian Williams + + + + +

      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.

      @@ -1462,7 +1531,7 @@ Initial Freepository revision - freshly minted from the proofread text 62 -

      You hurry across the chamber, zigzagging to dodge pillars, chunks of stone, and the many bodies of Ixiataagas former undead slave-warriors which are raining down from the upper levels of the Crystal Spire. Aided by your Kai Mastery, eventually you reach the lowest level of the spire where the entrance hall and grand arch open out into the city. You are racing through a torrent of crystal dust towards the grand arch, the main exit, when a massive shockwave runs through the entire building. You are within seconds of escaping when, to your horror, you see the walls buckle and the grand arch begin to collapse.

      +

      You hurry across the chamber, zigzagging to dodge pillars, chunks of stone, and the many bodies of Ixiataagas former undead slave-warriors which are raining down from the upper levels of the Crystal Spire. Aided by your Kai Mastery, eventually you reach the lowest level of the spire where the entrance hall and grand arch open out into the city. You are racing through a torrent of crystal dust towards the grand arch, the main exit, when a massive shock wave runs through the entire building. You are within seconds of escaping when, to your horror, you see the walls buckle and the grand arch begin to collapse.

      Pick a number from the Random Number Table. If your current ENDURANCE points score is 10 or less, deduct 1 from the number you have picked. If your ENDURANCE score is 20 or higher, add 1.

      If your total is now 3 or lower, turn to 316. If it is 4 or higher, turn to 193. @@ -1529,8 +1598,16 @@ Initial Freepository revision - freshly minted from the proofread text

      Trusting solely to your natural climbing ability, you use what little purchase you can find in the wall of the pit to assist your difficult climb back to the top. The snickering horde of chaos-creatures watch your ascent with eager anticipation. When you are within a few feet of the top, you unsheathe your weapon and get ready to fight your way out of the shaft one-handed.

      - - + + + + Brian Williams + The chaos creatures watch your ascent eagerly. + + + + + Chaos-horde5048

      Unless you have attained the Kai rank of Sun Lord, you must reduce your COMBAT SKILL by 4 for the duration of this combat, due to your disadvantageous position.

      If you win the combat, turn to 82. @@ -1541,7 +1618,7 @@ Initial Freepository revision - freshly minted from the proofread text 68 -

      As you strike a killing blow deep into the Gybias frightful maw, it gives vent to a deafening cry. For a few moments it thrashes wildly, then, amidst a cloud of its vile green blood, it sinks slowly to the bottom of the lake.

      +

      As you strike a killing blow deep into the Gybias frightful maw, it gives vent to a deafening cry. For a few moments it thrashes wildly; then, amidst a cloud of its vile green blood, it sinks slowly to the bottom of the lake.

      Aching mentally and physically from the fatigue of your underwater combat, you swim towards the shallows and stagger out of the icy water. Some boulders, which lie embedded along the shore, offer you a hiding place while you recover your strength. As your vitality returns, you find to your dismay that during your fight with the Gybia you lost all but three items from your Backpack.

      Erase all of your Backpack Items with the exception of those which you have recorded in spaces 4, 5, and 6 on your Backpack Items list.

      To continue, turn to 304. @@ -1560,8 +1637,15 @@ 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.

      - - + + + + Brian Williams + + + + + Consider the 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.
      @@ -1615,7 +1699,7 @@ Initial Freepository revision - freshly minted from the proofread text

      After several fretful minutes you succeed in lifting off the covering plate, but doing so does not release the lock: the door is still firmly shut. In order to open it you must manually disengage the locking mechanism.

      Bulkhead Door4050

      Conduct a combat in the usual manner. Any ENDURANCE points lost by yourself result from fatigue at having to pick the lock with your bare hands.

      - When you have reduced the doors ENDURANCE total to zero, turn to 327. + When you have reduced the doors ENDURANCE total to zero or below, turn to 327.
      @@ -1623,7 +1707,7 @@ Initial Freepository revision - freshly minted from the proofread text 75 -

      You raise your weapon and leap forward to strike a pre-emptive blow at the advancing Demonlord. The force of your strike would have decapitated any normal creature made of flesh and blood, but Tagazin is no such creature. A splash of bluish-white sparks explode at the point of impact and, to your horror, your weapon disintegrates to dust in your hand (delete this Weapon from your Weapons List).

      +

      You raise your weapon and leap forward to strike a preemptive blow at the advancing Demonlord. The force of your strike would have decapitated any normal creature made of flesh and blood, but Tagazin is no such creature. A splash of bluish-white sparks explode at the point of impact and, to your horror, your weapon disintegrates to dust in your hand (delete this Weapon from your Weapons List).

      Snickering evilly, the Demonlord springs forward to rake you with his razor-sharp claws.

      Pick a number from the Random Number Table. Now, unless you possess the Discipline of Deliverance, double the number you have chosen (in this instance, 0 = 10). The resultant total equals the number of ENDURANCE points lost by you in this deadly attack.

      If you survive Tagazins initial attack, make the appropriate changes to your ENDURANCE points score and turn to 183. @@ -1645,15 +1729,23 @@ Initial Freepository revision - freshly minted from the proofread text -

      There is no mention of what type of Weapon the Power Spike is. If you choose to consider it one of the close combat Weapons used by the Kai (i.e. Spear, Dagger, Mace, Short Sword, Warhammer, Quarterstaff, Broadsword, Axe, and Sword), you may add all appropriate bonuses to your Combat Skill. If you decide that the Power Spike is not any of those Weapons, you may still decide that your Weaponmastery bonuses, if any, apply since Grandmasters are proficient with all close combat and missile weapons due to their knowledge of Magnakai Weaponmastery. (Grand Master Disciplines)

      +

      There is no mention of what type of Weapon the Power Spike is. If you choose to consider it one of the close combat Weapons used by the Kai (i.e. Spear, Dagger, Mace, Short Sword, Warhammer, Quarterstaff, Broadsword, Axe, and Sword), you may add all appropriate bonuses to your Combat Skill. If you decide that the Power Spike is not any of those Weapons, you may still decide that your Weaponmastery bonuses, if any, apply since Grand Masters are proficient with all close combat and missile weapons due to their knowledge of Magnakai Weaponmastery. (Grand Master Disciplines)

      You raise the Power Spike and a halo of silvery flame engulfs the tip, flaring with such brilliance that Deathlord Ixiataaga is momentarily blinded by its intensity. He shrieks, and raises the Deathstaff defensively to ward off your first blow. As the tip of the Power Spike bites deep into the haft of Ixiataagas fell weapon, a hissing mass of crimson and white sparks explode into the air. These fiery motes are immediately 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 slashes with the sharp tip of the Deathstaff at your face. You duck the blow, but you sense that this is only the opening exchange in what will surely be a titanic fight to the finish.

      - - + + + + Brian Williams + Deathlord Ixiataaga slashes at your face with theDeathstaff. + + + + + Deathlord Ixiataaga (with Deathstaffuncharged)6039

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

      If you win the combat, turn to 290. @@ -1700,7 +1792,7 @@ Initial Freepository revision - freshly minted from the proofread text

      The concentrated force of the word at such short range twists and buckles the plate, but it does not release the lock: the door is still firmly shut. In order to open it you must prise away the twisted lockplate and manually disengage the locking mechanism.

      Bulkhead Door3040

      Conduct a combat in the usual manner. Any ENDURANCE points lost by yourself result from fatigue at having to pull apart the damaged lock with your bare hands.

      - When you have reduced the doors ENDURANCE total to zero, turn to 327. + When you have reduced the doors ENDURANCE total to zero or below, turn to 327.
      @@ -1718,7 +1810,7 @@ Initial Freepository revision - freshly minted from the proofread text 83 -

      King Sarnac dismisses his guardsmen before ushering you, Banedon, Lord Ardan and Captain Prarg, into an adjoining antechamber. An oaken table commands the centre of this opulent room, upon which is spread a detailed map of north-western Magnamund.

      +

      King Sarnac dismisses his guardsmen before ushering you, Banedon, Lord Ardan and Captain Prarg, into an adjoining antechamber. An oaken table commands the centre of this opulent room, upon which is spread a detailed map of northwestern Magnamund.

      In response to Lord Ardans request, I have made provision for your journey to Ixia, Grand Master, says the King, as the five of you gather around the map table. As we speak, a man-o-war is standing by in Vadera harbour, awaiting my order to set sail. Captain Prarg will accompany you during the first part of your sea voyage to our outpost, which is here on Azgad Island. King Sarnac points to the map, indicating a remote island near to the Gulf of Konkor.

      The garrison on Azgad Island is commanded by Captain Lanza. Word has been sent of your coming, and Lanza has a crew and an ice-boat ready to place at your disposal. They will transport you across the stormy Tozaz Sea and land you on the southern coast of Ixia. From there you must make your way on foot to the city of Xaagon, where you will find the Deathlord and his accursed weaponthe Deathstaff.

      You study the map and, with growing dismay, you appreciate the difficult voyage which lies ahead. Very well, sire, you reply. I understand how I am to reach Ixia in order to find and defeat the Deathlord, but can you tell me how I am to return once my mission has been accomplished?

      @@ -1749,7 +1841,7 @@ Initial Freepository revision - freshly minted from the proofread text 86 -

      Using your Kai Mastery, you cause the glass dome to rise a few inches from the plinth. Quickly you snatch up the key, taking care not to touch either the plinth or the cover hovering above it, then you will the glass dome to descend slowly to its original position. (Record the Onyx Key on your Action Chart as a Special Item, which you carry in the pocket of your tunic.)

      +

      Using your Kai Mastery, you cause the glass dome to rise a few inches from the plinth. Quickly you snatch up the key, taking care not to touch either the plinth or the cover hovering above it; then you will the glass dome to descend slowly to its original position. (Record the Onyx Key on your Action Chart as a Special Item, which you carry in the pocket of your tunic.)

      Having obtained the key, you now try it in the door and find that it fits perfectly. You give it a gentle twist, confident that it will unlock this door and allow you entry to whatever lies beyond.

      Pick a number from the Random Number Table.

      If the number you have picked is 0 or 1, turn to 50. @@ -1780,8 +1872,16 @@ Initial Freepository revision - freshly minted from the proofread text

      You unsheathe your weapon just in time to fend off the creatures initial attack. A flash of lightning briefly illuminates the cave and, for the first time, you see the face of this mysterious beast: the sight is truly chilling to behold. Its mouth is a mass of twisted fangs and from its huge, bear-like body there writhes a score of slimy tentacles, each tipped with a venomous claw. Its reptilian head is domed and from its centre there protrudes a twisted horn, longer than a broadsword.

      - - + + + + Brian Williams + The creatures body is a mass of slimy tentacles, tippedwith venomous claws. + + + + +

      The creature retreats a few paces and howls with anger as it prepares to make its second attack.

      Ixian Mhagani4060 You may evade the combat with this undead creature at any time after the third round by turning to 56. @@ -1815,7 +1915,7 @@ Initial Freepository revision - freshly minted from the proofread text

      Drawing upon your knowledge of Old Kingdom magic, you whisper the words of the spell Invisible Fist and extend your right arm towards the approaching beast. You feel a surge of energy leap from your hand and dart towards its torso, connecting with powerful effect. The ghastly creature shrieks in alarm as it is sent tumbling backwards along the gangplank to crash into a group of skeletal warriors massing on the quayside.

      -

      Before the creature can recover, you leap to your feet and deal the gangplank a mighty blow, splitting it cleanly in two. Both sections collapse and splash into the harbours freezing water. The creature and its skeletal minions can no longer get aboard the ice-boat but the danger has not diminished. The loathsome creature regains its feet, then it turns its icy rod around and points the blunt end at your head. There is a brilliant flash of light and a guttering ball of flame comes speeding from the base of the rod towards your face. Your reflexes save youyou dive for cover behind a tool chest and the fireball whistles over your head to explode into the decking. Howling with anger, the creature launches a second fireball, but this one is not aimed at youit is targeted at the ice-boats waterline. You feel the deck shudder and see tongues of fire leaping up all around. They spread with unnatural speed and within seconds you are engulfed by roaring flames.

