From 76ad8876edfb7ab4f1744c57d3a7d3480f10d125 Mon Sep 17 00:00:00 2001 From: Jonathan Blake Date: Wed, 10 Nov 2004 06:37:11 +0000 Subject: [PATCH] Initial Freepository revision git-svn-id: https://projectaon.org/data/trunk@8 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- xml/jcalvarez.xml | 371 ++++++ xml/mhahn.xml | 151 +++ xml/rh.xml | 3032 ++++++++++++++++++++++++++++++++++++++++++++ xml/tmc.xml | 3100 +++++++++++++++++++++++++++++++++++++++++++++ 4 files changed, 6654 insertions(+) create mode 100644 xml/jcalvarez.xml create mode 100644 xml/mhahn.xml create mode 100644 xml/rh.xml create mode 100644 xml/tmc.xml diff --git a/xml/jcalvarez.xml b/xml/jcalvarez.xml new file mode 100644 index 0000000..f7dd247 --- /dev/null +++ b/xml/jcalvarez.xml @@ -0,0 +1,371 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; + + + %general.inclusions; +]> + + + + + + + JC Alvarez's Illustrations + JC Alvarez + JC Alvarez + +

JC Alvarez created these illustrations in an early period of Project Aon's history before Gary Chalk had given his consent to use his illustrations. They were used in the Project Aon editions of Flight from the Dark and Fire on the Water, but their use was eventually discontinued. They are published here for your continued and enjoyment.

+
+ Project Aon + 2004514 + +

Published by Project Aon.

+
+ Illustrations copyright © 2000&endash;2002 JC Alvarez.
Web publication copyright © 2004 Project Aon Team.
+ +

JC Alvarez copyright © 2000&endash;2002 JC Alvarez.
Web publication copyright © 2004 Project Aon Team.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+
+ + +
+ + +
+ +
+ + Title Page + + + + + +
+ + Acknowledgements + + + + + + +

We would like to thank JC Alvarez for creating these illustrations even though we did not use them in the end for the Project Aon editions.

+ +
+
Illustrations
+
JC Alvarez
+
XML
+
Jonathan Blake
+
+ +
+
+ +
+ + Flight from the Dark Illustrations + + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + + + + JC Alvarez + + + + +
+ +
+ + Fire on the Water Illustrations + + + + + + +
+ + &inclusion.project.aon.license; + +
+
+
\ No newline at end of file diff --git a/xml/mhahn.xml b/xml/mhahn.xml new file mode 100644 index 0000000..f59ea6c --- /dev/null +++ b/xml/mhahn.xml @@ -0,0 +1,151 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; + + + %general.inclusions; +]> + + + + + + + Michael Hahn's Maps + Michael Hahn + Michael Hahn + +

Michael Hahn created these maps in an early period of Project Aon's history before Gary Chalk had given his consent to use his illustrations. They were used in the Project Aon editions, but their use was eventually discontinued. They are published here for your continued use and enjoyment.

+
+ Project Aon + 2004512 + +

Published by Project Aon.

+
+ Maps copyright © 2000&endash;2002 Michael Hahn.
Web publication copyright © 2004 Project Aon Team.
+ +

Maps copyright © 2000&endash;2002 Michael Hahn.
Web publication copyright © 2004 Project Aon Team.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+
+ + +
+ + +
+ +
+ + Title Page + + + + + +
+ + Acknowledgements + + + + + + +

We would like to thank Michael Hahn for creating these maps even though we did not use them in the end for the Project Aon editions.

+ +
+
Map Illustrations
+
Michael Hahn
+
XML
+
Jonathan Blake
+
+ +
+
+ +
+ + Maps + + + + + + + Michael Hahn + Map of the Lastlands + + + + + + + Michael Hahn + The Icy Wastes of Kalte + + + + + + + Michael Hahn + Southern Sommerlund + + + + + + + Michael Hahn + The Empire of Vassagonia + + + + + + + Michael Hahn + The Stornlands + + + + + + + Michael Hahn + The Magiocracy of Dessi + + + + + + + Michael Hahn + The Danarg Swamp + + + + + +
+ + &inclusion.project.aon.license; + +
+
+ +
\ No newline at end of file diff --git a/xml/rh.xml b/xml/rh.xml new file mode 100644 index 0000000..50763fb --- /dev/null +++ b/xml/rh.xml @@ -0,0 +1,3032 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; +]> + + + + + + + Rules Handbook + Project Aon Staff + Project Aon Staff + +

The Project Aon Team is the group of fan-volunteers dedicated to publishing online the gamebooks by Joe Dever et al. They have co-authored this booklet in order to make the gamebooks more accessible and more enjoyable.

+
+ Project Aon + 200336 + +

Published by Project Aon.

+
+ Copyright © 2002-2003 The Project Aon Team. + +

Copyright © 2002-2003 Project Aon.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+
+ + +
+ + +
+ +
+ + Title Page + + + + + +
+ + Dedication + + + + + + +

To all those who created such a fantastic world.

+ +
+
+ +
+ + Acknowledgements + + + + + + +

We would like to thank all those who have worked to make this booklet the useful tool that it is.

+ +
+
Contributors
+
Jonathan Blake
Jeff Dougan
Joe Grocott-James
Simon Osborne
Thomas Wolmer
+
+ +
+
+ +
+ + Preface + + + + + +

In writing the Lone Wolf series, Joe Dever created a system of rules that is both simple and satisfying in its completeness. The rules seek to find a balance between being simple enough to learn in one sitting and being able to deal with situations encountered by the player in a reasonable, realistic and predictable way.

+

However, the rules for the Lone Wolf books are not perfect, nor are they perfectly understandable to the first time reader. Many new readers are intimidated by the rules' level of complexity, skip over them and try to forget they ever existed. Although the Lone Wolf books can be enjoyed without following the rules, the reader will find greater enjoyment if the rules are understood and applied. For readers who understand the basic rules, there are inconsistencies and situations not covered by the rules. These inconsistencies and omissions can be frustrating for the conscientious.

+

This Rule Handbook is intended to help both groups: new readers encountering the rules for the first time, and experienced readers encountering confusion about how to apply the rules in a particular situation. It is organized with the intention of helping you find the information you need when you need it.

+

This booklet is divided up into sections based on the different series of gamebooks written and edited by Joe Dever: the Lone Wolf Kai series (books 1&endash;5), the Lone Wolf Magnakai series (books 6&endash;12), the Lone Wolf Grand Master series (books 13&endash;20), the Lone Wolf New Order series (books 21&endash;28), the World of Lone Wolf series and the Freeway Warrior series. Each section goes through the rules sequentially as presented in the books.

+

A composite version of the rules for each series is written from beginning to end in its section. This composite appears without indentation. Where comment is necessary, it is inserted in indented text and italic typeface. For example:

+
+

You keep a record of your adventure on the Action Chart.

+
+

The Action Chart is a set of tables which contain all information about your character such as items carried, skills possessed, etc. The Action Chart can take many forms. You may use a specialized program like StatsKeeper to help you keep track of character statistics. You may use a spreadsheet document. You may print out the Action Chart that appears in the Internet Editions of the books and fill in the blanks. As you become familiar with the rules, you may want to create your own by hand on paper. The method you choose doesn't matter as long as you're comfortable with it.

+
+
+

Links are also provided to helpful information in the Topical Guide. For the first time reader, as you read through the rules, you can refer to this booklet to find explanations of the things you read in the order which you read them.

+

In areas where there is more than one reasonable way to interpret rules, we will present justifications for the most reasonable interpretations and let you decide for yourself. The Rules Handbook is not here to dictate the One True Way. Find what you are comfortable with and follow it.

+

The Topical Guide which follows the several rules composites is an alphabetical listing of topics in need of clarification.

+

We hope that you find this booklet helpful in better understanding the rules and finding greater enjoyment in Joe Dever's gamebooks. If this booklet doesn't answer all your questions, please contact us at &link.staff.email; with your question.

+

The Project Aon Team

+ +
+
+ +
+ + The [Kai] Game Rules + + + + + +
+

Theses rules do not come from any particular book. They are a generic set of rules designed to help new readers familiarize themselves with the rules&emdash;not walk the reader through a particular book. The details of the rules in each book will differ from what you find here.

+
+

You keep a record of your adventure on the Action Chart.

+

During your training as a Kai Lord you have developed fighting prowess&emdash;COMBAT SKILL and physical stamina&emdash;ENDURANCE. Before you set off on your 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 0 it counts as zero.

+
+

If you have already completed an adventure with your character, you should not pick his COMBAT SKILL and ENDURANCE again. You should use those scores already picked.

+
+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 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 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) 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 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points.)

+

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 go above the number with which you start your adventure.

+
+

You start each adventure with your maximum ENDURANCE point score. (see Lone Wolf Club Newsletter: Summer Special 1987)

+
+

If you have successfully completed any previous book of the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to this book. You may also carry over any Weapons and Special Items that you held at the end of the previous book and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+
+

You may also carry over any Backpack Items and Currency (e.g. Gold Crowns) that you possessed at the end of the last adventure. Some readers feel that you should not carry over Meals since they are perishable, but this is not even hinted at in the rules, so this is optional.

+
+

You may choose one bonus Kai Discipline to add to your Action Chart for every Lone Wolf adventure you have successfully completed; then read the section on equipment for this book carefully.

+
+

You may add one Discipline if you have completed a previous adventure successfully. In other words, you earn one new Discipline each time you complete an adventure successfully.

+
+ +
+ + Kai Disciplines + + + + + +

Over the centuries, the Kai monks have mastered the skills of the warrior. These skills are known as the Kai Disciplines, and they are taught to all Kai Lords. You are a Kai initiate which means that you have learnt only five of the skills listed below. The choice of which five skills these are, is for you to make. As all of the Disciplines will be of use to you at some point on your adventure, pick your five with care. The correct use of a Discipline at the right time can save your life.

+
+

If you have already completed one or more adventures, you will already have picked your five initial Disciplines. You may add more Disciplines to your initial five as described later. It is quite possible that a particular Discipline will be of no use to you at all in a particular book which means that you should pick your Disciplines with even greater care.

+
+ +

When you have chosen your five Disciplines, enter them in the Kai Discipline section of your Action Chart.

+
+ + Camouflage + + + +

This Discipline enables a Kai Lord to blend in with his surroundings. In the countryside, he can hide undetected among trees and rocks and pass close to an enemy without being seen. In a town or city, it enables him to look and sound like a native of that area, and can help him to find shelter or a safe hiding place.

+

If you choose this skill, write Camouflage on your Action Chart.