      +

      Before the creature can recover, you leap to your feet and deal the gangplank a mighty blow, splitting it cleanly in two. Both sections collapse and splash into the harbours freezing water. The creature and its skeletal minions can no longer get aboard the ice-boat but the danger has not diminished. The loathsome creature regains its feet; then it turns its icy rod around and points the blunt end at your head. There is a brilliant flash of light and a guttering ball of flame comes speeding from the base of the rod towards your face. Your reflexes save youyou dive for cover behind a tool chest and the fireball whistles over your head to explode into the decking. Howling with anger, the creature launches a second fireball, but this one is not aimed at youit is targeted at the ice-boats waterline. You feel the deck shudder and see tongues of fire leaping up all around. They spread with unnatural speed and within seconds you are engulfed by roaring flames.

      If you wish to escape from this burning ice-boat by jumping into the harbour, turn to 42. If you wish to attempt to reach the quayside by swinging from the rigging, turn to 201.
      @@ -1837,8 +1937,15 @@ 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.

      - - + + + + Brian Williams + + + + +

      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.
      @@ -1865,7 +1972,7 @@ Initial Freepository revision - freshly minted from the proofread text -

      You summon up a ball of psychic energy and project it at the advancing creatures, but at once you sense that your powers are weaker than normal due to the lingering effects of having passed through the shimmering curtain of light. Your mind-missile engulfs them, causing them to falter and fall back, but the effect is short-lived they quickly recover and press home their attack.

      +

      You summon up a ball of psychic energy and project it at the advancing creatures, but at once you sense that your powers are weaker than normal due to the lingering effects of having passed through the shimmering curtain of light. Your mind-missile engulfs them, causing them to falter and fall back, but the effect is short-livedthey quickly recover and press home their attack.

      In your weakened state, your use of Kai-surge costs you 2 ENDURANCE points. You cannot evade this combat.

      3 Kajarda4842

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

      @@ -1910,7 +2017,7 @@ Initial Freepository revision - freshly minted from the proofread text -

      This is the correct answer to the intricate lockplate in the center of the green crystal door in Section 322.

      +

      This is the correct answer to the intricate lockplate in the centre of the green crystal door in Section 322.

      @@ -1978,8 +2085,15 @@ Initial Freepository revision - freshly minted from the proofread text

      The corridor gradually ascends to a high gallery which overlooks a chamber two storeys deep. A dozen undead slaves clad in silvery robes are busy attending to a vast machine constructed of quartz-like crystal and black metal. Through holes in its side they probe and manipulate long glassy rods which reach into the machines core. From these holes there radiates a brilliant, ghostly light.

      - - + + + + Brian Williams + + + + + If you possess Grand Huntmastery, and have attained the Kai rank of Sun Lord or higher, turn to 313. If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 127.
      @@ -1990,8 +2104,15 @@ 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.

      - - + + + + Brian Williams + + + + +

      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.
      @@ -2145,8 +2266,16 @@ Initial Freepository revision - freshly minted from the proofread text

      You utter the words of the Brotherhood Spell Lightning Hand and extend your right hand towards the approaching beast. You feel a surge of energy run down your arm and explode into life at the tip of your index finger. There is a flash and a gout of blue-white energy arcs towards the creatures chest, connecting with powerful effect.

      - - + + + + Brian Williams + The ghastly creature comes leaping at you from thegangplank. + + + + +

      At first the ghastly creature shrieks in alarm and reels backwards, but to your horror it quickly recovers and comes leaping at you from the gangplank. It has absorbed the energy of your spell and it is now even stronger than before.

      Ziog5244

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

      @@ -2170,7 +2299,7 @@ Initial Freepository revision - freshly minted from the proofread text -

      It is unclear whether a 0 picked on the Random Number Table should count as exactly 0. Since the procedure described here is similar to the procedure for Kai-blast, and you are required to be a Sun Lord who has mastered Kai-surge, it would be reasonable to count 0 as a 1 in the same way as for Kai-blast.

      +

      It is unclear whether a 0 picked on the Random Number Table should count as exactly 0. Since the procedure described here is similar to the procedure for Kai-blast, and you are required to be a Sun Lord who has mastered Kai-surge, it would be reasonable to count 0 as a 1 in the same way as for Kai-blast. Remember that a Kai-blast reduces your ENDURANCE total by 4.

      @@ -2290,7 +2419,7 @@ Initial Freepository revision - freshly minted from the proofread text 133 -

      During your underwater swim, your higher Kai rank and mastery enables you to use the Brotherhood Spell Breathe Water. This magical spell allows you to absorb oxygen from the icy sea water directly into your bloodstream through the pores of your skin, negating the need to surface repeatedly for air.

      +

      During your underwater swim, your higher Kai rank and mastery enables you to use the Brotherhood Spell Breathe Water. This magical spell allows you to absorb oxygen from the icy seawater directly into your bloodstream through the pores of your skin, negating the need to surface repeatedly for air.

      In just a few minutes you reach the distant shoreline and break through the surface alongside a shallow stone causeway. Atop this causeway is a track, a spur of which branches off towards the tunnel entrance. With only your head visible above the lake, you cling to the causeway stones and wait patiently for a nearby patrol to march past.

      Turn to 169.
      @@ -2311,7 +2440,7 @@ Initial Freepository revision - freshly minted from the proofread text 135 -

      The ghastly creature shrieks with undisguised glee as it prepares to strike you down. It raises its jagged rod of ice and sparks ignite at the tip; the prelude to another devastating blast of energy which the beast is about to aim at your crouching form. You reach for your own weapon, desperate to defend yourself, but as your hand closes around the hilt you hear the unexpected sound of rushing wind. Suddenly a spear-like missile hits the creature in the back and explodes from its chest. The impact sends the beast cartwheeling past you to slam into the ice-boats mast. You look towards the watchtower and see Prarg at the parapet, standing behind a catapult-like pantard, his clenched fist raised in triumph. You return his salute, thankful that his aim was true.

      +

      The ghastly creature shrieks with undisguised glee as it prepares to strike you down. It raises its jagged rod of ice and sparks ignite at the tipthe prelude to another devastating blast of energy which the beast is about to aim at your crouching form. You reach for your own weapon, desperate to defend yourself, but as your hand closes around the hilt you hear the unexpected sound of rushing wind. Suddenly a spear-like missile hits the creature in the back and explodes from its chest. The impact sends the beast cartwheeling past you to slam into the ice-boats mast. You look towards the watchtower and see Prarg at the parapet, standing behind a catapult-like pantard, his clenched fist raised in triumph. You return his salute, thankful that his aim was true.

      The pantard bolt has pinned the creature to the mast but it has not destroyed it. Howling with anger, it twists and writhes to get free. Then, as if drawn by its unhuman cries, a mass of skeletal warriors come charging down the gangplank towards you. Instinctively, you draw your weapon and strike the plank a mighty blow, splitting it cleanly in two. Both sections collapse and the onrushing skeletons tumble helplessly into the icy water.

      Turn to 288.
      @@ -2374,8 +2503,16 @@ Initial Freepository revision - freshly minted from the proofread text

      With your briefing now concluded, King Sarnac ushers you all into his court chamber. There you bid him, Lord Ardan, and Guildmaster Banedon farewell, and they in turn wish you good luck and godspeed before Captain Prarg escorts you to the harbour. It is snowing heavily, and few of Vaderas inhabitants notice as the two of you are welcomed aboard the Maycastle, the square-rigged man-o-war which will carry you to Azgad Island.

      You leave Vadera within the hour and begin the long, cold voyage northwards. During the voyage, Captain Prarg tells you about the raids which have destroyed several small Drakkarim settlements along the Gulf of Konkor and the coast of the Shakoz Bight. On the twelfth day of your two-week sea journey, you catch a glimpse of one such settlement, near to the mouth of the River Lenag. All that remains is a wispy pall of smoke which hangs above the burnt-out hovels, darkening an already stormy sky.

      For most of the voyage, a host of seabirds have accompanied the Maycastle, attracted by the scraps of food regularly thrown out by the ships galley. But at dawn on the thirteenth day, as the ship enters the Gulf of Konkor, the usual flocks of shrieking gulls are nowhere to be seen. It is as if they have suddenly become aware of impending danger and have turned back, eager to stay out of harms reach. Later in the day, a fierce squall arises from the east which whips the iron-grey waters of the gulf into a maelstrom. The crew fight desperately to control their ship as the storm rages all day and all night, not abating until dawn of the following day. As the wind gradually dies and the sea settles, the lookout is able to resume his post atop the mainmast.

      - - + + + + Brian Williams + You see a few stone buildings around a fortified stonetower. + + + + +

      Land ahoy! he cries, and all eyes scan the northern vista. There, perched on the wintry horizon, is a grey strip of barren, frost-covered rock. You magnify your vision and see, on the western side of this island, a few slate buildings clustered around a fortified stone tower.

      Thats Fort Azgad, says Captain Prarg, with relief in his voice. At last weve arrived.

      Turn to 321. @@ -2394,8 +2531,15 @@ 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.

      - - + + + + Brian Williams + + + + +

      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. @@ -2418,8 +2562,15 @@ 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.

      - - + + + + Brian Williams + + + + +

      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. @@ -2441,7 +2592,7 @@ Initial Freepository revision - freshly minted from the proofread text 145 -

      Despite their misshapen form, the moment these macabre horrors catch sight of you, they charge forwards with frightening speed. Gibbering and howling like demons, they hurl themselves upon you and attempt to slay you with fang and claw.

      +

      Despite their misshapen forms, the moment these macabre horrors catch sight of you, they charge forwards with frightening speed. Gibbering and howling like demons, they hurl themselves upon you and attempt to slay you with fang and claw.

      Chaos-horde5250

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

      You may evade this combat after six rounds, by turning to 235. @@ -2465,8 +2616,8 @@ Initial Freepository revision - freshly minted from the proofread text

      Guided by your Kai instincts and the night stars, you set a southerly course for Azgad Island. The Tozaz Sea is unusually calm for most of this lonely voyage, and hazards are few until the dawn of your second day at sea.

      Through the grey winters gloom you see the unwelcome sight of the Tozaz iceberg field stretching across the southern horizon. At first it looks impenetrable, but as you sail closer you identify two breaks in the ice-field that could be the beginnings of passages through to the far side.

      - If you wish to steer your craft into the south-easterly passage, turn to 188. - If you choose to sail into the south-westerly passage, turn to 119. + If you wish to steer your craft into the southeasterly passage, turn to 188. + If you choose to sail into the southwesterly passage, turn to 119.
      @@ -2486,7 +2637,7 @@ Initial Freepository revision - freshly minted from the proofread text

      As you slay each of the insectoids in turn, their bodies return to their original wispy form. These trails of black smoke swirl harmlessly around the chamber before evaporating into the porous stone which frames the Shadow Gate. You are relieved to see the back of these hideous creatures, but your comfort is all too short-lived; no sooner have they vanished than a new horror appears in the chamber, rising up out of the stone floor.

      - If you have ever been to the Isle of Ghosts in a previous Lone Wolf adventure, turn to 311. + If you have ever been to the Isle of Ghosts in a previous Lone Wolf adventure, turn to 311. If you have not, turn to 80.
      @@ -2496,10 +2647,17 @@ 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.