+
+
+ +
+ + Hunting + + + +

This skill ensures that a Kai Lord will never starve in the wild. He will always be able to hunt for food for himself except in areas of wasteland and desert. This skill is very useful for it also enables a Kai Lord to move with great speed and dexterity.

+

If you choose this skill, write Hunting: no need for a Meal when instructed to eat on your Action Chart.

+
+
+ +
+ + Sixth Sense + + + +

This skill may warn a Kai Lord of imminent danger. It may also reveal the true purpose of a stranger or strange object encountered in your adventure.

+

If you choose this skill, write Sixth Sense on your Action Chart.

+
+
+ +
+ + Tracking + + + +

This skill enables a Kai Lord to make the correct choice of a path in the wild, to discover the location of a person or object in a town or city and to read the secrets of footprints or tracks.

+

If you choose this skill, write Tracking on your Action Chart.

+
+
+ +
+ + Healing + + + +

This Discipline can be used to restore ENDURANCE points lost in combat. If you possess this skill you may restore 1 ENDURANCE point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your ENDURANCE has fallen below its original level.) Remember that your ENDURANCE cannot rise above its original level.

+

If you choose this skill write Healing. + 1 ENDURANCE point for each section without combat on your Action Chart.

+
+

(see the Healing entry in the Topical Guide)

+
+
+
+ +
+ + Weaponskill + + + +

Upon entering the Kai monastery, each initiate is taught to master one type of weapon. If Weaponskill is to be one of your Kai Disciplines, pick a number in the usual way from the Random Number Table on the last page of the book, and then find the corresponding Weapon from the list below. This is the Weapon in which you have skill. When you enter combat carrying this Weapon, you add 2 points to your COMBAT SKILL.

+ +

The fact that you are skilled with a Weapon does not mean you set out on the adventure carrying that particular Weapon. However, you will have opportunities to acquire Weapons in the course of your adventures. You cannot carry more than 2 Weapons.

+
+

Possessing Weaponskill doesn't necessarily mean that you start out with that Weapon, but you might.

+
+ +

You cannot carry more than 2 Weapons. If you choose this skill, write Weaponskill in &blankline; + 2 COMBAT SKILL points if this Weapon carried on your Action Chart.

+
+
+ +
+ + Mindshield + + + +

The Darklords and many of the evil creatures in their command have the ability to attack you using their Mindforce. The Kai Discipline of Mindshield prevents you from losing any ENDURANCE points when subjected to this form of attack.

+

If you choose this skill, write Mindshield: no points lost when attacked by Mindblast on your Action Chart.

+
+
+ +
+ + Mindblast + + + +

This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat Weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.

+

If you choose this skill, write Mindblast: + 2 COMBAT SKILL points on your Action Chart.

+
+
+ +
+ + Animal Kinship + + + +

This skill enables a Kai Lord to communicate with some animals and to be able to guess the intentions of others.

+

If you choose this skill, write Animal Kinship on your Action Chart.

+
+
+ +
+ + Mind Over Matter + + + +

Mastery of this Discipline enables a Kai Lord to move small objects with his powers of concentration.

+

If you choose this skill, write Mind Over Matter on your Action Chart.

+
+
+ +

If you successfully complete the mission as set in this book of Lone Wolf, you may add a further Kai Discipline of your choice to your Action Chart in the next book. This additional skill, together with your other skills and any Special Items that you have found, may then be used in the next adventure in the Lone Wolf series.

+
+
+ +
+ + [Kai] Equipment + + + + + +
+

The way in which you obtain your equipment before the adventure varies greatly from book to book. What follows is a fairly common scenario intended to give you a feel for what to expect, but it may be very different from a particular book you read. Please carefully read the Equipment section of the book you are playing to find out its particular details.

+
+

Before leaving on your journey, you are given 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. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may now enter this number in the Gold Crowns section of your Action Chart. (If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total of any Crowns you may already possess. Remember you can only carry a maximum of fifty Crowns.)

+

You may take your pick of the following items (in addition to those you already possess, but remember you may only carry two Weapons). You may take up to three of the following:

+
+

(see Topical Guide for details about a particular item)

+
+

List the three items you choose on your Action Chart, under the heading given in brackets, and make a note of any effect it may have on your ENDURANCE points or COMBAT SKILL.

+
+ + How to carry equipment + + + +

Now that you have your equipment, the following list shows you how it is carried. You don't need to make notes but you can refer back to this list in the course of your adventure.

+
+

(see Topical Guide for details about a particular item)

+
+
+
+ +
+ + How much can you carry? + + + +
+
Weapons
+

The maximum number of Weapons that you may carry is two.

+
Backpack Items
+

These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.

+
Special Items
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.

+
Gold Crowns
+

These are always carried in the Belt Pouch. It will hold a maximum of fifty crowns.

+
Food
+

Food is carried in your Backpack. Each Meal counts as one item.

+
+

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.

+
+
+ +
+ + How to use your equipment + + + +
+
Weapons
+

Weapons aid you in combat. If you have the Kai Discipline of Weaponskill and the correct Weapon, it adds 2 points to your COMBAT SKILL. If you enter a combat with no Weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a Weapon during the adventure, you may pick it up and use it. (Remember you can only carry two Weapons at once.)

+
Backpack Items
+

During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry eight items in your Backpack at once.) You may exchange or discard them at any point when you are not involved in combat.

+
Special Items
+
+

Each Special Item has a particular purpose or effect. You may be told this when the item is discovered, or it may be revealed to you as the adventure progresses. Special Items are not usually carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous Lone Wolf books, you may already possess Special Items.

+
+

(see the Safekeeping entry in the Topical Guide)

+
+
+
Gold Crowns
+

The local currency is the Crown, which is a small gold coin. Gold Crowns can be used on your adventure to pay for transport, food or even as a bribe! Many of the creatures that you will encounter possess Gold Crowns, or have them hidden in their lairs. Whenever you kill a creature, you may take any Gold Crowns that it has and put them in your Belt Pouch.

+
Food
+

You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Kai Discipline of Hunting as one of your five skills, you will not need to tick off a Meal when instructed to eat unless you are in an area of wasteland or desert.

+
Healing Potion
+

This can restore 4 ENDURANCE points to your total when swallowed after combat. There is only enough for one dose. If you discover any other potions during the adventure, you will be told then of their effect. All Healing Potions are Backpack Items.

+
+
+
+ +
+
+ +
+ + [Kai] Rules for Combat + + + + + +

There will be occasions on your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+
    +
  1. Add any extra points gained through your Kai Disciplines to your current COMBAT SKILL total.

  2. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    +

    Example

    +

    Lone Wolf (COMBAT SKILL 15) is ambushed by a Winged Devil (COMBAT SKILL 20). He is not given the opportunity to evade combat, but must stand and fight as the creature swoops down on him. Lone Wolf has the Kai Discipline of Mindblast, so he adds 2 points to his COMBAT SKILL, giving a total COMBAT SKILL of 17.

    +

    He subtracts the Winged Devil's COMBAT SKILL from his own, giving a Combat Ratio of -3 (17 - 20 = -3). -3 is noted on the Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    +

    Example

    +

    The Combat Ratio between Lone Wolf and Winged Devil has been established as -3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    + +
  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. +
  13. Repeat the sequence from Stage 3.

  14. +
+

This process of combat continues until the 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.

+
+

It is not necessarily true that Lone Wolf will lose any ENDURANCE in combat. He may go unscathed.

+
+ +

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

+ +
+ Evasion of Combat + + +

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

+
+
+
+
+ +
+
+ +
+ + The [Magnakai] Game Rules + + + + + +
+

Theses rules do not come from any particular book. They are a generic set of rules designed to help new readers familiarize themselves with the rules&emdash;not walk the reader through a particular book. The details of the rules in each book will differ from what you find here.

+
+

You keep a record of your adventure on the Action Chart.

+

During your training as a Kai Master you have developed fighting prowess&emdash;COMBAT SKILL and physical stamina&emdash;ENDURANCE. Before you set off on your 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 0 it counts as zero.

+
+

If you have already completed an adventure with your character, you should not pick his COMBAT SKILL and ENDURANCE again. You should use those scores already picked.

+
+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 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 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) 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 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 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 started with.

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to this book. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+
+

You may also carry over any Backpack Items and Gold Crowns that you possessed at the end of the last adventure. Some readers feel that you should not carry over Meals since they are perishable, but this is not hinted at in the rules so this is optional.

+
+

You many choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (Books 6&endash;12).

+
+

You may add one Magnakai Discipline if you have completed a previous Magnakai adventure successfully. In other words, you earn one new Magnakai Discipline each time you complete a Magnakai adventure successfully.

+
+ +
+ + Magnakai Disciplines + + + + + +

During your training as a Kai Lord, and in the course of the adventures that led to the discovery of The Book of the Magnakai, you have mastered all ten of the basic warrior skills known as the Kai Disciplines.

+
+

If you have completed the first five books of the Lone Wolf series, you can continue to use the Kai Disciplines acquired in those books. (see the following Lone Wolf Club Newsletters: Summer Special 1987, No. 10 and No. 28) If you have not completed all of the first five books, use your personal judgement whether or not you should benefit from Kai Disciplines which you didn't choose in the books you did complete. If you have completed all five books of the Kai series, remember that you now possess all ten Kai Disciplines including the last one that you hadn't chosen previously. If that left over Discipline was Weaponskill, remember to chose a Weapon with which you are skilled as detailed in the Kai series books.

+

Some Kai Disciplines have measureable bonuses that are useful to you in the Magnakai series. Other Kai Disciplines have less tangible effects and are assumed by the book (e.g. the Kai Discipline of Camouflage doesn't have a measureable bonus and the books assume you have this skill). The Kai Disciplines that are useful in the Magnakai series are:

+
    +
  • Hunting&emdash;may be used to automatically find food in fertile areas, but still doesn't function in areas of wasteland or desert.
  • +
  • Healing&emdash;may be used to heal 1 ENDURANCE point while not in combat.
  • +
  • Weaponskill&emdash;adds 2 points to your COMBAT SKILL if using the Weapon with which you are skilled.
  • +
  • Mindblast&emdash;adds 2 COMBAT SKILL points to your total when used against an opponent who isn't immune.
  • +
+

These bonuses are replaced by their Magnakai Discipline equivalent (e.g. acquiring Weaponmastery in your Weaponskill Weapon gives you a +3 COMBAT SKILL bonus&emdash;not +5).

+
+

After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.

+
+

If you have already completed one or more Magnakai adventures, you will already have picked your three initial Disciplines. You may add more Disciplines to your initial three as described later. It is quite possible that a particular Discipline will be of no use to you at all in a particular book which means that you should pick your Disciplines with even greater care.

+
+

The Magnakai skills are divided into groups, each of which is governed by a separate school of training. These groups are called Lore-circles. By mastering all of the Magnakai Disciplines in a particular Lore-circle, you can gain an increase in your COMBAT SKILL and ENDURANCE points score. (See the section Lore-circles of the Magnakai for details of these bonuses.)

+

When you have chosen your three Magnakai Disciplines, enter them in the Magnakai Disciplines section of your Action Chart.

+ +
+ Weaponmastery + +

This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of Weapon. When you enter combat with a Weapon you have mastered, you add 3 points to your COMBAT SKILL. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three of the Weapons in the list below.

+ +
+

When using a Bow, you are typically asked to choose a number from the Random Number Table to determine the success of your shot. If you choose Weaponmastery with the Bow, you may add 3 to the number chosen.

+
+

The fact that you are skilled with three Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional Weapon to your list.

+
+

Possessing Weaponmastery doesn't necessarily mean that you start out with that Weapon, but you might.

+
+

If you choose this skill, write Weaponmastery: + 3 COMBAT SKILL points on your Action Chart, and tick your chosen Weapons on the Weapons list. You cannot carry more than two Weapons.

+
+

Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training) These improvements and those for subsequent Magnakai Disciplines are listed here for your convenience.

+
+
Tutelary (5 Disciplines)
+

Tutelaries are able to use defensive combat skills to great effect when fighting unarmed. When entering combat without a Weapon, Tutelaries lose only 2 points from your COMBAT SKILL, instead of the usual 4 points.

+
Mentora (7 Disciplines)
+

Mentoras skilled in Weaponmastery are more accurate when using all missile Weapons, whether fired (e.g., a Bow) or thrown (e.g., a Dagger). When using a Bow or thrown Weapon and instructed to pick a number from the Random Number Table, add 2 to the number picked if you are a Mentora with the Magnakai Discipline of Weaponmastery.

+
Scion-kai (8 Disciplines)
+

When entering combat with a Weapon they have mastered, Scion-kai may add 4 points (instead of the usual 3 points) to their COMBAT SKILL. Also, when in combat without a Weapon, they only lose 1 point from their COMBAT SKILL.

+
+
+
+
+ +
+ Animal Control + +

This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.

+

If you choose this skill, write Animal Control on your Action Chart.

+
+

Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training)

+
+
Primate (4 Disciplines)
+

Primates with this Magnakai Discipline are able to repel an animal that is intent on harming them by blocking its sense of taste and smell. The level of success is dependent on the size and ferocity of the animal.

+
Principalin (6 Disciplines)
+

Principalins with this skill are able to call on a woodland animal (if nearby) to aid them, either in combat, or to act as a messenger or guide. The number of animals that can be summoned increases as a Kai Master rises in rank.

+
Archmaster (9 Disciplines)
+

Archmasters with this skill are able to command most animals to do their bidding, although effectiveness is diminished when attempting to control a hostile creature.

+
+
+
+
+ +
+ Curing + +

The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness and any combat wounds sustained by others, as well as himself. Using the knowledge mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered during the adventure.

+

If you choose this skill, write Curing: + 1 ENDURANCE point for each section without combat on your Action Chart.

+
+

(see the Healing entry in the Topical Guide)

+

Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training)

+
+
Primate (4 Disciplines)
+

Primates with this skill have the ability to delay the effects of poisons, including venoms, that they may come into contact with. Although a Kai Primate with this skill is not be able to neutralize a poison he is able to slow its effect, giving him more time to find an antidote or cure.

+
Mentora (7 Disciplines)
+

Mentoras with this skill are able to neutralize the effects of any poisons, venoms or toxins with which they come into contact.

+
Archmaster (9 Disciplines)
+

Archmasters are able to use their healing power to repair serious wounds sustained in combat. If, whilst in combat, their ENDURANCE is reduced to 6 points or less, they can use their skill to restore 20 ENDURANCE points. This ability can only be used once every 100 days.

+
+
+
+
+ +
+ Invisibility + +

This Magnakai skill allows a Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent, and to adopt the dialect and mannerisms of any town or city that he visits.

+

If you choose this skill, write Invisibility on your Action Chart.

+
+

Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training)

+
+
Tutelary (5 Disciplines)
+

Tutelaries are able to increase the effectiveness of their skill when hiding from an enemy by drawing the enemy's attention to a place other than that in which they are hiding. The effectiveness of this ability increases as a Kai Master rises in rank.

+
Principalin (6 Disciplines)
+

Principalins are able to mask any sounds made by their movements while using this skill.

+
Scion-kai (8 Disciplines)
+

Scion-kai are able to alter their physical appearance at will in order to deceive an enemy. The duration and effectiveness of this deception increases as a Kai Master rises in rank.

+
+
+
+
+ +
+ Huntmastery + +

This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food, even in areas of wasteland and desert. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any extra loss of COMBAT SKILL points due to a surprise attack or ambush.

+

If you choose this skill, write Huntmastery on your Action Chart.

+
+

Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training)

+
+
Primate (4 Disciplines)
+

Primates with this skill have a greatly increased agility and be able to climb without the use of climbing aids, such as ropes, etc.

+
Principalin (6 Disciplines)
+

Principalins with this Magnakai Discipline are able to intensify their eyesight at will, giving them telescopic vision.

+
Archmaster (9 Disciplines)
+

Archmasters who possess this ability benefit from greatly increased senses of hearing, smell, and night vision. These senses become even more acute upon attaining the rank of Kai Grand Master.

+
+
+
+
+ +
+ Pathsmanship + +

In addition to the basic skill of being able to recognize the correct path in unknown territory, the Magnakai skill of Pathsmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed), and detect the presence of most traps. It also grants him the gift of always knowing intuitively the position of north.

+

If you choose this skill, write Pathsmanship on your Action Chart.

+
+

Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training)

+
+
Tutelary (5 Disciplines)
+

Tutelaries with this skill can detect an enemy ambush within 500 yards of their position unless their ENDURANCE score is low due to wounds sustained or lack of food.

+
Mentora (7 Disciplines)
+

Mentoras who possess this Magnakai Discipline are able to cross any kind of terrain on foot without leaving any tracks, even if the ground is covered in snow.

+
Scion-kai (8 Disciplines)
+

Scion-kai with this ability are able to converse with any sentient creature. They are also able to make themselves invisible when subjected to any psychic or magical spells of detection.

+
+
+
+
+ +
+ Psi-surge + +

This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat Weapons and adds 4 extra points to your COMBAT SKILL.

+

It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

+

If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but -2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

+
+

Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training)

+
+
Primate (4 Disciplines)
+

Primates with the Magnakai Discipline of Psi-surge will, by concentrating their psychic powers upon an object, be able to set up vibrations that may lead to the disruption or destruction of the object.

+
Principalin (6 Disciplines)
+

Principalins using this skill in combat are able to confuse an enemy by planting seeds of doubt in its mind. The effectiveness of this ability increases as a Kai Master rises in rank.

+
Archmaster (9 Disciplines)
+

When using their psychic ability to attack an enemy, Archmasters may add 6 points to their COMBAT SKILL instead of the usual 4 points. For every round in which Psi-surge is used, Archmasters need only deduct 1 ENDURANCE point. When using the weaker psychic attack&emdash;Mindblast&emdash;they may add 3 points without loss of ENDURANCE points. Archmasters cannot use Psi-surge if their ENDURANCE score falls to 4 points or below.

+
+
+
+
+ +
+ Psi-screen + +

Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen prevents you from losing any ENDURANCE points when subjected to this form of attack and greatly increases your defence against supernatural illusions and hypnosis.

+

If you choose this skill, write Psi-screen: no points lost when attacked by Mindforce on your Action Chart.

+
+

Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training)

+
+
Tutelary (5 Disciplines)
+

Tutelaries with this skill develop mental defence against magical charms and hostile telepathy. These defences increase in strength as a Kai Master rises in rank.

+
Mentora (7 Disciplines)
+

Mentoras with this ability can protect themselves from evil spirits and other non-corporeal beings that attack with psychic energy. The effectiveness of this ability increases as a Kai Master rises in rank.

+
Scion-kai (8 Disciplines)
+

When engaging in psychic combat Scion-kai are able to absorb and control some of the energies directed at them. By deflecting or inducing the hostile energy they can either reduce the damage they sustain, or increase the power of their own psychic attacks.

+
+
+
+
+ +
+ Nexus + +

Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold without losing ENDURANCE points and to move items by your powers of concentration alone.

+

If you choose this skill, write Nexus on your Action Chart.

+
+

Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training)

+
+
Primate (4 Disciplines)
+

Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.

+
Principalin (6 Disciplines)
+

Principalins with this ability can extinguish fires by force of will alone. The size of the fire, and the number that can be extinguished using Nexus increases as a Kai Master rises in rank.

+
Archmaster (9 Disciplines)
+

Archmasters with the skill of Nexus are able to withstand extremes of heat and cold, and possess limited immunity to harmful elements, such as flames, toxic gases, and corrosive liquids. The duration of this immunity increases greatly upon attaining Grand Mastership.

+
+
+
+
+ +
+ Divination + +

This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.

+

If you choose this skill, write Divination on your Action Chart.

+
+

Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training)

+
+
Tutelary (5 Disciplines)
+

Tutelaries who possess this Magnakai Discipline are able to recognize objects or creatures with magical skills or abilities. However, this improved Discipline can be negated if the creature or object is shielded from detection.

+
Mentora (7 Disciplines)
+

Mentoras who possess this skill are able to detect psychic residues lingering in a place where a dramatic event, such as a battle, a murder, a ritual sacrifice or a ritual ceremony, has taken place. By meditating at the scene of the incident, a Kai Mentora is able to visualize the event, even though it may have occurred in the distant past.

+
Scion-kai (8 Disciplines)
+

Scion-kai are able to leave their body in a state of suspended animation and, in spirit form, explore their immediate surroundings unhindered by physical limitations. This ability is called spirit walking. The length of time a Kai Master can spirit walk increases as he rises in rank. When the spirit is separated from the body in this fashion, the body remains inanimate and vulnerable to attack. If a Kai Master's body is killed whilst he is spirit walking, his spiritual self will also cease to exist, and vice versa.

+
+
+
+
+ +

If you successfully complete the mission as set in this book of the Lone Wolf series, you may add a further Magnakai Discipline of your choice to your Action Chart in the next book. This additional skill, together with your other Magnakai skills and any Special Items that you have found and been able to keep during your adventures may then be used in the next adventure in the Lone Wolf Magnakai series.

+ +
+
+ +
+ + [Magnakai] Equipment + + + + + +
+

The way in which you obtain your equipment before the adventure varies greatly from book to book. What follows is a fairly common scenario intended to give you a feel for what to expect, but it may be very different from a particular book you read. Please carefully read the Equipment section of the book you are playing to find out its particular details.