      - - + + + + Brian Williams + + + + +

      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 ever been to the Plane of Darkness before, in a previous Lone Wolf adventure, turn to 205. If you have not, turn to 227.
      @@ -2547,8 +2705,16 @@ Initial Freepository revision - freshly minted from the proofread text

      Silently you climb the stairs and peer over the lip of the hatch; you are just in time to witness a scene which shocks you to the core. You see that the undead Drakkarim warriors have slain all of the Lencian crewmen and have heaped their bodies around the base of the mainmast. One of the undead, clad in a filthy grey cloak embroidered with alien symbols, utters a chilling liturgy over the corpses of the slain. You sense something is very wrong. The chill air crackles with power and sparks of evil energy whirl around their bodies. When at last the liturgy ends, you see to your horror the slain Lencians rise up and take their places alongside the Drakkarim undead.

      - - + + + + Brian Williams + One of the undead warriors utters a chilling liturgy overthe corpses of the slain. + + + + +

      Revolted and angered by what you have witnessed, you vow to avenge the souls of the crew and draw your weapon in readiness to attack the host of Drakkarim undead. But before you can act, you feel a shudder run through the deck. The great vessel which has swallowed your ship is lurching to a halt. There is a dull boom, then several portals open in the surrounding walls of the host vessel, spilling beams of white light across the deck of your captive ship. Scores of Drakkarim undead emerge from these portals and descend upon the ship like a host of hungry ghouls. You are forced to abandon your plan for vengeancethere are now far too many of the enemy. Yet all is not lost. In the milling confusion, you seize an opportunity to get away from the ship and escape into one of the light-filled portals.

      Turn to 320.
      @@ -2623,7 +2789,7 @@ Initial Freepository revision - freshly minted from the proofread text

      The instant you unsheathe the Sommerswerd, its golden light floods the chamber, countering the heavy aura of evil which permeates its every corner. The goodly presence of your divine sword causes the insectoids to shy away fearfully. You sense that they are repelled by its power which is leeching their strength.

      Gradually, their insect-like forms dissolve back into wispy trails of black smoke which swirl once around the chamber before evaporating into the porous stone framing the Shadow Gate. You are relieved to see the back of these hideous creatures, but your comfort is all too short-lived; no sooner have they vanished than a new horror appears in the chamber, rising up out of the stone floor.

      - If you have ever been to the Isle of Ghosts in a previous Lone Wolf adventure, turn to 311. + If you have ever been to the Isle of Ghosts in a previous Lone Wolf adventure, turn to 311. If you have not, turn to 80.
      @@ -2685,8 +2851,16 @@ Initial Freepository revision - freshly minted from the proofread text

      Leaning at a slant to make headway into the blizzard, you trek determinedly through deep snow that is heaped in drifts around the breached city wall. As you pass through the gap, you catch brief glimpses of ruined buildings through the sleeting gale. You also become aware of a noisea low humwhich is reverberating beneath the howl of the wind. You stop to listen and at once you determine that this strange noise is coming from the Crystal Spire.

      - - + + + + Brian Williams + A troop of skeletal warriors marches stiffly towards theplaza. + + + + +

      Wearily you press on through the awesome ruins of this age-old city, where once a proud and mighty race of the Old Kingdoms reigned supreme, until you are forced to halt and take cover from a passing troop of skeletal warriors. You watch them march stiffly along an ice-choked avenue towards a plaza which is dominated by a frozen fountain. Beyond the fountains solid plume of water you see a broad ramp which ascends to a grand archway at the base of the Crystal Spire.

      If you possess Grand Huntmastery and have attained the Kai rank of Sun Lord or higher, turn to 9. If you do not possess this skill, or if you have yet to reach this level of Kai Mastery, turn to 122. @@ -2723,7 +2897,7 @@ Initial Freepository revision - freshly minted from the proofread text

      Your desperate combat is interrupted by a whirling gale-force wind. It arises in the centre of the chamber and accelerates like a cyclone around the walls, separating you from your enemy and hurling you both to the floor.

      -

      Suddenly, the air crackles and seethes with static power. A dark shape is taking form at the centre of the raging cyclone, a shape which radiates an intense aura of evil. It solidifies into a tall, black-robed torso surmounted by a goat-like skull. Where there should be eye-sockets you see fiery cores of scarlet energy. Fear grips you with its icy hand when you smell the stench of death and corruption that hangs heavy around this dread being. You are in no doubt that you are now in the presence of the Deathlord of Ixia.

      +

      Suddenly, the air crackles and seethes with static power. A dark shape is taking form at the centre of the raging cyclone, a shape which radiates an intense aura of evil. It solidifies into a tall, black-robed torso surmounted by a goat-like skull. Where there should be eye sockets you see fiery cores of scarlet energy. Fear grips you with its icy hand when you smell the stench of death and corruption that hangs heavy around this dread being. You are in no doubt that you are now in the presence of the Deathlord of Ixia.

      Tagazin whimpers like a frightened pup and slinks towards his master, his head bowed in fearful subservience. The Deathlord removes the Deathstaff from inside his funereal robe and holds it on high. Tagazin freezes in his tracks and his whole body trembles violentlyhe is clearly petrified of his masters wrath. Ixiataaga sweeps the air with the evil staff and, in a terrifying instant, both you and Tagazin are lifted by the raging wind and hurled into the dark abyss that is the Shadow Gate.

      Turn to 303.
      @@ -2862,8 +3036,15 @@ 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.

      - - + + + + Brian Williams + + + + + 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. @@ -2875,11 +3056,26 @@ 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.

      - - + + + + Brian Williams + + + + +

      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!

      - - + + + + Brian Williams + A high prowed ship glistening with ice and frost loomsout of the eerie mist. + + + + +

      Prarg unsheathes his sword and rushes after Lanza. Outside the door you see a circular stone staircase which leads up to the roof, or down to the base of the watchtower. Lanza descends the stairs but Prarg does not follow. Instead, he begins to climb the steps to the roof.

      If you wish to follow Captain Lanza, turn to 264. If you decide to go after Captain Prarg, turn to 14. @@ -2903,7 +3099,7 @@ Initial Freepository revision - freshly minted from the proofread text

      Tagazin is poised to strike you a second devastating blow, but his attack is thwarted by a whirling gale-force wind. It arises in the centre of the chamber and accelerates like a cyclone around the walls, separating you from the enemy and hurling you both to the floor.

      -

      Suddenly, the air crackles and seethes with static power. A dark shape is taking form at the centre of the raging cyclone, a shape which radiates an intense aura of evil. It solidifies into a tall, black-robed torso surmounted by a goat-like skull. Where there should be eye-sockets you see fiery cores of scarlet energy. Fear grips you with its icy hand when you smell the stench of death and corruption that hangs heavy around this dread being. You are in no doubt that you are now in the presence of the Deathlord of Ixia.

      +

      Suddenly, the air crackles and seethes with static power. A dark shape is taking form at the centre of the raging cyclone, a shape which radiates an intense aura of evil. It solidifies into a tall, black-robed torso surmounted by a goat-like skull. Where there should be eye sockets you see fiery cores of scarlet energy. Fear grips you with its icy hand when you smell the stench of death and corruption that hangs heavy around this dread being. You are in no doubt that you are now in the presence of the Deathlord of Ixia.

      Tagazin whimpers like a frightened pup and slinks towards his master, his head bowed in fearful subservience. The Deathlord removes the Deathstaff from inside his funereal robe and holds it on high. Tagazin freezes in his tracks and his whole body trembles violentlyhe is clearly petrified of his masters wrath. Ixiataaga sweeps the air with the evil staff and, in a terrifying instant, both you and Tagazin are lifted by the raging wind and hurled into the dark abyss that is the Shadow Gate.

      Turn to 303.
      @@ -2967,7 +3163,7 @@ Initial Freepository revision - freshly minted from the proofread text 189 -

      Quickly you instruct the helmsman to listen out for your directions, then you leave the wheelhouse and make your way forward to the bow. The vast bulk of any iceberg lies hidden beneath the surface and, with this chilling thought in mind, you lean over the prow and keep a careful watch on the waterline. This ship is strongly built but a collision with a submerged ridge could easily rip its hull wide open.

      +

      Quickly you instruct the helmsman to listen out for your directions; then you leave the wheelhouse and make your way forward to the bow. The vast bulk of any iceberg lies hidden beneath the surface and, with this chilling thought in mind, you lean over the prow and keep a careful watch on the waterline. This ship is strongly built but a collision with a submerged ridge could easily rip its hull wide open.

      Guided by your telepathic directions, the helmsman steers the vessel towards a passage that is over-shadowed on either side by two monstrous mountains of ice.

      Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked.

      If your total score is now 4 or less, turn to 182. @@ -2991,7 +3187,7 @@ Initial Freepository revision - freshly minted from the proofread text 191 -

      At the sound of a key turning in the lock, you tense yourself in readiness to launch a surprise attack the instant the door swings open. The heavy portal creaks inwards and you hurl yourself at the head of a small group of skeletal warriors who stand framed in the doorway. You collide with their leader and slam him to the ground. In his bony hand he clutches a rod which hums with the power contained within its silvery haft. He had intended to use its power on you, to extract details of your mission, but the swiftness of your attack has pre-empted this. The skeletal being shrieks with anger as you wrestle the rod from his grasp. Suddenly, a blast of red-hot fire erupts from its tip, carving a fist-sized chunk of stone from the cell wall. The recoil of the blast makes you drop the rod, which falls to the floor, close to the booted feet of the other skeletal guards.

      +

      At the sound of a key turning in the lock, you tense yourself in readiness to launch a surprise attack the instant the door swings open. The heavy portal creaks inwards and you hurl yourself at the head of a small group of skeletal warriors who stand framed in the doorway. You collide with their leader and slam him to the ground. In his bony hand he clutches a rod which hums with the power contained within its silvery haft. He had intended to use its power on you, to extract details of your mission, but the swiftness of your attack has preempted this. The skeletal being shrieks with anger as you wrestle the rod from his grasp. Suddenly, a blast of red-hot fire erupts from its tip, carving a fist-sized chunk of stone from the cell wall. The recoil of the blast makes you drop the rod, which falls to the floor, close to the booted feet of the other skeletal guards.

      If you wish to snatch up the rod before the skeletal guards retrieve it themselves, turn to 54. If you decide to ignore the rod, you can attempt an escape through the open door by turning to 222.
      @@ -3002,8 +3198,15 @@ 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).

      - - + + + + Brian Williams + + + + +

      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. @@ -3037,8 +3240,16 @@ Initial Freepository revision - freshly minted from the proofread text

      Less than a mile to the north, like some nightmare apparition surfacing from the deep, you see a broad-prowed vessel of prodigious size breaking low in the stormy water. You magnify your vision and see that its main deck is completely enclosed by a canopy of overlapping green-grey timbers, affording it the appearance of some gigantic fish. Two glassy portholes and a jagged line which stretches around its prow complete this chilling illusion.

      For its shape and size it moves towards your ship at an unnatural speed. You call the crew to arms, fearing it to be an enemy vessel closing to attack, and you sense a shudder run through them when, for the first time, they clearly discern its alien design. You focus your Kai senses upon the oncoming craft and suddenly you realize its purpose. It is an Ixian vessel, come to rendezvous with your ship, believing it still to be manned by the undead horde which attacked Fort Azgad.

      - - + + + + Brian Williams + It is as if you are looking into the ghastly maw of ahungry sea predator. + + + + +

      Stand firm! you shout, attempting to rally the nervous Lencians as the craft speeds ever nearer. When less than a hundred yards distant, its great prow begins to creak open. It is as if you are looking into the ghastly maw of a hungry sea predator. The fearful sight alarms the Lencian crew and they flee towards the bow of the ship in panic: Save us! they cry. Ishir save us! Its going to eat us alive!

      Turn to 236.
      @@ -3061,8 +3272,15 @@ 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.

      - - + + + + Brian Williams + + + + +

      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. @@ -3120,22 +3338,36 @@ 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. -
      - -
      - 203 + + + Brian Williams + + + + + +

      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. + +
      + +
      + 203

      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.