+
+

Before leaving on your journey, you are given 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. Add 10 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 previous Lone Wolf adventures, you may add this sum to the total sum of Crowns you already possess. You can carry a maximum of only fifty Crowns, but additional Crowns can be left in safekeeping at your Kai monastery.

+

You are offered a choice of equipment to aid you on your perilous mission. You can take three items from the list below, again adding to these, if necessary, any you may already possess. However, remember that you can carry a maximum of two Weapons and eight Backpack Items.

+
+

(see the Topical Guide for details about a particular item)

+
+

List the three items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.

+ +
+ How to Carry Equipment + + +

Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.

+
+

(see the Topical Guide for details about a particular item)

+
+
+
+ +
+ How Much Can You Carry? + + +
+
Weapons
+

The maximum number of Weapons that you may carry is two.

+
Backpack Items
+

These must be stored in your Backpack. Because space is limited, you may keep a maximum of only eight articles, including Meals, in your Backpack at any one time.

+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.

+

The maximum number of Special Items that can be carried on any adventure is twelve. Surplus Special Items may be left for safekeeping at your Kai monastery.

+
+
Gold Crowns
+

These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.

+
Food
+

Food is carried in your Backpack. Each Meal counts as one item.

+
+

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given initial capitals (e.g. Gold Dagger, Magic Pendant) in the text. Unless you are told it is a Special Item, carry it in your Backpack.

+
+
+ +
+ How to Use Your Equipment + + +
+
Weapons
+

Weapons aid you in combat. If you have the Magnakai Discipline of Weaponmastery and a correct Weapon, it adds 3 points to your COMBAT SKILL. If you enter a combat with no Weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a Weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two Weapons at once.)

+
Bow 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, like a Sword or Mace.

+

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 Magnakai Discipline of Weaponmastery with a Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow. If you enter combat armed only with a Bow, you must deduct 4 points from your COMBAT SKILL and fight with your bare hands.

+
+
Backpack Items
+

During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry a maximum of eight items in your Backpack at anytime.) You may exchange or discard them at any point when you are not involved in combat.

+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous Lone Wolf books, you may already possess Special Items.

+

The maximum number of Special Items that a Kai Master can carry during an adventure is twelve. Surplus Special Items may be left in safekeeping at your Kai monastery.

+
+
Gold Crowns
+

The currency of Anari is the Lune, but Gold Crowns are readily accepted at an exchange rate of four Lune for every 1 Gold Crown.

+
Food
+
+

You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Magnakai Discipline of Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

+
+

Hunting may also be useful as noted in Magnakai Disciplines.

+
+
+
Potion of Laumspur
+

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

+
+
+
+ +
+
+ +
+ + [Magnakai] Rules for Combat + + + + + +

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+

The sequence for combat is as follows:

+
    +
  1. Add any extra points gained through your Magnakai Disciplines and Special Items to your current COMBAT SKILL total.

  2. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    +

    Example

    +

    Lone Wolf (COMBAT SKILL 15) is attacked by a Nightstalker (COMBAT SKILL 22). He is not given the opportunity to evade combat but must stand and fight as the creature leaps on him. Lone Wolf has the Magnakai Discipline of Psi-surge to which the Nightstalker is not immune, so Lone Wolf adds 4 points to his COMBAT SKILL, giving a total COMBAT SKILL of 19.

    +

    He subtracts the Nightstalker's COMBAT SKILL from his own, giving a Combat Ratio of -3. (19 - 22 = -3). -3 is noted on the Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    Turn to the Combat Results Table on the inside back cover of the book. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    +

    Example

    +

    The Combat Ratio between Lone Wolf and the Nightstalker has been established as -3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    +
      +
    • Lone Wolf loses 3 ENDURANCE points (plus an additional 2 points for using Psi-surge)
    • +
    • Nightstalker loses 6 ENDURANCE points
    • +
    +
  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. +
  13. Repeat the sequence from Stage 3.

  14. +
+

This process of combat continues until the 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.

+
+

It is not necessarily true that Lone Wolf will lose any ENDURANCE in combat. He may go unscathed.

+
+

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

+ +
+ Evasion of Combat + + +

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

+
+
+
+
+ +
+ + Levels of Magnakai Training + + + + + +

The following table is a guide to the rank and titles that are achieved by Kai Masters at each stage of their training. As you successfully complete each adventure in the Lone Wolf Magnakai series, you will gain an additional Magnakai Discipline and progress towards the ultimate distinction of a Kai Warrior&emdash;Kai Grand Mastership.

+
    +
  1. Kai Master
  2. +
  3. Kai Master Senior
  4. +
  5. Kai Master Superior&emdash;You begin the Lone Wolf Magnakai adventures with this level of training.
  6. +
  7. Primate
  8. +
  9. Tutelary
  10. +
  11. Principalin
  12. +
  13. Mentora
  14. +
  15. Scion-kai
  16. +
  17. Archmaster
  18. +
  19. Kai Grand Master
  20. +
+
+
+ +
+ + Lore-circles of the Magnakai + + + + + +

In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai. These skills were divided into four schools of training called Lore-circles. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (COMBAT SKILL), and their physical and mental stamina (ENDURANCE) to a level far higher than any mortal warrior could otherwise attain.

+

Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them.

+
+
Circle of Fire
+
Weaponmastery &ersand; Huntmastery
+
Circle of Light
+
Animal Control &ersand; Curing
+
Circle of Solaris
+
Invisibility, Huntmastery &ersand; Pathsmanship
+
Circle of the Spirit
+
Psi-surge, Psi-screen, Nexus &ersand; Divination
+
+

By completing a Lore-circle, you may add to your COMBAT SKILL and ENDURANCE the extra bonus points that are shown below.

+ +
+ Lore-circle bonuses + + +
+
Circle of Fire
+
+1 CS +2 EP
+
Circle of Light
+
0 CS +3 EP
+
Circle of Solaris
+
+1 CS +3 EP
+
Circle of the Spirit
+
+3 CS +3 EP
+
+

All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

+
+
+ +
+
+ +
+ + Improved [Magnakai] Disciplines + + + + + +

As you rise through the higher levels of Magnakai training you will find that some of your skills will steadily improve. If you have reached the rank of Primate (four skills), Tutelary (five skills), Principalin (six skills), Mentora (seven skills), Scion-kai (eight skills), or Archmaster (nine skills), you will now benefit from improvements to the following Magnakai Disciplines:

+ +
+ Primate + + +
+
Animal Control
+

Primates with this Magnakai Discipline are able to repel an animal that is intent on harming them by blocking its sense of taste and smell. The level of success is dependent on the size and ferocity of the animal.

+
Curing
+

Primates with this skill have the ability to delay the effects of poisons, including venoms, that they may come into contact with. Although a Kai Primate with this skill is not be able to neutralize a poison he is able to slow its effect, giving him more time to find an antidote or cure.

+
Huntmastery
+

Primates with this skill have a greatly increased agility and be able to climb without the use of climbing aids, such as ropes, etc.

+
Psi-surge
+

Primates with the Magnakai Discipline of Psi-surge will, by concentrating their psychic powers upon an object, be able to set up vibrations that may lead to the disruption or destruction of the object.

+
Nexus
+

Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.

+
+
+
+ +
+ Tutelary + + +
+
Weaponmastery
+

Tutelaries are able to use defensive combat skills to great effect when fighting unarmed. When entering combat without a Weapon, Tutelaries lose only 2 points from your COMBAT SKILL, instead of the usual 4 points.

+
Invisibility
+

Tutelaries are able to increase the effectiveness of their skill when hiding from an enemy by drawing the enemy's attention to a place other than that in which they are hiding. The effectiveness of this ability increases as a Kai Master rises in rank.

+
Pathsmanship
+

Tutelaries with this skill can detect an enemy ambush within 500 yards of their position unless their ENDURANCE score is low due to wounds sustained or lack of food.

+
Psi-screen
+

Tutelaries with this skill develop mental defence against magical charms and hostile telepathy. These defences increase in strength as a Kai Master rises in rank.

+
Divination
+

Tutelaries who possess this Magnakai Discipline are able to recognize objects or creatures with magical skills or abilities. However, this improved Discipline can be negated if the creature or object is shielded from detection.

+
+
+
+ +
+ Principalin + + +
+
Animal Control
+

Principalins with this skill are able to call on a woodland animal (if nearby) to aid them, either in combat, or to act as a messenger or guide. The number of animals that can be summoned increases as a Kai Master rises in rank.

+
Invisibility
+

Principalins are able to mask any sounds made by their movements while using this skill.

+
Huntmastery
+

Principalins with this Magnakai Discipline are able to intensify their eyesight at will, giving them telescopic vision.

+
Psi-surge
+

Principalins using this skill in combat are able to confuse an enemy by planting seeds of doubt in its mind. The effectiveness of this ability increases as a Kai Master rises in rank.

+
Nexus
+

Principalins with this ability can extinguish fires by force of will alone. The size of the fire, and the number that can be extinguished using Nexus increases as a Kai Master rises in rank.

+
+
+
+ +
+ Mentora + + +
+
Weaponmastery
+

Mentoras skilled in Weaponmastery are more accurate when using all missile Weapons, whether fired (e.g., a Bow) or thrown (e.g., a Dagger). When using a Bow or thrown Weapon and instructed to pick a number from the Random Number Table, add 2 to the number picked if you are a Mentora with the Magnakai Discipline of Weaponmastery.

+
Curing
+

Mentoras with this skill are able to neutralize the effects of any poisons, venoms or toxins with which they come into contact.

+
Pathsmanship
+

Mentoras who possess this Magnakai Discipline are able to cross any kind of terrain on foot without leaving any tracks, even if the ground is covered in snow.

+
Psi-screen
+

Mentoras with this ability can protect themselves from evil spirits and other non-corporeal beings that attack with psychic energy. The effectiveness of this ability increases as a Kai Master rises in rank.

+
Divination
+

Mentoras who possess this skill are able to detect psychic residues lingering in a place where a dramatic event, such as a battle, a murder, a ritual sacrifice or a ritual ceremony, has taken place. By meditating at the scene of the incident, a Kai Mentora is able to visualize the event, even though it may have occurred in the distant past.

+
+
+
+ +
+ Scion-kai + + +
+
Weaponmastery
+

When entering combat with a Weapon they have mastered, Scion-kai may add 4 points (instead of the usual 3 points) to their COMBAT SKILL. Also, when in combat without a Weapon, they only lose 1 point from their COMBAT SKILL.

+
Invisibility
+

Scion-kai are able to alter their physical appearance at will in order to deceive an enemy. The duration and effectiveness of this deception increases as a Kai Master rises in rank.