      - - + + + + Brian Williams + + + + +

      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. @@ -3171,8 +3403,15 @@ 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.

      - - + + + + Brian Williams + + + + +

      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.

      @@ -3189,9 +3428,17 @@ Initial Freepository revision - freshly minted from the proofread text

      Less than fifty yards away you see a shaggy, grey-furred beast of burden which is harnessed to a wooden wagon. A troop of undead soldiers is unloading shiny metallic containers from the back of this wagon which they then carry, cradled in their bony arms, into the open mouth of the submarine.

      Stealthily, you make your way closer to the wagon and await the chance to climb aboard as soon as the final container has been off-loaded. At last the opportunity arrives; you leap aboard and hide yourself from sight beneath a greasy, foul-smelling tarpaulin.

      After a few minutes you feel a jolt as the wagon moves off. Through a crack in its ancient wooden planks, you watch with trepidation as the wagon trundles along a causeway towards the distant tunnel entrance. It enters the tunnel, unchallenged by the skeletal warriors who stand guard here, and ascends a gentle gradient to another ice-walled cavern. Several passages connect here from all directions, like the spokes of a giant wheel converging at the hub.

      - - -

      An undead Drakkarim soldier steps forward, takes hold of the shaggy beasts harness, and leads the wagon towards a stockpile of metallic containers. Clearly he intends to load these on to the wagon for transportation back to the submarine. Fearing discovery, you leap from the rear of the moving wagon and hide yourself among a stack of empty wooden crates. From here you observe two possible ways by which you could leave this busy cavern; by an unguarded staircase in the north wall, or through an open archway in the east wall.

      + + + + Brian Williams + The undead soldiers unload metallic containers intothe open mouth of the submarine. + + + + + +

      An undead Drakkarim soldier steps forward, takes hold of the shaggy beasts harness, and leads the wagon towards a stockpile of metallic containers. Clearly he intends to load these on to the wagon for transportation back to the submarine. Fearing discovery, you leap from the rear of the moving wagon and hide yourself among a stack of empty wooden crates. From here you observe two possible ways by which you could leave this busy cavern: by an unguarded staircase in the north wall, or through an open archway in the east wall.

      If you wish to leave this cavern by the staircase, turn to 141. If you choose to leave through the open archway, turn to 7.
      @@ -3271,8 +3518,15 @@ 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.

      - - + + + + Brian Williams + + + + +

      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.

      @@ -3304,7 +3558,7 @@ Initial Freepository revision - freshly minted from the proofread text 217 -

      You bring to mind the words of the Brotherhood Spell Counterspell and focus on the lock as you quietly recite them under your breath. For a few moments the air crackles with static electricity, then you feel a calm descend: the sorcerous spell which once protected this door has suddenly evaporated.

      +

      You bring to mind the words of the Brotherhood Spell Counterspell and focus on the lock as you quietly recite them under your breath. For a few moments the air crackles with static electricity; then you feel a calm descend: the sorcerous spell which once protected this door has suddenly evaporated.

      Confident that it is safe to proceed, you unsheathe your weapon and use its tip to prise open the three lockplates, revealing their internal mechanisms. With the lock exposed, you set about the now-simple task of opening the door.

      Turn to 10.
      @@ -3440,8 +3694,16 @@ Initial Freepository revision - freshly minted from the proofread text

      When you reach the stone roof, you notice an opening at its centre, partially overgrown with barbed creepers. A closer look reveals a flight of steps, thick with slime, which descend into the darkness of the building which now lies trapped below the surface of the swamp. You are peering into this hellish gloom when suddenly your Kai senses alert you to an approaching threat.

      - - + + + + Brian Williams + A horde of bloated corpse-things, humanoid horrorsand skeletal warriors approaches you. + + + + +

      You spin around to see a horde of monstrous shapes come streaming along the mossy ridge which you have just travelled. Bloated corpse-things jostle with humanoid horrors and skeletal warriors whose bones are gnawed with decay. It is a ghastly sighta regiment of Chaos-creatures, drawn here by the scent of human prey. You shiver with dread, for clearly you are the prey they seek.

      If you wish to evade these approaching Chaos-creatures by descending the steps inside the sunken stone building, turn to 259. If you choose to stand and fight the advancing horde, turn to 145. @@ -3493,8 +3755,14 @@ Initial Freepository revision - freshly minted from the proofread text
      234 + + +

      It seems logical that you should deduct 1 ENDURANCE point due to this use of Kai-surge.

      +
      +
      + -

      You project a powerful blast of Kai-surge at the group but, to your dismay, it does not affect them. One of the target creatures utters a sound that resembles a mocking laugh and, from a pocket of its tattered black robe, it draws a silvery rod which it levels at your head. Reflexively you dive for cover, avoiding certain decapitation as a searing bolt of energy surges from its tip. It passes within inches of your back before impacting against a distant pillar of crystal.

      +

      You project a powerful blast of Kai-surge at the group but, to your dismay, it does not affect them. One of the target creatures utters a sound that resembles a mocking laugh and, from a pocket of its tattered black robe, it draws a silvery rod which it levels at your head. Reflexively you dive for cover, avoiding certain decapitation as a searing bolt of energy surges from its tip. It passes within inches of your back before impacting against a distant pillar of crystal.

      As you scramble to your feet, you see all three of the creatures gliding towards you across the snow.

      If you wish to attempt to evade these ghoulish attackers, turn to 256. If you choose to stand and fight them, turn to 35. @@ -3515,7 +3783,7 @@ Initial Freepository revision - freshly minted from the proofread text 236 -

      The great alien vessel looms towards your ship, its jaw-like prow hinged open as if in readiness to bite you in half. Then, with stunning swiftness, your entire craft is consumed by this onrushing vessel, swallowed up in its great jaws. There is a moment of deadly silence. Then, in the morbid, greenish gloom, you hear a bubbling rush of icy water echoing through the vast depths of this gullet. With fearful anticipation you unsheathe your weapon, move towards the ships rail, then look down. The surrounding sea water is fast draining away, leaving your ship dry-docked upon a long, V-shaped plinth which glistens like polished bone. The bubbling subsides, to be replaced by another noisethe sound of a great portal grinding open. Bright light streams across the deck, blazing down from an archway which is opening close to the starboard bow. Silhouetted in this light are a hundred moving forms, each man-sized and armed with a sword or a spear. A ghastly howl of anger arises from their ranks when they see unexpectedly that the ship is crewed by living men. As the first of their number leap from the arch and crash upon the deck, you recognize their form. Once these creatures were Drakkarim warriors; now they are undead slaves in the service of the Ixian Deathlord. You shout to the Lencians to prepare for battle as the first wave of undead Drakkarim comes surging forwards.

      +

      The great alien vessel looms towards your ship, its jaw-like prow hinged open as if in readiness to bite you in half. Then, with stunning swiftness, your entire craft is consumed by this onrushing vessel, swallowed up in its great jaws. There is a moment of deadly silence. Then, in the morbid, greenish gloom, you hear a bubbling rush of icy water echoing through the vast depths of this gullet. With fearful anticipation you unsheathe your weapon, move towards the ships rail, then look down. The surrounding seawater is fast draining away, leaving your ship dry-docked upon a long, V-shaped plinth which glistens like polished bone. The bubbling subsides, to be replaced by another noisethe sound of a great portal grinding open. Bright light streams across the deck, blazing down from an archway which is opening close to the starboard bow. Silhouetted in this light are a hundred moving forms, each man-sized and armed with a sword or a spear. A ghastly howl of anger arises from their ranks when they see unexpectedly that the ship is crewed by living men. As the first of their number leap from the arch and crash upon the deck, you recognize their form. Once these creatures were Drakkarim warriors; now they are undead slaves in the service of the Ixian Deathlord. You shout to the Lencians to prepare for battle as the first wave of undead Drakkarim comes surging forwards.

      If you wish to stand and fight the first wave of Drakkarim undead, turn to 260. If you choose to evade their attack, turn to 163.
      @@ -3599,8 +3867,16 @@ Initial Freepository revision - freshly minted from the proofread text

      Using your Kai Camouflage skills, you inch your way closer and closer to the two undead guards. You are less than ten feet from the great grey door when suddenly they react to your presence. They spring into animation and come rushing towards you with their spears levelled at your chest.

      - - + + + + Brian Williams + The two undead soldiers rush towards you. + + + + + Drakkarim Undead4042

      Without weapons or equipment you have no choice but to fight this enemy unarmed. (Remember to make the appropriate adjustments to your COMBAT SKILL.)

      If you win the combat, turn to 63. @@ -3655,7 +3931,7 @@ Initial Freepository revision - freshly minted from the proofread text

      Having heard your question, King Sarnac turns to Ardan and says: My lord, perhaps you could say something to allay Grand Master Lone Wolfs fears?

      Certainly, sire, replies Lord Ardan, turning to address you.

      -

      My lord, as Guildmaster Banedon may already have told you, the coast of Ixia is a hellish place. The ice-boat will be able to anchor in this region for seven days at most. If you do not return within this time, it will be forced to go back to Azgad Island. But do not let this cause you undue concern, my Lord. At present there is a great imbalance between the forces of Good and Evil in our world, yet upon the instant that you defeat the Deathlord and destroy his staff of power, this balance will surely be resumed. I, like my kinsman Lord Rimoah, will know the moment that the balance has been righted. If your quest takes longer than one week to accomplish, the ice-boat will be sent out once more to collect you from Xaagon.

      +

      My lord, as Guildmaster Banedon may already have told you, the coast of Ixia is a hellish place. The ice-boat will be able to anchor in this region for seven days at most. If you do not return within this time, it will be forced to go back to Azgad Island. But do not let this cause you undue concern, my lord. At present there is a great imbalance between the forces of Good and Evil in our world, yet upon the instant that you defeat the Deathlord and destroy his staff of power, this balance will surely be resumed. I, like my kinsman Lord Rimoah, will know the moment that the balance has been righted. If your quest takes longer than one week to accomplish, the ice-boat will be sent out once more to collect you from Xaagon.

      Turn to 140.
      @@ -3827,8 +4103,16 @@ Initial Freepository revision - freshly minted from the proofread text

      You follow Captain Lanza as he races down to the base of the watchtower and hurries off along the slate-cobbled avenue which leads directly to the harbour. As he runs he curses and barks orders at the garrison soldiers who are fleeing from the quay, but they are wide-eyed with terror and all appear deaf to his commands. As you reach a bend in the road, you see the great black ship shuddering to a halt alongside the harbour wall. Instantly, a horde of undead warriors leap on to the quay and come rushing in pursuit of the routing Lencians. Their eyes burn with an unnatural fire and they howl like unchained demons as they mercilessly hunt their human prey.

      Lanza manages to rally a dozen of his best men to form a defensive line across the narrow avenue. With their shields overlapping and their swords poised ready to thrust, they brace themselves to receive the first wave of undead. The pugnacious Captain shouts words of encouragement to stave off their fear but it is clear to you that every single one of them is terrified. Their faces are drenched with sweat despite the biting cold.

      With a hideous howl, the advancing mass of undead fall upon their line, hacking and stabbing at their shield-wall with their rust-dulled blades. The Lencians fight back furiously, shattering bones and cleaving skulls, but they are forced to give ground before the pressing onslaught.

      - - + + + + Brian Williams + The Lencians sword is corroded by the creaturesfoul blood. + + + + +

      Then, from the midst of the enemy ranks, a grisly creature clad in mouldering black robes comes bursting through the shield-wall. A Lencian turns to thrust his sword into the creatures wormy flesh. His attack releases a gout of venom and instantly his sword crumplescorroded by the foul blood. The venom splashes him and he falls screaming to the ground, clutching at the smouldering stump that was once his hand. The creature howls with malicious glee as it leaps over his writhing body. It rushes towards you, its eye sockets blazing and its black claws extended to rake your flesh.