+
Pathsmanship
+

Scion-kai with this ability are able to converse with any sentient creature. They are also able to make themselves invisible when subjected to any psychic or magical spells of detection.

+
Psi-screen
+

When engaging in psychic combat Scion-kai are able to absorb and control some of the energies directed at them. By deflecting or inducing the hostile energy they can either reduce the damage they sustain, or increase the power of their own psychic attacks.

+
Divination
+

Scion-kai are able to leave their body in a state of suspended animation and, in spirit form, explore their immediate surroundings unhindered by physical limitations. This ability is called spirit walking. The length of time a Kai Master can spirit walk increases as he rises in rank. When the spirit is separated from the body in this fashion, the body remains inanimate and vulnerable to attack. If a Kai Master's body is killed whilst he is spirit walking, his spiritual self will also cease to exist, and vice versa.

+
+
+
+ +
+ Archmaster + + +
+
Animal Control
+

Archmasters with this skill are able to command most animals to do their bidding, although effectiveness is diminished when attempting to control a hostile creature.

+
Curing
+

Archmasters are able to use their healing power to repair serious wounds sustained in combat. If, whilst in combat, their ENDURANCE is reduced to 6 points or less, they can use their skill to restore 20 ENDURANCE points. This ability can only be used once every 100 days.

+
Huntmastery
+

Archmasters who possess this ability benefit from greatly increased senses of hearing, smell, and night vision. These senses become even more acute upon attaining the rank of Kai Grand Master.

+
Psi-surge
+

When using their psychic ability to attack an enemy, Archmasters may add 6 points to their COMBAT SKILL instead of the usual 4 points. For every round in which Psi-surge is used, Archmasters need only deduct 1 ENDURANCE point. When using the weaker psychic attack&emdash;Mindblast&emdash;they may add 3 points without loss of ENDURANCE points. Archmasters cannot use Psi-surge if their ENDURANCE score falls to 4 points or below.

+
Nexus
+

Archmasters with the skill of Nexus are able to withstand extremes of heat and cold, and possess limited immunity to harmful elements, such as flames, toxic gases, and corrosive liquids. The duration of this immunity increases greatly upon attaining Grand Mastership.

+
+
+
+ +
+
+ +
+
+ +
+ + The [Grand Master] Game Rules + + + + + +
+

Theses rules do not come from any particular book. They are a generic set of rules designed to help new readers familiarize themselves with the rules&emdash;not walk the reader through a particular book. The details of the rules in each book will differ from what you find here.

+
+

You keep a record of your adventure on the Action Chart.

+

During your training as a Kai Master you have developed fighting prowess&emdash;COMBAT SKILL and physical stamina&emdash;ENDURANCE. Before you set off on your 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 0 it counts as zero.

+
+

If you have already completed an adventure with your character, you should not pick his COMBAT SKILL and ENDURANCE again. You should use those scores already picked.

+
+

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 started with.

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to this book. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).

+
+

You may also carry over any Backpack Items and Gold Crowns that you possessed at the end of the last adventure. Some readers feel that you should not carry over Meals since they are perishable, but this is not hinted at in the rules so this is optional.

+
+

However, only the following Special Items may be carried over to the Lone Wolf Grand Master series (Book 13 onwards):

+
    +
  • Crystal Star Pendant
  • +
  • Sommerswerd
  • +
  • Silver Helm
  • +
  • Dagger of Vashna
  • +
  • Silver Bracers
  • +
  • Jewelled Mace
  • +
  • Silver Bow of Duadon
  • +
  • Helshezag
  • +
  • Kagonite Chainmail
  • +
  • Korlinium Scabbard
  • +
+
+

Late in the Grand Master series, this list undergoes some alterations to reflect events of the stories. If you begin the Grand Master series with Book 13, use this list throughout. If you begin later in the Grand Master series, then use the list as published in the appropriate book.

+
+

You many choose one bonus Grand Master Discipline to add to your Action Chart for every Lone Wolf Grand Master adventure you successfully complete (Books 13&endash;20).

+
+

You may add one Grand Master Discipline if you have completed a previous Grand Master adventure successfully. In other words, you earn one new Grand Master Discipline each time you complete a Grand Master adventure successfully.

+
+ +
+ + Grand Master Disciplines + + + + + +
+ + Kai and Magnakai Disciplines + + + +

During your distinguished rise to the rank of Kai Grand Master you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines have provided you with a formidable arsenal of natural abilities which have served you well in the fight against the agents and champions of Naar, King of the Darkness. A brief summary of your skills is given below.

+ +
+
Weaponmastery
+
Proficiency with all close combat and missile weapons. Master of unarmed combat; no COMBAT SKILL loss when fighting bare-handed.
+
Animal Control
+
Communication with most animals; limited control over hostile creatures. Can use woodland animals as guides and can block a non-sentient creature's sense of taste and smell.
+
Curing
+
Steady restoration of lost ENDURANCE points (to self and others) as a result of combat wounds. 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
+
Effective hunting of food in the wild; increased agility; intensified vision, hearing, smell and night vision.
+
Pathsmanship
+
Read languages, decipher symbols, read footprints and tracks. Intuitive knowledge of compass points; detection of enemy ambush up to 500 yards; ability to cross terrain without leaving tracks; converse with sentient creatures; mask self from psychic spells of detection.
+
Psi-surge
+
Attack enemies using the powers of the mind; set up disruptive vibrations in objects; confuse enemies.
+
Psi-screen
+
Defence against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. Ability to divert and re-channel hostile psychic energy.
+
Nexus
+
Move small items by projection of mind power; withstand extremes of temperature; extinguish fire by force of will; limited immunity to flames, toxic gases, corrosive liquids.
+
Divination
+
Sense imminent danger; detect invisible or hidden enemy; telepathic communication; recognize magic-using and/or magical creatures; detect psychic residues; limited ability to leave body and spirit-walk.
+
+
+
+ +
+

If you have completed the first twelve books of the Lone Wolf series, you can continue to use the Magnakai Disciplines acquired in those books. (see the following Lone Wolf Club Newsletters: Summer Special 1987, No. 10 and No. 28) If you have not completed all of the first twelve books, use your personal judgement whether or not you should benefit from Magnakai Disciplines that you didn't choose in the books you did complete. If you have completed all twelve books of the Kai series, remember that you now possess all ten Magnakai Disciplines, including the last one that you hadn't chosen previously. Be certain to adjust your Action Chart to reflect the bonuses of the last Lore-Circle.

+

At times, the text will explicitly give you the option of using a Magnakai Discipline. At other times, some Magnakai Disciplines may have measureable bonuses that are useful to you in the Grand Master series but which are not explicitly prompted by the text. Other Magnakai Disciplines have less tangible effects and are assumed by the book (e.g. the Magnakai Discipline of Invisibility doesn't have a measureable bonus and the books assume you have this skill). The Magnakai Disciplines that can provide "tangible" bonuses in the Grand Master series are:

+
    +
  • Huntmastery&emdash;may be used to automatically find food (unless the text explicitly notes otherwise)
  • +
  • Curing&emdash;may be used to heal 1 ENDURANCE point (per numbered section of the book) while not in combat.
  • +
  • Weaponmastery&emdash;adds 3 points to your COMBAT SKILL (4 if you reached the Magnakai rank of Scion-Kai) if using the Weapon with which you are skilled.
  • +
  • Psi-surge&emdash;adds 4 COMBAT SKILL points to your total when used against an opponent who isn't immune, at the cost of 2 ENDURANCE points per round of combat. Mindblast can still be used to add two points to your COMBAT SKILL without loss of endurance points. (If you reached the Magnakai rank of Archmaster, Psi-surge will add 6 points to COMBAT SKILL at the cost of 1 ENDURANCE point per round of combat and Mindblast will add 3 COMBAT SKILL points at no ENDURANCE penalty.)
  • +
+

These bonuses are replaced by their Grand Master Discipline equivalent (e.g. acquiring Grand Weaponmastery in a Weapon with which you have Weaponmastery gives you a +5 COMBAT SKILL bonus&emdash;not +8).

+
+

Now, through the pursuit of your new skills and the further development of your innate Kai abilities, you have set out upon a path of discovery that no other Kai Grand Master has ever attempted with success. Your determination to become the first Kai Supreme Master, by acquiring total proficiency in all twelve of the Grand Master Disciplines, is an awe-inspiring challenge. You will be venturing into the unknown, pushing back the boundaries of human limitation in the pursuit of greatness and the cause of Good. May the blessings of the gods Kai and Ishir go with you as you begin your brave and noble quest.

+

In the years following the demise of the Darklords you have reached the rank of Kai Grand Defender, which means that you have mastered four of the Grand Master Disciplines listed below. It is up to you to choose which four Disciplines these are. As all of the Grand Master Disciplines will be of use to you at some point during your adventure, pick your four skills with care. The correct use of a Grand Master Discipline at the right time could save your life.

+

When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.

+
+

If you have already completed one or more Grand Master adventures, you will already have picked your four initial Disciplines. You may add more Disciplines to your initial four as described later. It is quite possible that a particular Discipline will be of no use to you at all in a particular book which means that you should pick your Disciplines with even greater care.

+
+ +
+ Grand Weaponmastery + +

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed overleaf.

+ + + Brian Williams + + + + +
    +
  • Spear
  • +
  • Dagger
  • +
  • Mace
  • +
  • Short Sword
  • +
  • Warhammer
  • +
  • Bow
  • +
  • Quarterstaff
  • +
  • Broadsword
  • +
  • Axe
  • +
  • Sword
  • +
+
+
+ +
+

When using a Bow, you are typically asked to choose a number from the Random Number Table to determine the success of your shot. If you choose Grand Weaponmastery with the Bow, you may add 3 to the number chosen.

+
+

The fact that you are skilled with two Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Grand Master series, you may add an additional Weapon to your list.

+
+

Possessing Grand Weaponmastery doesn't necessarily mean that you start out with that Weapon, but you might.

+
+ +
+

Improvements: (see Improved Grand Master Disciplines and Levels of Grand Mastership) These improvements and those for subsequent Grand Master Disciplines are listed here for your convenience.

+
+
Sun Knight (6 Disciplines)
+

Sun Knights with this discipline are able to wield two-handed weapons (e.g. Broadsword, Quarterstaff, Spear, etc.) with full effect, using only one hand.

+
Sun Lord (7 Disciplines)
+

Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a quarterstaff.

+
Grand Crown (10 Disciplines)
+

Kai Grand Crowns with this discipline are consummate masters of unarmed combat. When fighting bare-handed i.e., without any weapons, they may add 3 points to their COMBAT SKILL.