      Cabalah4845

      This undead creature is immune to Mindblast, Psi-surge, and Kai-surge.

      @@ -3919,7 +4203,7 @@ Initial Freepository revision - freshly minted from the proofread text

      Using your advanced mastery, you magnify your vision in order to see better the new enemy that is descending towards you from out of the sky. As the images grow larger, you see that the leading Lavas is holding an item which radiates an intense aura of evil power. At a distance it appears to be a large metal bowl with a sharp spear of crystal fixed to its underside. Unsure of its purpose, you hazard a guess that it is some kind of weapon that the Lavas leader intends to use against you.

      -

      Driven by fear, you increase you own pace, determined more than ever now to reach the Shadow Gate before either Tagazin, or his new wave of helpers, can stop you.

      +

      Driven by fear, you increase your own pace, determined more than ever now to reach the Shadow Gate before either Tagazin, or his new wave of helpers, can stop you.

      If you possess Kai-alchemy and have attained the Kai rank of Sun Knight or higher, turn to 230. If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 3.
      @@ -3995,7 +4279,7 @@ Initial Freepository revision - freshly minted from the proofread text 279 -

      You draw upon the strength of your mind to fuel a ball of psychic energy. The ghoulish Drakkarim are at arms length when you fire this burning ball of power into their midst. There is a white-hot flash and three crumble instantly to dustthe rest are knocked down by the blast of its psychic shockwave.

      +

      You draw upon the strength of your mind to fuel a ball of psychic energy. The ghoulish Drakkarim are at arms length when you fire this burning ball of power into their midst. There is a white-hot flash and three crumble instantly to dustthe rest are knocked down by the blast of its psychic shock wave.

      You raise you weapon and rush for the stairs, but to your shock and surprise, the Drakkarim undead rise swiftly and leap upon you from all sides.

      Undead Drakkarim Search Party (in psychic shock)2040

      These beings are sensitive to all forms of psychic attack; double all normal bonuses.

      @@ -4054,7 +4338,7 @@ Initial Freepository revision - freshly minted from the proofread text 284 -

      You pilot the ship cautiously along a string of narrow fjords which cut an uncertain route through this treacherous field of icebergs. Using hand signals and telepathy, you send directions to the helmsman at the bow of the ship. It is a gruelling ordeal which takes its toll on all aboard. Every few minutes your vision is obscured by gusts of powdery snow which swirl across the prow, blown down from the tops of the surrounding ice cliffs. During these fierce blasts you often lose sight of the way ahead and are forced to rely solely upon your Kai instincts to see you through.

      +

      You pilot the ship cautiously along a string of narrow fjords which cut an uncertain route through this treacherous field of icebergs. Using hand signals and telepathy, you send directions to the helmsman at the stern of the ship. It is a gruelling ordeal which takes its toll on all aboard. Every few minutes your vision is obscured by gusts of powdery snow which swirl across the prow, blown down from the tops of the surrounding ice cliffs. During these fierce blasts you often lose sight of the way ahead and are forced to rely solely upon your Kai instincts to see you through.

      The wind howls incessantly, accompanied by the tortured screech of the hull as it skims and grazes vast banks of submerged ice. The sounds send shivers of dread coursing down your spine. The crew are also clearly terrified by the noises; they cower beside the ships rail and stare up at the encroaching walls of ice, mouthing prayers to Ishir, their eyes haunted with fear.

      Then, almost without any warning, the snow-laden wind abates and the ship emerges from the iceberg field into the open waters of the Tozaz Sea. The crew give a hearty cheer, relieved that their icy ordeal has at last come to an end. One man pulls the cork from a bottle of black rum which he has been keeping for a special occasion. He takes a mighty swig, then passes it to you. Just as you are raising the bottle to your lips, unexpectedly you hear one of the crew shout: Ship ahoy!

      Fear returns to tie a knot in your stomach as you turn and focus your eagle eyes upon the distant vessel.

      @@ -4097,7 +4381,7 @@ Initial Freepository revision - freshly minted from the proofread text

      You drop your Bow and unsheathe a hand weapon only just in time to defend yourself from these deathly creatures as they launch a lightning-swift attack.

      3 Kajarda4842

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

      - If you win this combat in six round or less, turn to 32 + If you win this combat in six rounds or less, turn to 32 If you win the fight in seven rounds or more, turn to 213
      @@ -4118,8 +4402,15 @@ 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.

      - - + + + + Brian Williams + + + + +

      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. @@ -4183,8 +4474,15 @@ 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.

      - - + + + + Brian Williams + + + + +

      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. @@ -4210,8 +4508,7 @@ Initial Freepository revision - freshly minted from the proofread text

      You move close to the base of the right-hand pillar and take hold of its smooth surface with both hands. Then, aided by your natural agility, you begin to climb towards the narrow gap between the top of the pillar and the ceiling.

      The ascent is difficult, made even more so by the fierce energy of the electrical arcing. Its radiant power blisters the exposed flesh on the back of your hands, and down the left side of your face: lose 5 ENDURANCE points.

      - If you have reached the Kai rank of Sun Thane, turn to 273. - If you have yet to attain this level of Kai Mastery, turn to 49. + Turn to 49.
      @@ -4240,8 +4537,16 @@ Initial Freepository revision - freshly minted from the proofread text

      A sense of unease makes you slow your hurried pace as you approach the shadowy opening. The low humming noise, which has been a constant presence ever since you first entered the Crystal Spire, is almost unbearable now. Were it not for your natural Kai defences, your hearing would have suffered permanent damage the moment you passed beyond the two pillars.

      Beyond the opening lies a grand yet sinister chamber. Peering into its gloomy recesses, you observe that this chamber was constructed with great skill and care in some distant age. But it is not the rich decorations which hold your attention; it is the whirling circular vortex which hangs on the far wall like some nightmarish, living mural. Your pulse quickens when you look into its spinning core for you recognize immediately that it is a Shadow Gatean astral doorway to another plane of existence.

      - - + + + + Brian Williams + Freed from the magical prison, Deathlord Ixiataagatakes the Deathstaff in glee. + + + + +

      Your Kai senses quickly become attuned to the powerful psychic residues which linger in this chamber. You notice that several empty coffins lie scattered about the floor and, when you focus upon them, chilling dream-like images form in your minds eye. You see the accursed Deathstaff emerging from the Shadow Gate. It spins end-over-end and impacts against the heavy stone lid of a coffin, breaking it in two. Its evil power feeds un-life into the mouldering remains of the Ixian Elder lying within and, driven by this ungodly energy, the remains rise up from their stony tomb. The resurrected Ixian bears the Deathstaff to the highest chamber of the Crystal Spire where, imprisoned in a cage of light fashioned by the Elder Magi, stands Deathlord Ixiataaga. The Ixian pushes the Deathstaff through the wall of this shimmering prison and, with a crackling flash, the cage of light vanishes. Freed from the magical prison which has kept him secure for thousands of years, Deathlord Ixiataaga takes the Deathstaff and howls with manic glee as he rejoices in his fateful escape.

      The disturbing images fade from your mind, driven away by your Kai Sixth Sense which is warning you of imminent danger. A wispy black vapour is leaking from the circular stone edging which abuts the whirling Shadow Gate. You focus upon these smoky black trails and sense at once that they are alive and that they radiate an aura of evil.

      If you possess Kai-screen, and have attained the Kai rank of Sun Thane, turn to 223. @@ -4254,7 +4559,7 @@ Initial Freepository revision - freshly minted from the proofread text 301 -

      The second wave of Lavas come swooping down en masse, the terrific beat of their wings forcing you and the Demonlord apart. Shielding your eyes from the stinging dust-choked wind, you look up and see that the Lavas leader is cradling the curious spiked metal bowl in its horny hands. He descends towards Tagazin and inverts it, and suddenly you realize its true purpose and design. It is a helm of power, affixed on top with a crystal spike. The Lavas places the helm upon the Demonlords head and the spike begins to glow menacingly.

      +

      The second wave of Lavas come swooping down en masse, the terrific beat of their wings forcing you and the Demonlord apart. Shielding your eyes from the stinging dust-choked wind, you look up and see that the Lavas leader is cradling the curious spiked metal bowl in its horny hands. He descends towards Tagazin and inverts it, and suddenly you realize its true purpose and design. It is a helm of power, affixed on top with a crystal spike. The Lavas places the helm upon the Demonlords head and the spike begins to glow menacingly.

      Now all of the Lavas ascend into the sky where they wait to view a confrontation which is about to commence. Suddenly Tagazin, revitalized by the power of the spiked helm, comes charging at you with his head lowered, snorting gruffly like a maddened bull.

      Pick a number from the Random Number Table. If you possess Grand Huntmastery or Grand Pathsmanship, add 3 to the number you have picked.

      If your total is now 4 or less, turn to 257. @@ -4323,7 +4628,7 @@ Initial Freepository revision - freshly minted from the proofread text 307 -

      Intuition prompts you to take out the Onyx Key from your tunic pocket; it is identical to the one lying beneath the glass dome. You then try it in the door and find that it fits perfectly. You twist the key counter-clockwise, unlocking the door, then you pocket the key before passing through into the chamber beyond.

      +

      Intuition prompts you to take out the Onyx Key from your tunic pocket; it is identical to the one lying beneath the glass dome. You then try it in the door and find that it fits perfectly. You twist the key counter-clockwise, unlocking the door; then you pocket the key before passing through into the chamber beyond.

      To continue, turn to 120.
      @@ -4353,8 +4658,16 @@ Initial Freepository revision - freshly minted from the proofread text

      You hurry down the steps to the base of the watchtower and sprint along a slate-cobbled avenue which leads directly to the harbour. As you run, you see Captain Lanza with some of his garrison troops engaging in fierce hand-to-hand combat against a maniacal horde of skeletal warriors. The fighting is blocking the road which leads down to the quay, so you slip into an adjoining alley in the hope of finding another route to the ice-boat. You emerge from the alley and turn towards the harbour, only to find yourself confronted by a howling mass of fiery-eyed skeletons. You barely manage to unsheathe your weapon in time to defend yourself from their crazed attack.

      - - + + + + Brian Williams + Captain Lanza fights the maniacal horde of skeletalwarriors. + + + + + Ixian Undead4552

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

      You may evade combat after three rounds by turning to 295. @@ -4649,8 +4962,15 @@ 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.

      - - + + + + Brian Williams + + + + +

      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. @@ -4677,8 +4997,16 @@ Initial Freepository revision - freshly minted from the proofread text

      Normally my men use these to break up harbour ice in the dead of winter, he says, as together you help to distribute the heavy two-handed hammers among the garrison, but now they can be put to good use smashing up the bones of our foes!

      Freshly equipped and fired by the taste of victory, Lanza and his men set about hammering the remnants of the attacking enemy. They drive them all the way back to their ship, literally shattering all who dare stand in their way. Within the hour the outpost is securedthe enemy have been destroyed.

      You survey the aftermath of the battle with mixed emotions. You feel elated at having helped Lanza to win, but the ice-boat, which was to have conveyed you to Ixia, is now a burned wreck lying at the bottom of the harbour. All that can be seen of it is a few feet of its mainmast protruding at an angle above the surface of the sea. As you stare at this blackened masthead, you are joined by Captain Prarg.

      - - + + + + Brian Williams + The ice-boat is now a burned wreck lying at thebottom of the harbour. + + + + +

      What in Ishirs name can we do, Grand Master? he says, staring dejectedly at the icy water which is swirling in eddies around the submerged wreck. That ice-boat was the only vessel capable of transporting you to Ixia.

      Never fear, Prarg, you reply, confidently. Ive just had an idea that could be the answer to our problem.

      Turn to 177. @@ -4763,8 +5091,16 @@ Initial Freepository revision - freshly minted from the proofread text

      You utilize your advanced camouflage skills to keep yourself hidden from sight as you approach the sickly Demonlord and his golden-winged escorts. However, when you come to within a few hundred feet of them, your presence is revealed by the aura of goodly light your body radiates on this plane of existence. A wave of alarm spreads through the escorts when first your aura is detected, and many of them take to the sky. Directed by a vengeful Tagazin, they circle around you and come diving down to attack you with beak and claw.

      - - + + + + Brian Williams + The golden-winged escorts come diving down toattack you with beak and claw. + + + + + Lavas4952 If you win this combat, turn to 105.
      @@ -4786,7 +5122,7 @@ Initial Freepository revision - freshly minted from the proofread text

      Kai instinct and intuition prompt you to take out the Green Gem. In the presence of the insectoids, it pulses with an eerie light that causes them to shy away fearfully. You sense that they are repelled by its power which is leeching their strength.

      Gradually, their insect-like forms dissolve back into wispy trails of black smoke which swirl once around the chamber before evaporating into the porous stone which frames the Shadow Gate. You are relieved to see the back of these hideous creatures, but your comfort is all too short-lived; no sooner have they vanished than a new horror appears in the chamber, rising up out of the stone floor.

      - If you have ever been to the Isle of Ghosts in a previous Lone Wolf adventure, turn to 311. + If you have ever been to the Isle of Ghosts in a previous Lone Wolf adventure, turn to 311. If you have not, turn to 80.
      @@ -4803,7 +5139,7 @@ Initial Freepository revision - freshly minted from the proofread text

      The others nod in silent agreement. We will do all we can, replies Lord Ardan, to speed your passage home.

      The news of your countrys plight comes as a terrible shock. In Ixia, you have won a great and lasting victory against the forces of Evil, but could the cost be too great? You fear, also, for the lives of your young Kai acolytes. The Second Order are worthy Kai warriors but they are young, their mettle yet to be tested in the furnace-heat of battle. You pray to Kai himself that they be strong enough to resist Naars newest champions, at least until you return.

      The challenge of the long journey home and the quest to save the Second Order of the Kai from the deadly wrath of Naars newest champions awaits you in the next Grand Master adventure, entitled:

      -

      Dawn of the Dragons

      +

      Dawn of the Dragons

      @@ -4812,74 +5148,521 @@ Initial Freepository revision - freshly minted from the proofread text
      Ixia <ch.ampersand/> the Hardlands - - - - -
      - -
      - Action Chart - - - - - - - - - - - -
      - -
      - Combat Rules Summary - - -
        -
      1. Add your COMBAT SKILL to any extra points given to you by your Kai Disciplines.
      2. -
      3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
      4. -
      5. Pick number from Random Number Table.
      6. -
      7. Turn to the Combat Results Table.
      8. -
      9. Find your Combat Ratio on the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
      10. -
      11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0 or below.
      12. -
      - -
      - To Evade Combat - - + + + + Brian Williams + + + + + +
      + +
      + Action Chart + + + + + + JC Alvarez Jonathan Blake + + + + + + + JC Alvarez Jonathan Blake + + + + + + + JC Alvarez Jonathan Blake + + + + + + + JC Alvarez Jonathan Blake + + + + + + + JC Alvarez Jonathan Blake + + + + + + + JC Alvarez Jonathan Blake + + + + + + + Jonathan Blake + + +

      + COMBAT SKILL: + ENDURANCE: +

      +

      Grand Master Disciplines:

        -
      1. You may only do this when the text of the adventure offers you the opportunity.
      2. -
      3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored, only Lone Wolf loses the ENDURANCE points.
      4. -
      5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
      6. +
      7. +
      8. +
      9. +
      10. +
      -
      -
      - -
      -
      - -
      - Combat Results Table - - - - - - - -
      - -
      - Random Number Table - - - - - -
      +

      Bonus Disciplines:

      +
        +
      1. : 5th Discipline if you've completed one Lone Wolf Grand Master Adventure successfully
      2. +
      3. : 6th Discipline if you've completed two Lone Wolf Grand Master Adventures successfully
      4. +
      5. : 7th Discipline if you've completed three Lone Wolf Grand Master Adventures successfully
      6. +
      7. : 8th Discipline if you've completed four Lone Wolf Grand Master Adventure successfully
      8. +
      +

      Weapons:

      +
        +
      1. +
      2. +
      +

      Belt Pouch:

      +

      Meals:

      +

      Backpack Items:

      +
        +
      1. +
      2. +
      3. +
      4. +
      5. +
      6. +
      7. +
      8. +
      9. +
      10. +
      +

      Special Items:

      +
        +
      1. +
      2. +
      3. +
      4. +
      5. +
      6. +
      7. +
      8. +
      9. +
      10. +
      11. +
      12. +
      + + +
      + + +
      + Combat Rules Summary + + +
        +
      1. Add your COMBAT SKILL to any extra points given to you by your Grand Master Disciplines.
      2. +
      3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
      4. +
      5. Pick number from Random Number Table.
      6. +
      7. Turn to Combat Results Table.
      8. +
      9. Find your Combat Ratio on the top of the chart and cross-reference to random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
      10. +
      11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character falls to 0 or below.
      12. +
      + +
      + To Evade Combat + + + +
        +
      1. You may only do this when the text of the adventure offers you the opportunity.
      2. +
      3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored, only Lone Wolf loses the ENDURANCE points.
      4. +
      5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
      6. +
      + +
      +
      + +
      +
      + +
      + Combat Results Table + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + +
      + +
      + Random Number Table + + + + + + Jonathan Blake + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      8431656432
      0631758747
      7864504916
      9367628501
      0894290318
      2914827585
      1467512610
      2802895825
      5087654708
      8636941250
      +
      +
      + + + + Jonathan Blake + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      Combat Results with combined hero and enemy endurance losses
      Combat results are given enemy's endurance loss first followed by the hero's endurance loss. For example, "12/0" means that the enemy loses 12 endurance points while the hero loses 0 endurance points. A combat result of "k" means that the combatant is killed. For example, "0/k" means that the enemy loses 0 endurance points while the hero is killed.
      Random NumberCombat Ratio
      -11 or lower-10/ -9-8/ -7-6/ -5-4/ -3-2/ -101/ 23/ 45/ 67/ 89/ 1011 or higher
      10/k0/k0/80/61/62/53/54/55/46/47/48/39/3
      20/k0/80/71/62/53/54/45/46/37/38/39/310/2
      30/80/71/62/53/54/45/46/37/38/39/210/211/2
      40/81/72/63/54/45/46/37/38/29/210/211/212/2
      51/72/63/54/45/46/37/28/29/210/211/212/214/1
      62/63/64/55/46/37/28/29/210/211/112/114/116/1
      73/54/55/46/37/28/29/110/111/112/014/016/018/0
      84/48/46/37/28/19/110/011/012/014/016/018/0k/0
      95/36/37/28/09/010/011/012/014/016/018/0k/0k/0
      06/07/08/09/010/011/012/014/016/018/0k/0k/0k/0
      +
      +
      +
      +
      Errata @@ -4897,15 +5680,23 @@ Initial Freepository revision - freshly minted from the proofread text Errata -

      (The Story So Far) Replaced no Kai lord with no Kai Lord, both occurrences of new-found with newfound, and north-east with northeast. Replaced all occurrences of shadow gate with Shadow Gate. Replaced all occurrences of freestate with Freeland. Replaced elite with lite. Replaced Naarthe King with Naar, the King. Replaced Age of the Old Kingdoms with Age of War. Replaced Grand Master Disciplines, and grasp with Grand Master Disciplines and grasp.

      -

      (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.

      -

      (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.

      -

      (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. Replaced ie. they with i.e. they.

      +

      (The Story So Far) Replaced no Kai lord with no Kai Lord, both occurrences of new-found with newfound, and north-east with northeast. Replaced all occurrences of shadow gate with Shadow Gate. Replaced all occurrences of freestate with Freeland. Replaced elite with lite. Replaced Naarthe King with Naar, the King. Replaced Age of the Old Kingdoms with Age of War. Replaced Grand Master Disciplines, and grasp with Grand Master Disciplines and grasp. Replaced monastery of the Kai with Monastery of the Kai. Replaced both occurrences of the Monastery with the monastery. Replaced gold, you with gold you.

      + +

      (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. Replaced both occurrences of ie with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

      + +

      (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. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced Magi-Magic with Magi-magic and opposite and overleaf with below. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

      + +

      (Equipment) Replaced your Monastery with your monastery. 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.Replaced combat, therefore with combat; therefore. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

      + +

      (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. Replaced points reduced with points possibly reduced. Replaced to zero with to zero or below.

      + +

      (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. Replaced ie. they with i.e. they. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

      +

      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.

      -

      (Grand Masters Wisdom) Moved this section of the book to its normal position after Improved Grand Master Disciplines.

      -

      (1) Replaced Kai aspirants with Kai Aspirants. Replaced urges Rimoah, with urges Rimoah.. Replaced iceboat with ice-boat. Replaced seven days the pilot with seven days, the pilot. Replaced pack ice with pack-ice.

      + +

      (Grand Masters Wisdom) Moved this section of the book to its normal position after Improved Grand Master Disciplines. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

      + +

      (1) Replaced Kai aspirants with Kai Aspirants. Replaced urges Rimoah, with urges Rimoah.. Replaced iceboat with ice-boat. Replaced seven days the pilot with seven days, the pilot. Replaced pack ice with pack-ice. Replaced Lord Rimoah, then with Lord Rimoah; then.

      (3) Replaced demonlord with Demonlord. Replaced demonlords with Demonlords. Replaced down-draught with down-draft.

      (6) Replaced Click with click. Replaced bow with Bow.

      (7) Replaced beyond you with beyond, you. Replaced it as if with it is as if.

      @@ -4918,7 +5709,7 @@ Initial Freepository revision - freshly minted from the proofread text

      (18) Replaced Skark oil with skark oil. Began a new paragraph before Do not fear,. Replaced you reply, I shall soon return. with you reply. I shall soon return..

      (19) Replaced Kai mastery with Kai Mastery. Replaced attained, above with attained above.

      (20) Replaced now-open with now open. Replaced all occurrences of free-standing with freestanding.

      -

      (22) Replaced freestate with Freeland state. Replaced in previous Lone Wolf adventures with in any previous Lone Wolf adventures. Replaced If you have not with If you did not.

      +

      (22) Replaced freestate with Freeland state. Replaced in previous Lone Wolf adventures with in any previous Lone Wolf adventures. Replaced If you have not with If you did not. Replaced King greeting, then with Kings greeting; then.

      (23) Replaced Ixian undead with Ixian Undead.

      (24) Replaced your psi-screen with your Psi-screen. Replaced head in which with head from which.

      (25) Replaced sixth sense with Sixth Sense.

      @@ -4926,14 +5717,14 @@ Initial Freepository revision - freshly minted from the proofread text

      (29) Replaced spellSlow Falland with spell Slow Fall and.

      (30) Replaced Kai camouflage with Kai Camouflage.

      (32) Replaced all occurrences of free-standing with freestanding.

      -

      (34) Replaced two directions with two directions..

      -

      (35) Replaced Mindblast and Kai-surge with Mindblast, Psi-surge, and Kai-surge.

      -

      (36) Replaced zigzaging with zigzagging. Replaced crystal spire with Crystal Spire.

      +

      (34) Replaced two directions with two directions..

      +

      (35) Replaced Mindblast and Kai-surge with Mindblast, Psi-surge, and Kai-surge.

      +

      (36) Replaced zigzaging with zigzagging. Replaced crystal spire with Crystal Spire. Replaced shockwave with shock wave.

      (38) Replaced demonlord with Demonlord.

      (39) Replaced Kai mastery with Kai Mastery. Replaced splutters, its with splutters. Its.

      (40) Replaced Upon the instant with At the instant. Replaced demonlords with Demonlords.