+
+
+
+
+ +
+ Animal Mastery + +

Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.

+
+

Improvements: (see Improved Grand Master Disciplines and Levels of Grand Mastership)

+
+
Kai Grand Guardian (5 Disciplines)
+

Kai Grand Guardians with this discipline are able to summon a limited number of forest animals to their location. The creatures so summoned will become loyal and willing allies, willing to do the Kai Grand Guardian's bidding. This ability can only be used in an outdoor setting.

+
Sun Thane (8 Disciplines)
+

Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command, but most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.

+
Grand Crown (10 Disciplines)
+

Grand Crowns with this ability are able to plant in the mind of any animal the image of their most-feared predator or adversary. Under the influence of this illusion the animal will believe, with all of its senses, that it is being confronted by such a creature instead of a Kai Grand Crown.

+
Sun Prince (11 Disciplines)
+

Kai Sun Princes with this Discipline are able to alter their appearance, including clothing and equipment, to take on the guise of any animal that they may come into contact with. This physical change will only be witnessed by the animal in question.

+
+
+
+
+ +
+ Deliverance (Advanced Curing) + +

Grand Masters are able to use their healing power to repair serious battle wounds. If, whilst in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This ability can only be used once every 20 days.

+
+

(see the Healing entry in the Topical Guide)

+

Improvements: (see Improved Grand Master Disciplines and Levels of Grand Mastership)

+
+
Sun Knight (6 Disciplines)
+

Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creature's body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing takes place increases as a Grand Master rises in rank.

+
Sun Thane (8 Disciplines)
+

Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.

+
Grand Thane (9 Disciplines)
+

Grand Thanes with this Discipline are able to call upon the God Kai for divine assistance should a situation warrant it. Kai cannot intervene to save a Grand Thane from physical danger, but he can give signs which may help a Grand Thane chose the best course of action. A Grand Thane can call upon the God Kai for assistance no more than once every month. The frequency of divine audiences will increase as a Grand Master rises in rank.

+
Sun Prince (11 Disciplines)
+

Sun Princes with this ability are able to cause the regeneration of lost body parts, i.e. hands, feet, arms, legs, bones and internal organs. This improved Discipline can be used to repair a Sun Prince's own body, or that of another person or creature. The time required to effect regeneration depends on the size and relative importance of the body part affected.

+
+
+
+
+ +
+ Assimilance (Advanced Invisibility) + +

Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of a few days. They have also mastered advanced camouflage techniques that make them virtually undetectable in an open landscape.

+
+

Improvements: (see Improved Grand Master Disciplines and Levels of Grand Mastership)

+
+
Kai Grand Guardian (5 Disciplines)
+

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

+
Sun Lord (7 Disciplines)
+

Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.

+
Grand Thane (9 Disciplines)
+

Grand Thanes who possess this skill are able to protect themselves from detection by creatures using infra-vision (the ability to see the heat radiating from a person or thing), or ultra-vision (the ability to detect objects or movement in the ultra-violet spectrum of light).

+
Sun Prince (11 Disciplines)
+

Kai Sun Princes who possess this Discipline are able to create an illusory double of themselves and project this image up to a range of thirty feet. The Sun Prince must remain in visual contact with his/her image in order to maintain the illusion. Physical, magical, and psychic attacks upon the illusory image will cause no injury. The range of this ability increases substantially when a Sun Prince attains the rank of Kai Supreme Master.

+
+
+
+
+ +
+ Grand Huntmastery + +

Grand Masters are able to see in total darkness, and have greatly heightened senses of touch and taste.

+
+

Improvements: (see Improved Grand Master Disciplines and Levels of Grand Mastership)

+
+
Kai Grand Guardian (5 Disciplines)
+

Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability is very useful when used to outdistance a pursuing enemy.

+
Sun Lord (7 Disciplines)
+

Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.

+
Sun Thane (8 Disciplines)
+

Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.

+
Sun Prince (11 Disciplines)
+

Grand Masters who have reached the rank of Sun Prince are able to control their direction and rate of movement when subjected to strong currents of air or water, or when venturing through non-material planes of existence, e.g., Shadow Gates.

+
+
+
+
+ +
+ Grand Pathsmanship + +

Grand Masters are able to resist entrapment by hostile plants, and have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.

+
+

Improvements: (see Improved Grand Master Disciplines and Levels of Grand Mastership)

+
+
Sun Knight (6 Disciplines)
+

Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of three yards. The range and numbers of insects so affected increases considerably as a Grand Master rises in rank.

+
Sun Thane (8 Disciplines)
+

Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected, and the duration of effect, both increase as a Grand Master rises in rank.

+
Grand Crown (10 Disciplines)
+

Grand Crowns with this skill are able to create a clear passageway through dense undergrowth, forest, or jungle. Once having passed through this passageway, the plant material will revert to its normal state. This skill can also be employed by a Kai Grand Crown against magical foliage, or to counter any plant material ranged against him by an enemy.

+
+
+
+
+ +
+ Kai-surge + +

When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, Grand Masters need only deduct 1 ENDURANCE point. When using the weaker psychic attack&emdash;Mindblast&emdash;they may add 4 points without loss of ENDURANCE points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)

+

Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

+
+

Improvements: (see Improved Grand Master Disciplines and Levels of Grand Mastership)

+
+
Kai Grand Guardian (5 Disciplines)
+

Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.

+
Sun Lord (7 Disciplines)
+

Sun Lords who possess mastery of this Discipline are able to launch a Kai-Blast&emdash;a pulse ofintense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. However, use of a Kai-Blast will reduce a Sun Lord's ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.

+
Grand Thane (9 Disciplines)
+

Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, e.g., bottles, windows, all ceramics, urns, jugs etc, and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.

+
Sun Prince (11 Disciplines)
+

Sun Princes who possess mastery of this Discipline are able to focus their psychic power into a Kai-Ray: a laser-like beam of mental energy capable of penetrating the strongest of psychic defences. This ability can be used once during a combat to reduce an enemy's ENDURANCE score by 15 points. However, use of this Kai-Ray will also reduce a Sun Prince's ENDURANCE score by 4 points. It cannot be used if a Sun Prince's ENDURANCE score is 10 or less and it cannot be used in conjunction with any other form of psychic attack.

+
+
+
+
+ +
+ Kai-screen + +

In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses eases as a Grand Master advances in rank.

+
+

Improvements: (see Improved Grand Master Disciplines and Levels of Grand Mastership)

+
+
Kai Grand Guardian (5 Disciplines)
+

Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables them to both protect and hide their minds from being detected by a hostile psychic probe.

+
Sun Thane (8 Disciplines)
+

Sun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.

+
Grand Crown (10 Disciplines)
+

Grand Crowns who possess mastery of this Discipline are able to mask the goodly aura which radiates naturally from their minds and bodies. Additionally, Grand Crowns can deliberately alter these auras to give a false impression of themselves to creatures who are sensitive to such psychic auras.

+
Sun Prince (11 Disciplines)
+

Sun Princes who possess this Discipline are able to create a mental sanctuary in which to keep safe their minds from psychic assault. Creation of this sanctuary does not require thought or concentration; it occurs instantly whenever a Kai Sun Prince is subjected to psychic attack. The defensive strength of this sanctuary further increases when a Sun Prince attains the rank of Kai Supreme Master.

+
+
+
+
+ +
+ Grand Nexus + +

Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a Grand Master advances in rank.

+
+

Improvements: (see Improved Grand Master Disciplines and Levels of Grand Mastership)

+
+
Sun Knight (6 Disciplines)
+

Sun Knights who possess Mastery of this Distipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state the only sense that a Sun Knight retains is the ability to hear.

+
Grand Thane (9 Disciplines)
+

Grand Thanes who possess mastery of this Discipline can pass freely through the Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of their detection increases as a Kai Grand Master rises in rank.

+
Grand Crown (10 Disciplines)
+

Grand Crowns who possess this Discipline are able to speak a Kai Power Word&emdash;a holy utterance which will cause physical and psychic damage to any single creature within a radius of thirty feet. The degree of damage so caused, and the resultant drain upon a Grand Crown's reserves of ENDURANCE, are dependent upon individual circumstances. The power and range of this skill increases as a Grand Master rises in rank.

+
+
+
+
+ +
+ Telegnosis (Advanced Divination) + +

This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.

+

If you choose this skill, write Divination on your Action Chart.

+
+

Improvements: (see Improved Grand Master Disciplines and Levels of Grand Mastership)

+
+
Sun Knight (6 Disciplines)
+

Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.

+
Sun Lord (7 Disciplines)
+

Sun Lords who possess this Discipline are able to alter their body-weight in order to walk successfully upon different kinds of surface, e.g., water, mud, lava and quicksand. Time duration and degree of surface difficulty increases as a Grand Master rises in rank.

+
Grand Thane (9 Disciplines)
+

Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.

+
+
+
+
+ +
+ Magi-magic + +

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

+
+

Improvements: (see Improved Grand Master Disciplines and Levels of Grand Mastership)

+
+
Kai Grand Guardian (5 Disciplines)
+
+

Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:

+
    +
  • Splinter&emdash;This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.
  • +
  • Flameshaft&emdash;This causes the tip of any arrow, or arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.
  • +
+
+
Sun Lord (7 Disciplines)
+
+

Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:

+
    +
  • Penetrate&emdash;This increases the penetrative energy of any arrow, or arrow-like missile, launched by a Sun Lord.
  • +
  • Energy Grasp&emdash;This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood spell Lightning Hand, but differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or an enemy to effect the spell.
  • +
+
+
Grand Thane (9 Disciplines)
+
+

Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom battle-spells:

+
    +
  • Power Glyph&emdash;By inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
  • +
  • Hold Enemy&emdash;Using this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targetted creature. The range and duration of effect of this spell increases as a Grand Master rises in rank.
  • +
+
+
+
+
+
+ +
+ Kai-alchemy + +

Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of left-handed magic increase, enabling you to craft new Kai weapons and artifacts.