      (42) Replaced Ixian undead with Ixian Undead.

      -

      (46) Replaced Battlespell with battle-spell. Replaced power wordGloar!at with power word Gloar! at.

      +

      (46) Replaced Battlespell with battle-spell. Replaced power wordGloar!at with power word Gloar! at. Replaced keyhole, then with keyhole; then.

      (48) Replaced battle cry with battle-cry.

      (50) Replaced Ixian undead with Ixian Undead.

      (52) Replaced bow with Bow.

      @@ -4944,25 +5735,27 @@ Initial Freepository revision - freshly minted from the proofread text

      (57) Replaced minions you with minions, you.

      (59) Moved the choice to use Telegnosis to the first position in the list. Replaced Sun Lord, or higher with Sun Lord or higher.

      (61) Replaced Brotherhood spellSense Evilyou with Brotherhood Spell Sense Evil you. Replaced gods with Gods. Replaced he splutters, its with he splutters. Its.

      -

      (62) Replaced Kai mastery with Kai Mastery. Replaced crystal spire with Crystal Spire.

      +

      (62) Replaced Kai mastery with Kai Mastery. Replaced crystal spire with Crystal Spire. Replaced shockwave with shock wave.

      (63) Replaced Backpack items with Backpack Items.

      (66) Replaced Hard a-port! with Hard aport!.

      (67) Replaced Chaos horde with Chaos-horde.

      -

      (68) Replaced all of your Backpack items with all of your Backpack Items.

      +

      (68) Replaced all of your Backpack items with all of your Backpack Items. Replaced wildly, then with wildly; then.

      (69) Changed the illustration from being numbered (Illustration V) to an unnumbered minor illustration similar to how puzzles are handled in other books. Replaced following grid with grid.

      (72) Replaced demonlord with Demonlord.

      (73) Replaced main mast with mainmast.

      -

      (74) Replaced Bulkhead door with Bulkhead Door.

      -

      (75) Replaced all occurrences of demonlord with Demonlord. Replaced delete this weapon with delete this Weapon.

      +

      (74) Replaced Bulkhead door with Bulkhead Door. Replaced zero with zero or below.

      +

      (75) Replaced all occurrences of demonlord with Demonlord. Replaced delete this weapon with delete this Weapon. Replaced pre-emptive with preemptive.

      (76) Replaced plan you with plan, you.

      (77) Reduced the illustration number from VI to V (see erratum for Section 69).

      (79) Replaced sixth sense with Sixth Sense. Replaced despatch with dispatch.

      (80) Replaced creamy-coloured with cream-coloured.

      -

      (81) Replaced Bulkhead door with Bulkhead Door.

      +

      (81) Replaced Bulkhead door with Bulkhead Door. Replaced zero with zero or below.

      +

      (83) Replaced north-western with northwestern.

      (84) Replaced crystal spire with Crystal Spire.

      -

      (86) Replaced Kai mastery with Kai Mastery. Replaced 8 with 9.

      +

      (86) Replaced Kai mastery with Kai Mastery. Replaced 8 with 9. Replaced above it, then with above it; then.

      (89) Replaced at its centre with from its centre. Replaced round, by with round by. Reduced the illustration number from VII to VI (see erratum for Section 69).

      (90) Replaced raising a Deathstaff with raising the Deathstaff.

      +

      (92) Replaced its feet, then with its feet; then.

      (101) Replaced korlinium scabbard with Korlinium Scabbard.

      (103) Replaced bow with Bow.

      (104) Replaced still to be with to still be.

      @@ -4983,10 +5776,11 @@ Initial Freepository revision - freshly minted from the proofread text

      (124) Replaced hurling towards with hurtling towards. Replaced both with both.

      (127) Replaced galley with gallery.

      (128) Replaced place it into your belt with stow it in your belt. Replaced in Magnamund with on Magnamund.

      -

      (130) Replaced Mindblast and Kai-surge with Mindblast, Psi-surge, and Kai-surge.

      +

      (130) Replaced Mindblast and Kai-surge with Mindblast, Psi-surge, and Kai-surge.

      (131) Replaced Kai mastery with Kai Mastery.

      (132) Replaced Ixian undead with Ixian Undead.

      -

      (133) Replaced Brotherhood spellBreathe Water with Brotherhood Spell Breathe Water.

      +

      (133) Replaced Brotherhood spellBreathe Water with Brotherhood Spell Breathe Water. Replaced sea water with seawater.

      +

      (135)Replaced tip; the with tipthe.

      (136) Replaced Brotherhood spellLevitation with Brotherhood Spell Levitation.

      (137) Replaced chaos-creatures with Chaos-creatures. Replaced Chaos horde with Chaos-horde.

      (138) Replaced Backpack items with Backpack Items.

      @@ -4994,8 +5788,9 @@ Initial Freepository revision - freshly minted from the proofread text

      (140) Reduced the illustration number from IX to VIII (see erratum for Section 69).

      (141) Replaced millenniums with millennia.

      (143) Replaced all occurrences of free-standing with freestanding.

      -

      (145) Replaced Chaos horde with Chaos-horde.

      +

      (145) Replaced Chaos horde with Chaos-horde. Replaced their misshapen form with their misshapen forms.

      (146) Replaced infra-red with infrared.

      +

      (146) Replaced south-easterly with southeasterly. Replaced south-westerly with southwesterly.

      (149) Replaced Ghosts, in with Ghosts in.

      (150) Replaced demonlord with Demonlord.

      (152) Replaced Sun Lord, or higher with Sun Lord or higher. Replaced crystal spire with Crystal Spire.

      @@ -5009,17 +5804,19 @@ Initial Freepository revision - freshly minted from the proofread text

      (165) Replaced Lord, or higher with Lord or higher. Replaced all occurrences of crystal spire with Crystal Spire. Reduced the illustration number from XI to X (see erratum for Section 69). Replaced race of the Old Kingdom with race of the Old Kingdoms.

      (166) Replaced me my with me, my.

      (167) Replaced bonuses to your COMBAT SKILL with bonuses. Replaced Mindblast and Kai-surge with Mindblast, Psi-surge, and Kai-surge.

      +

      (168) Replaced eye-sockets with eye sockets.

      (173) Replaced crystal spire with Crystal Spire.

      (175) Replaced Kai mastery with Kai Mastery. Replaced have picked with have picked..

      (176) Replaced Brotherhood spellLevitationand with Brotherhood Spell Levitation and. Replaced chaos-creatures with Chaos-creatures.

      (178) Replaced crystal spire with Crystal Spire.

      (180) Replaced sixth sense with Sixth Sense. Replaced Special Item, do not with Special Item, or do not.

      (181) Reduced the illustration number from XII to XI (see erratum for Section 69).

      +

      (183) Replaced eye-sockets with eye sockets.

      (185) Replaced down-draught with down-draft. Replaced demonlord with Demonlord. Replaced creamy-coloured with cream-coloured. Replaced sky, beat with sky beat. Replaced demonlords with Demonlords.

      (186) Replaced main mast with mainmast.

      -

      (189) Replaced collison with collision.

      +

      (189) Replaced collison with collision. Replaced directions, then with directions;then.

      (190) Replaced chaos-creatures with Chaos-creatures. Replaced grudgingly to retreat with to retreat grudgingly.

      -

      (191) Replaced attack upon the with attack the.

      +

      (191) Replaced attack upon the with attack the. Replaced pre-empted with preempted.

      (192) Replaced all occurrences of free-standing with freestanding.

      (193) Replaced crystal spire with Crystal Spire.

      (194) Replaced korlinium scabbard with Korlinium Scabbard.

      @@ -5030,17 +5827,18 @@ Initial Freepository revision - freshly minted from the proofread text

      (202) Replaced Kai mastery with Kai Mastery.

      (203) Replaced Kai mastery with Kai Mastery. Replaced all occurrences of free-standing with freestanding.

      (206) Replaced Crack! with crack!.

      -

      (207) Reduced the illustration number from XIV to XIII (see erratum for Section 69). Replaced troop of undead soldiers are with troop of undead soldiers is.

      +

      (207) Reduced the illustration number from XIV to XIII (see erratum for Section 69). Replaced troop of undead soldiers are with troop of undead soldiers is. Replaced cavern; by with cavern: by.

      (209) Replaced falter and with falter, and. Replaced counter-attack with counterattack.

      (211) Replaced explosion white-hot with explosion of white-hot.

      +

      (212) Replaced icy chill, then with icy chill; then.

      (213) Replaced chamber, is with chamber is.

      (216) Replaced demonlord with Demonlord. Replaced fight, you with fight you.

      -

      (217) Replaced Brotherhood spellCounterspelland with Brotherhood Spell Counterspell and.

      +

      (217) Replaced Brotherhood spellCounterspelland with Brotherhood Spell Counterspell and. Replaced electricity, then with electricity; then.

      (218) Replaced Lavas come swooping down with Lavas comes swooping down. Replaced demonlord with Demonlord. Replaced towards the Tagazin with towards Tagazin. Replaced demonlords with Demonlords.

      -

      (219) Removed the quotation marks around Banedon's warning. Replaced korlinium scabbard with Korlinium Scabbard. Replaced another weapon with another Weapon.

      -

      (220) Replaced Dessi stone with Dessi Stone. Replaced all occurrences of weapon with Weapon.

      +

      (219) Removed the quotation marks around Banedons warning. Replaced korlinium scabbard with Korlinium Scabbard. Replaced another weapon with another Weapon.

      +

      (220) Replaced Dessi stone with Dessi Stone. Replaced all occurrences of weapon with Weapon.

      (223) Replaced Kai mastery with Kai Mastery.

      -

      (224) Replaced from which the Tozaz is infamous with for which the Tozaz is infamous.

      +

      (224) Replaced from which the Tozaz is infamous with for which the Tozaz is infamous.

      (225) Replaced coiled or otherwise with oiled or otherwise.

      (227) Replaced demonlord with Demonlord.

      (229) Replaced all occurrences of chaos-creatures with Chaos-creatures. Reduced the illustration number from XV to XIV (see erratum for Section 69).

      @@ -5049,6 +5847,7 @@ Initial Freepository revision - freshly minted from the proofread text

      (233) Replaced splutters, its with splutters. Its.

      (234) Replaced cover avoiding with cover, avoiding.

      (235) Replaced all occurrences of chaos-creatures with Chaos-creatures.

      +

      (236) Replaced sea water with seawater.

      (239) Replaced Ixian undead with Ixian Undead.

      (241) Replaced to see better with to better see. Replaced Sun Knight, or higher with Sun Knight or higher.

      (242) Replaced Ixian undead with Ixian Undead.

      @@ -5056,6 +5855,7 @@ Initial Freepository revision - freshly minted from the proofread text

      (244) Replaced all occurrences of arrow with Arrow. Replaced bow with Bow.

      (245) Replaced crystal spire with Crystal Spire.

      (246) Replaced all occurrences of rope with Rope.

      +

      (248) Replaced my Lord with my lord in harmony with the other two occurrences in this section.

      (249) Replaced ante-chamber with antechamber.

      (250) Replaced action they were committing with action they were performing.

      (253) Replaced Sun Thane, or higher with Sun Thane (Sun Thane is the highest possible rank).

      @@ -5071,24 +5871,27 @@ Initial Freepository revision - freshly minted from the proofread text

      (266) Replaced sixth sense with Sixth Sense. Replaced cross-winds with crosswinds. Replaced crystal spire with Crystal Spire.

      (267) Replaced Kai mastery with Kai Mastery.

      (270) Replaced all occurrences of crystal spire with Crystal Spire.

      -

      (272) Replaced Sun Knight, or higher with Sun Knight or higher.

      +

      (272) Replaced Sun Knight, or higher with Sun Knight or higher. Replaced you increase you with you increase your.

      (273) Replaced spellSlow Fallenables with spell Slow Fall enables.