+
+

Improvements: (see Improved Grand Master Disciplines and Levels of Grand Mastership)

+
+
Sun Knight (6 Disciplines)
+
+

Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood spells:

+
    +
  • Halt Missile&emdash;This causes any projected or hurled missile (i.e. arrows, axes, crossbow bolts, etc.) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2&endash;3 seconds, allowing the Sun Knight sufficient time to move away from its line of flight. Initially only one missile can be affected by this spell, but the number lncreases as a Grand Master rises in rank.
  • +
  • Strength&emdash;By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy in unarmed combat.
  • +
+
+
Sun Thane (8 Disciplines)
+
+

Grand Masters who have reached the rank of Sun Thane we able to use the following Brotherhood spells:

+
    +
  • Slow Fall&emdash;By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
  • +
  • Breathe Water&emdash;Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.
  • +
+
+
Grand Crown (10 Disciplines)
+
+

Grand Masters who have reached the rank of Grand Crown are able to use the following Brotherhood spells:

+
    +
  • Teleport&emdash;By casting this spell, Kai Grand Crowns can transport themselves physically to any place which they can see with their own eyes. The spell will carry the caster, his equipment and clothing to his chosen sighted destination. It cannot be used on any other living creature and it will not transport any other living creature along with the caster. Use of this spell will cost the caster between 1 and 5 ENDURANCE points every time it is used. This cost reduces as a Kai Grand Master increases in rank.
  • +
  • See Illusion&emdash;Using this spell, a Kai Grand Crown is able to detect an illusion and know immediately its true identity or purpose.
  • +
+
+
+
+
+
+ +

If you successfully complete the mission as set in this, the first of the Lone Wolf Grand Master series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 14.

+ +

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, 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.

+
+
+ +
+ + [Grand Master] Equipment + + + + + +
+

The way in which you obtain your equipment before the adventure varies greatly from book to book. What follows is a fairly common scenario intended to give you a feel for what to expect, but it may be very different from a particular book you read. Please carefully read the Equipment section of the book you are playing to find out its particular details.

+
+

Before leaving on your journey, you are given 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. Add 10 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 previous Lone Wolf adventures, you may add this sum to the total sum of Crowns you already possess. You can carry a maximum of only fifty Crowns, but additional Crowns can be left in safekeeping at your Kai monastery.

+

You are offered a choice of equipment to aid you on your perilous mission. You can take three items from the list below, again adding to these, if necessary, any you may already possess. However, remember that you can carry a maximum of two Weapons and ten Backpack Items.

+
+

(see the Topical Guide for details about a particular item)

+
+

List the three items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.

+ +
+ How to Carry Equipment + + +

Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.

+
+

(see the Topical Guide for details about a particular item)

+
+
+
+ +
+ How Much Can You Carry? + + +
+
Weapons
+

The maximum number of Weapons that you may carry is two.

+
Backpack Items
+

These must be stored in your Backpack. Because space is limited, you may keep a maximum of only ten articles, including Meals, in your Backpack at any one time.

+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.

+

The maximum number of Special Items that can be carried on any adventure is twelve. Surplus Special Items may be left for safekeeping at your Kai monastery.

+
+
Gold Crowns
+

These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.

+
Food
+

Food is carried in your Backpack. Each Meal counts as one item.

+
+

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given initial capitals (e.g. Gold Dagger, Magic Pendant) in the text. Unless you are told it is a Special Item, carry it in your Backpack.

+
+
+ +
+ How to Use Your Equipment + + +
+
Weapons
+

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 the adventure, you may pick it up and use it. (Remember that you can only carry two Weapons at once.)

+
Bow 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, like a Sword or Mace.

+

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 Grand Master Discipline of Grand Weaponmastery with a Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow.

+
+
Backpack Items
+

During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry a maximum of ten items in your Backpack at anytime.) You may exchange or discard them at any point when you are not involved in combat.

+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous Lone Wolf books, you may already possess Special Items.

+

The maximum number of Special Items that a Kai Master can carry during an adventure is twelve. Surplus Special Items may be left in safekeeping at your Kai monastery.

+
+
Gold Crowns
+

The currency of Anari is the Lune, but Gold Crowns are readily accepted at an exchange rate of four Lune for every 1 Gold Crown.

+
Food
+
+

You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Grand Master Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

+
+

Huntmastery may also be useful as noted in Magnakai Disciplines.

+
+
+
Potion of Laumspur
+

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

+
+
+
+ +
+
+ +
+ + [Grand Master] Rules for Combat + + + + + +

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart. The sequence for combat is as follows:

+
    +
  1. Add any extra points gained through your Grand Master Disciplines and Special Items to your current COMBAT SKILL total.

  2. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    +

    Example

    +

    Lone Wolf (COMBAT SKILL 28) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 36.

    +

    He subtracts the Doomwolf pack's COMBAT SKILL from his own, giving a Combat Ratio of +6. (36-30 = +6). +6 is noted on the Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    Turn to the Combat Results Table on the inside back cover of this book. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    +

    Example

    +

    The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +6. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

    +
      +
    • Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge).
    • +
    • Doomwolf Pack loses 7 ENDURANCE points.
    • +
    +
  8. + +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. + +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. + +
  13. Repeat the sequence from Stage 3.

  14. +
+ +

This process of combat continues until ENDURANCE points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points reduced.

+

A summary of Combat Rules appears on the page after the Random Number Table.

+ +
+ Evasion of Combat + + +

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round (but then that is the risk of running away!). You may evade only if the text of the particular section allows you to do so.

+
+
+
+
+ +
+ + Levels of Grand Mastership + + + + + +

The following table is a guide to the rank and titles you can achieve at each stage of your journey along the road of Kai Grand Mastership. As you successfully complete each adventure in the Lone Wolf Grand Master series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection&emdash;to become a Kai Supreme Master.

+
    +
  1. Kai Grand Master Senior
  2. +
  3. Kai Grand Master Superior
  4. +
  5. Kai Grand Sentinel
  6. +
  7. Kai Grand Defender&emdash;You begin the Lone Wolf Grand Master adventures at this level of Mastery
  8. +
  9. Kai Grand Guardian
  10. +
  11. Sun Knight
  12. +
  13. Sun Lord
  14. +
  15. Sun Thane
  16. +
  17. Grand Thane
  18. +
  19. Grand Crown
  20. +
  21. Sun Prince
  22. +
  23. Kai Supreme Master
  24. +
+
+
+ +
+ + Improved [Grand Master] Disciplines + + + + + +

As you rise through the higher levels of Kai Grand Mastery, you will find that your Disciplines will steadily improve. For example, If you possess the Discipline of Grand Nexus when you reach the Grand Master rank of Grand Thane, you will be able to pass freely through Shadow Gates and explore the nether realms of Aon and the Daziarn Plane.

+ +
+ Kai Grand Guardian + +

If you are a Grand Master who has reached the rank of Kai Grand Guardian (5 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

+
+
Animal Mastery
+

Kai Grand Guardians with this discipline are able to summon a limited number of forest animals to their location. The creatures so summoned will become loyal and willing allies, willing to do the Kai Grand Guardian's bidding. This ability can only be used in an outdoor setting.

+
Assimilance
+

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

+
Grand Huntmastery
+

Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability is very useful when used to outdistance a pursuing enemy.

+
Kai-surge
+

Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.

+
Kai-screen
+

Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables them to both protect and hide their minds from being detected by a hostile psychic probe.

+
Magi-Magic
+
+

Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:

+
    +
  • Splinter&emdash;This causes breakable items such as bottles, jugs, mirrors, windows, etc[.], to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.
  • +
  • Flameshaft&emdash;This causes the tip of any arrow, or arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.
  • +
+
+
+
+
+ +
+ Sun Knight + + +

If you are a Grand Master who has reached the rank of Sun Knight (6 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

+
+
Grand Weaponmastery
+

Sun Knights with this discipline are able to wield two-handed weapons (e.g. Broadsword, Quarterstaff, Spear, etc.) with full effect, using only one hand.

+
Deliverance
+

Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creature's body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing takes place increases as a Grand Master rises in rank.

+
Grand Pathsmanship
+

Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of three yards. The range and numbers of insects so affected increases considerably as a Grand Master rises in rank.

+
Grand Nexus
+

Sun Knights who possess Mastery of this Distipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state the only sense that a Sun Knight retains is the ability to hear.

+
Telegnosis
+

Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.

+
Kai-alchemy
+
+

Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood spells:

+
    +
  • Halt Missile&emdash;This causes any projected or hurled missile (i.e. arrows, axes, crossbow bolts, etc.) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2&endash;3 seconds, allowing the Sun Knight sufficient time to move away from its line of flight. Initially only one missile can be affected by this spell, but the number lncreases as a Grand Master rises in rank.
  • +
  • Strength&emdash;By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy in unarmed combat.
  • +
+
+
+
+
+ +
+ Sun Lord + + +

If you are a Grand Master who has reached the rank of Sun Lord (7 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

+
+
Grand Weaponmastery
+

Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a quarterstaff.

+
Assimilance
+

Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.

+
Grand Huntmastery
+

Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, ie. they can see complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.

+
Kai-surge
+

Sun Lords who possess mastery of this Discipline are able to launch a Kai-Blast&emdash;a pulse ofintense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. However, use of a Kai-Blast will reduce a Sun Lord's ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.

+
Telegnosis
+

Sun Lords who possess this Discipline are able to alter their body-weight in order to walk successfully upon different kinds of surface, eg: water, mud, lava and quicksand. Time duration and degree of surface difficulty increases as a Grand Master rises in rank.

+
Magi-magic
+
+

Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:

+
    +
  • Penetrate&emdash;This increases the penetrative energy of any arrow, or arrow-like missile, launched by a Sun Lord.
  • +
  • Energy Grasp&emdash;This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood spell Lightning Hand, but differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or an enemy to effect the spell.
  • +
+
+
+
+
+ +
+ Sun Thane + + +

If you are a Grand Master who has reached the rank of Sun Thane (8 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

+
+
Animal Mastery
+

Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command, but most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.

+
Deliverance
+

Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.

+
Grand Huntmastery
+

Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, ie. [i.e.] lightning.

+
Grand Pathsmanship
+

Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected, and the duration of effect, both increase as a Grand Master rises in rank.

+
Kai-screen
+

Sun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.

+
Kai-alchemy
+
+

Grand Masters who have reached the rank of Sun Thane we able to use the following Brotherhood spells:

+
    +
  • Slow Fall&emdash;By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
  • +
  • Breathe Water&emdash;Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.
  • +
+
+
+
+
+ +
+ Grand Thane + +

If you are a Kai Grand Master who has reached the rank of Grand Thane (9 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

+
+
Deliverance
+

Grand Thanes with this Discipline are able to call upon the God Kai for divine assistance should a situation warrant it. Kai cannot intervene to save a Grand Thane from physical danger, but he can give signs which may help a Grand Thane chose the best course of action. A Grand Thane can call upon the God Kai for assistance no more than once every month. The frequency of divine audiences will increase as a Grand Master rises in rank.

+
Assimilance
+

Grand Thanes who possess this skill are able to protect themselves from detection by creatures using infra-vision (the ability to see the heat radiating from a person or thing), or ultra-vision (the ability to detect objects or movement in the ultra-violet spectrum of light).

+
Kai-surge
+

Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, eg, bottles, windows, all ceramics, urns, jugs etc, and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.

+
Grand Nexus
+

Grand Thanes who possess mastery of this Discipline can pass freely through the Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of their detection increases as a Kai Grand Master rises in rank.