      (275) Replaced at its centre with from its centre. Replaced round, by with round by.

      (278) Replaced chaos-creatures with Chaos-creatures. Replaced Chaos horde with Chaos Horde. Replaced rounds, by with rounds by.

      +

      (279) Replaced shockwave with shock wave.

      (280) Replaced wall, more with wall more.

      (281) Replaced bow with Bow. Replaced arrow with Arrow. Replaced Mindblast and Kai-surge with Mindblast, Psi-surge, and Kai-surge.

      (283) Replaced in which with from which.

      +

      (284) Replaced helmsman at the bow with helmsman at the stern.

      (285) Replaced rope with Rope.

      -

      (287) Replaced arrow with Arrow. Replaced bow with Bow.

      +

      (287) Replaced arrow with Arrow. Replaced bow with Bow. Replaced six round with six rounds.

      (288) Replaced sixth sense with Sixth Sense. Replaced Ziog: (damaged) with Ziog (damaged).

      (289) Replaced millenniums with millennia.

      (290) Replaced millenniums with millennia. Replaced crystal spire with Crystal Spire.

      (294) Replaced demonlord with Demonlord.

      (296) Replaced gutteral with guttural.

      -

      (297) Replaced raidant with radiant.

      +

      (297) Replaced raidant with radiant. Removed If you have reached the Kai rank of Sun Thane, turn to 273. since Section 273 assumes you have already used Kai-alchemy, whereas in Section 297 you have chosen not to use this Grand Master Discipline. Replaced If you have yet to attain this level of Kai Mastery, turn to 49. to Turn to 49..

      (299) Replaced crystal spire with Crystal Spire.

      (300) Replaced attention, it with attention; it. Replaced Ixian elder with Ixian Elder. Replaced Kai sixth sense with Kai Sixth Sense. Replaced all occurrences of crystal spire with Crystal Spire. Reduced the illustration number from XVIII to XVII (see erratum for Section 69).

      -

      (301) Replaced demonlord with Demonlord. Replaced demonlords with Demonlords.

      +

      (301) Replaced demonlord with Demonlord. Replaced demonlords with Demonlords. Replaced en masse with en masse.

      +

      (307) Replaced door, then with door; then.

      (310) Replaced but only to find with only to find. Replaced Ixian undead with Ixian Undead. Reduced the illustration number from XIX to XVIII (see erratum for Section 69).

      (312) Replaced Kai mastery with Kai Mastery. Replaced destroyed (erase two items of your own choosing from your Backpack list). with destroyed. (Erase two items of your own choosing from your Backpack list.).

      (313) Replaced Kai mastery with Kai Mastery.

      @@ -5110,7 +5913,8 @@ Initial Freepository revision - freshly minted from the proofread text

      (343) Replaced by huge frozen fountain with by a huge frozen fountain. Replaced Lord, or higher with Lord or higher. Replaced crystal spire with Crystal Spire.

      (346) Replaced Crack! with crack!.

      (347) Replaced demonlord with Demonlord. Reduced the illustration number from XXI to XX (see erratum for Section 69).

      -

      (350) Replaced Ardan, Is with Ardan. Is. Replaced county with country. Replaced home, and with home and. Replaced DAWN OF THE DRAGONS with Dawn of the Dragons. Replaced grave news Im afraid with grave news, Im afraid.

      +

      (350) Replaced Ardan, Is with Ardan. Is. Replaced county with country. Replaced home, and with home and. Replaced DAWN OF THE DRAGONS with Dawn of the Dragons. Replaced grave news Im afraid with grave news, Im afraid.

      +

      (Combat Rules Summary) Replaced cross reference with cross-reference, top of chart with top of the chart and fall to 0 with falls to 0 or below. Replaced Kai Disciplines with Grand Master Disciplines.

      @@ -5119,7 +5923,36 @@ Initial Freepository revision - freshly minted from the proofread text
      Footnotes - + +

      (The Story So Far) There is some confusion around the use of the term Old Kingdom in this book. Although the native Ixians are often described as belonging to the time of the Old Kingdoms (Section 152), it is clear from the fact that the Deathlord destroyed them during the Age of Eternal Night that they could not have existed during the Age of the Old Kingdoms which began more than 1000 years after the Age of Eternal Night ended. (See The Magnamund Companion, Magnamund Then and Now.) The author may have used the term Old Kingdom to refer to any humanoid nation prior to the appearance of the Shianti.

      +

      (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 Readers Handbook for details.

      +

      (The Game Rules) Note that this list now includes the Silver Bracers and Korlinium Scabbard. These items are restored to the list of permissible items from the Kai and Magnakai series again in this book after being omitted beginning in The Captives of Kaag. Presumably, therefore, it should be permissible to leave the Silver Bracers and Korlinium Scabbard in safekeeping at the monastery during the previous books and retrieve them at the outset of this adventure.

      +

      (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 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.

      +

      (10) This is the correct answer to the crystal dais grid in Section 69.

      +

      (20) This is the correct answer to the ancient, green crystal lock in Section 213.

      +

      (64) The wording of this section ignores the fact that you may arrive here without passing through the curtain of light.

      +

      (67) Unless you have Grand Weaponmastery and are a Sun Knight or higher, you may not use a two-handed weapon (i.e. Broadsword, Quarterstaff, or Spear) for this combat.

      +

      (69) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer. If you guess incorrectly, turn immediately to 139.

      +

      (77) There is no mention of what type of Weapon the Power Spike is. If you choose to consider it one of the close combat Weapons used by the Kai (i.e. Spear, Dagger, Mace, Short Sword, Warhammer, Quarterstaff, Broadsword, Axe, and Sword), you may add all appropriate bonuses to your Combat Skill. If you decide that the Power Spike is not any of those Weapons, you may still decide that your Weaponmastery bonuses, if any, apply since Grand Masters are proficient with all close combat and missile weapons due to their knowledge of Magnakai Weaponmastery. (Grand Master Disciplines)

      +

      (96) Kajarda are undead. (See Section 8, 52, or 265.)

      +

      (100) This is the correct answer to the intricate lockplate in the centre of the green crystal door in Section 322.

      +

      (123) It is unclear whether a 0 picked on the Random Number Table should count as exactly 0. Since the procedure described here is similar to the procedure for Kai-blast, and you are required to be a Sun Lord who has mastered Kai-surge, it would be reasonable to count 0 as a 1 in the same way as for Kai-blast. Remember that a Kai-blast reduces your ENDURANCE total by 4.

      +

      (125) Kajarda are undead. (See Section 6, 8, 52, 103, 120, or 265.)

      +

      (137) Unless you have Grand Weaponmastery and are a Sun Knight or higher, you may not use a two-handed weapon (i.e. Broadsword, Quarterstaff, and Spear) for this combat.

      +

      (141) Assuming that this weaponry was created by native Ixians prior to their destruction at the hands of the Deathlord since no other nation has occupied Ixia since that time, it is impossible to reconcile calling them Old Kingdom armourers with the timeline presented in The Magnamund Companion, Magnamund Then and Now. According to that book, the Ixians must have been destroyed long before the Age of the Old Kingdoms.

      +

      (152) It is impossible to reconcile the statement that the native Ixians reigned in the time of the Old Kingdoms with the timeline presented in The Magnamund Companion, Magnamund Then and Now. According to that book, the Ixians must have been destroyed long before the Age of the Old Kingdoms.

      +

      (162) It is impossible to reconcile the statement that Old Kingdom magic is older than the Deathlords vile necromancy with the timeline presented in The Magnamund Companion, Magnamund Then and Now and the statements about the origin of magical power in The Realms of Northern Magnamund: The Birth of Magnamund and The Realms of Southern Magnamund: Man, Magic and the Moonstone in that same book. According to The Magnamund Companion, magic entered Magnamund with the Elder Magi long after Agarash and his minion, the Deathlord.

      +

      (165) It is impossible to reconcile the statement that the native Ixians were a race of the Old Kingdoms with the timeline presented in The Magnamund Companion, Magnamund Then and Now. According to that book, the Ixians must have been destroyed long before the Age of the Old Kingdoms.

      +

      (179) It is unclear whether Grand Huntmastery should help you find food in this situation. Note that this appears to be the only section within the Grand Master books where Huntmastery is not mentioned in when you are required to eat a Meal. This either means that the current omission is intentional because the author is otherwise so consistent, or it means that Huntmastery was intended to be applied in all situations and this is a unintentional omission.

      +

      (213) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer. If you guess incorrectly, turn immediately to 199.

      +

      (220) This is a permanent enhancement to this Weapon.

      +

      (234) It seems logical that you should deduct 1 ENDURANCE point due to this use of Kai-surge.

      +

      (239) There is no path which leads to this section of the book. It is functionally identical to Section 23 and Section 242, and therefore its isolation does not affect the gameplay of the book.

      +

      (287) Kajarda are undead. (See Section 6, 8, 52, 103, 120, or 265.)

      +

      (322) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer. If you guess incorrectly, turn immediately to 84.

      +

      (343) It is impossible to reconcile the statement that the native Ixians reigned in the time of the Old Kingdoms with the timeline presented in The Magnamund Companion, Magnamund Then and Now. According to that book, the Ixians must have been destroyed long before the Age of the Old Kingdoms.

      +
      @@ -5131,395 +5964,57 @@ Initial Freepository revision - freshly minted from the proofread text
      Primary Illustrations - - - - Brian Williams - A horde of undead warriors leap on to the quayside. - - - - - - - - Brian Williams - Six large, spindly-limbed black insectoids, each with a ghoulish head - - - - - - - - Brian Williams - Tagazin launches himself through the air, clawed paws outstretched. - - - - - - - - Brian Williams - The chaos creatures watch your ascent eagerly. - - - - - - - - Brian Williams - Deathlord Ixiataaga slashes at your face with the Deathstaff. - - - - - - - - Brian Williams - The creatures body is a mass of slimy tentacles, tipped with venomous claws. - - - - - - - - Brian Williams - The ghastly creature comes leaping at you from the gangplank. - - - - - - - - Brian Williams - You see a few stone buildings around a fortified stone tower. - - - - - - - - Brian Williams - One of the undead warriors utters a chilling liturgy over the corpses of the slain. - - - - - - - - Brian Williams - A troop of skeletal warriors marches stiffly towards the plaza. - - - - - - - - Brian Williams - A high prowed ship glistening with ice and frost looms out of the eerie mist. - - - - - - - - Brian Williams - It is as if you are looking into the ghastly maw of a hungry sea predator. - - - - - - - - Brian Williams - The undead soldiers unload metallic containers into the open mouth of the submarine. - - - - - - - - Brian Williams - A horde of bloated corpse-things, humanoid horrors and skeletal warriors approaches you. - - - - - - - - Brian Williams - The two undead soldiers rush towards you. - - - - - - - - Brian Williams - The Lencians sword is corroded by the creatures foul blood. - - - - - - - - Brian Williams - Freed from the magical prison, Deathlord Ixiataaga takes the Deathstaff in glee. - - - - - - - - Brian Williams - Captain Lanza fights the maniacal horde of skeletal warriors. - - - - - - - - Brian Williams - The ice-boat is now a burned wreck lying at the bottom of the harbour. - - - - - - - - Brian Williams - The golden-winged escorts come diving down to attack you with beak and claw. - - - - - - - - Brian Williams - - - - - - - - - JC Alvarez/Jonathan Blake - - - - - - - JC Alvarez/Jonathan Blake - - - - - - - JC Alvarez/Jonathan Blake - - - - - - - JC Alvarez/Jonathan Blake - - - - - - - JC Alvarez/Jonathan Blake - - - - - - - Jonathan Blake - - - - - - - Jonathan Blake - - - - - - - Jonathan Blake - - - - - - - - - - - + + +
      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 - - - - - - + +

      Only the first occurrence of each secondary illustration is cited.

      + +
      +