+
Telegnosis
+

Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.

+
Magi-magic
+
+

Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom battle-spells:

+
    +
  • Power Glyph&emdash;By inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
  • +
  • Hold Enemy&emdash;Using this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targetted creature. The range and duration of effect of this spell increases as a Grand Master rises in rank.
  • +
+
+
+
+
+ +
+ Grand Crown + +

If you are a Grand Master who has reached the rank of Grand Crown (10 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

+
+
Grand Weaponmastery
+

Kai Grand Crowns with this discipline are consummate masters of unarmed combat. When fighting bare-handed ie, without any weapons, they may add 3 points to their COMBAT SKILL.

+
Animal Mastery
+

Grand Crowns with this ability are able to plant in the mind of any animal the image of their most-feared predator or adversary. Under the influence of this illusion the animal will believe, with all of its senses, that it is being confronted by such a creature instead of a Kai Grand Crown.

+
Grand Pathsmanship
+

Grand Crowns with this skill are able to create a clear passageway through dense undergrowth, forest, or jungle. Once having passed through this passageway, the plant material will revert to its normal state. This skill can also be employed by a Kai Grand Crown against magical foliage, or to counter any plant material ranged against him by an enemy.

+
Kai-screen
+

Grand Crowns who possess mastery of this Discipline are able to mask the goodly aura which radiates naturally from their minds and bodies. Additionally, Grand Crowns can deliberately alter these auras to give a false impression of themselves to creatures who are sensitive to such psychic auras.

+
Grand Nexus
+

Grand Crowns who possess this Discipline are able to speak a Kai Power Word&emdash;a holy utterance which will cause physical and psychic damage to any single creature within a radius of thirty feet. The degree of damage so caused, and the resultant drain upon a Grand Crown's reserves of ENDURANCE, are dependent upon individual circumstances. The power and range of this skill increases as a Grand Master rises in rank.

+
Kai-alchemy
+
+

Grand Masters who have reached the rank of Grand Crown are able to use the following Brotherhood spells:

+
    +
  • Teleport&emdash;By casting this spell, Kai Grand Crowns can transport themselves physically to any place which they can see with their own eyes. The spell will carry the caster, his equipment and clothing to his chosen sighted destination. It cannot be used on any other living creature and it will not transport any other living creature along with the caster. Use of this spell will cost the caster between 1 and 5 ENDURANCE points every time it is used. This cost reduces as a Kai Grand Master increases in rank.
  • +
  • See Illusion&emdash;Using this spell, a Kai Grand Crown is able to detect an illusion and know immediately its true identity or purpose.
  • +
+
+
+
+
+ +
+ Sun Prince + +

If you are a Grand Master who has reached the rank of Sun Prince (11 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

+
+
Animal Mastery
+

Kai Sun Princes with this Discipline are able to alter their appearance, including clothing and equipment, to take on the guise of any animal that they may come into contact with. This physical change will only be witnessed by the animal in question.

+
Deliverance
+

Sun Princes with this ability are able to cause the regeneration of lost body parts, ie, [i.e.] hands, feet, arms, legs, bones and internal organs. This improved Discipline can be used to repair a Sun Prince's own body, or that of another person or creature. The time required to effect regeneration depends on the size and relative importance of the body part affected.

+
Assimilance
+

Kai Sun Princes who possess this Discipline are able to create an illusory double of themselves and project this image up to a range of thirty feet. The Sun Prince must remain in visual contact with his/her image in order to maintain the illusion. Physical, magical, and psychic attacks upon the illusory image will cause no injury. The range of this ability increases substantially when a Sun Prince attains the rank of Kai Supreme Master.

+
Kai-surge
+

Sun Princes who possess mastery of this Discipline are able to focus their psychic power into a Kai-Ray: a laser-like beam of mental energy capable of penetrating the strongest of psychic defences. This ability can be used once during a combat to reduce an enemy's ENDURANCE score by 15 points. However, use of this Kai-Ray will also reduce a Sun Prince's ENDURANCE score by 4 points. It cannot be used if a Sun Prince's ENDURANCE score is 10 or less and it cannot be used in conjunction with any other form of psychic attack.

+
Kai-screen
+

Sun Princes who possess this Discipline are able to create a mental sanctuary in which to keep safe their minds from psychic assault. Creation of this sanctuary does not require thought or concentration; it occurs instantly whenever a Kai Sun Prince is subjected to psychic attack. The defensive strength of this sanctuary further increases when a Sun Prince attains the rank of Kai Supreme Master.

+
Grand Huntmastery
+

Grand Masters who have reached the rank of Sun Prince are able to control their direction and rate of movement when subjected to strong currents of air or water, or when venturing through non-material planes of existence, eg, [e.g.] Shadow Gates.

+
+
+
+
+
+
+
+ +
+ + The [New Order] Game Rules + + + + + +

This portion of the booklet is yet to be completed.

+ +
+
+ +
+ + The [World of Lone Wolf] Game Rules + + + + + +

To keep a record of your adventure, use the Action Chart.

+

Before you set off on your adventure, you must discover how well your Shianti masters have prepared you for your quest by determining your fighting prowess&emdash;COMBAT SKILL&emdash;your state of mind&emdash;WILLPOWER&emdash;and your physical stamina&emdash;ENDURANCE. To do this take a pencil and, with eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (e.g., if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) 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 WILLPOWER. Add 20 to this number and write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizard's Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero, you may not use any of your spells or your Wizard's Staff. Lost WILLPOWER points can be regained during the course of the adventure, and it is possible for your WILLPOWER points to rise above the total with which you start your adventure.

+

The third number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart (e.g., if your pencil fell on the number 6 on the Random Number Table you would have 26 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 can never rise above the number with which you start your adventure.

+ +
+ + Magical Powers + + + + + + +

When you start your adventure, your education in the ways of wizardry is incomplete. You have mastered only five of the seven magical powers that the Shianti call the lesser magicks. The choice of which five powers these are, is up to you. All of the lesser magicks will be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a magical power at the right time.

+

The seven magical powers available to you are listed below. When you have chosen your five powers, enter them in the Magical Powers section of your Action Chart.

+ +
+ Sorcery + + +

This power allows a wizard to transform his thoughts or desires into magical energy. By concentration of the will it is possible to create magical shields of force to bar doors or move objects. Sorcery drains more WILLPOWER points than any other Magical Power, and is most effective when your WILLPOWER points are high.

+

If you choose this power, write Sorcery on your Action Chart.

+
+
+ +
+ Enchantment + + +

The power of Enchantment enables a wizard to charm or beguile other creatures, and create illusions in the minds of others. He will be able to extract information from others, place thoughts and compulsions into another's mind or cause them to believe that imaginary events are actually taking place. Some magical or highly intelligent beings may be immune to the powers of Enchantment

+

If you choose this power, write Enchantment on your Action Chart.

+
+
+ +
+ Elementalism + + +

The Power of elemental magic allows a wizard some control over the natural elements of Air, Fire, Earth and Water. By entering a trance and chanting incantations, you may summon aid from the spirits of the Elemental Plane. Elementals have very little understanding of man, and for this reason a wizard can never be sure of the nature of the aid the Elementals may send.

+

If you choose this power, write Elementalism on your Action Chart.

+
+
+ +
+ Alchemy + + +

A wizard who possesses the power of Alchemy is able, through the mixing of various substances, to create magical potions. Given the correct ingredients, a potion may restore lost energy (i.e., ENDURANCE points, WILLPOWER), or temporarily improve various abilities (e.g., COMBAT SKILL). The use of alchemy may also allow a wizard to alter the nature of substances (e.g., change lead into gold), but the necessary ingredients and the correct equipment (e.g., a pestle and mortar) must be at hand. The use of the power of Alchemy drains no WILLPOWER.

+

If you choose this power write Alchemy on your Action Chart.

+
+
+ +
+ Prophecy + + +

The power of prophecy allows a wizard to foretell the future through meditation. A meditative state will allow a wizard to make the correct decision when facing conflicting choices or difficult actions; to discover the whereabouts of a person he has once met, or an object he has once seen. It may also allow him to determine the true nature of a stranger or a strange object. Magical beings or objects are sometimes hidden from the power of prophecy.

+

If you choose this power, write Prophecy on your Action Chart.

+
+
+ +
+ Psychomancy + + +

This power bestows upon a wizard the ability to deduce facts about events by touching objects connected to them. Through deep concentration, a wizard may lay his hands upon any inanimate object and visualize scenes that have affected it. Visions brought about through the use of Psychomancy are often cryptic, taking the form of a riddle or puzzle. Some magic items are resistant to the use of Psychomancy and may, sometimes, impart misleading information.

+

If you choose this power, write Psychomancy on your Action Chart.

+
+
+ +
+ Evocation + + +

Mastery of this power permits contact with the spirit realm. A wizard wishing to speak with the dead, or to call up a form from the spirit world, must draw a magic pentacle and enter a trance, when the use of the correct spell-chant will reach out to the Spiritual Plane. Standing within the protection of a magic pentacle, a wizard may consider himself to be relatively safe from harm. If he wishes to speak with a corpse, especially one whose former life was good and righteous, then a wizard can expect help and advice. However, contact with those whose former lives were evil or selfish can be a perilous, and often fatal, experience. Evil spirits are reluctant to return to the realm of the dead and may try to trick a wizard into freeing them into the world of the living. All spirits, good and evil, will require some service of the wizard in return for their aid. Any failure to perform this task, however difficult may result in the wizard losing his life.

+

If you choose this power, write Evocation on your Action Chart.

+
+
+ +
+ Wizard's Staff + + +

Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the power of your mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1 WILLPOWER point.

+

In the event that your enemy survives such an attack or should you fall victim to a surprise attack, you will be forced to engage in close combat and must attempt to strike your enemy with the Staff. If your attack is successful, a bolt of energy will be released from the Staff that is capable of inflicting great physical harm. If you wish to increase the amount of damage that you inflict in this way, you must use more WILLPOWER points and multiply the number of ENDURANCE points lost by the enemy, accordingly. For example, if you chose to expend 3 WILLPOWER points on your attack, all enemy ENDURANCE point losses would be multiplied by three.

+

If you enter combat without your Staff, deduct 6 points from your COMBAT SKILL If you have no weapon at all, you must deduct 8 points from your COMBAT SKILL.

+
+
+ +
+
+ +
+ + Equipment + + + + + +

You wear the grey robe and hooded cloak of a Shianti Wizard. Your only weapon is your Wizard's Staff (note this on your Action Chart under Weapons). You wear a Backpack containing 4 Meals (note under Meals on your Action Chart), and you have been given a map of the Shadakine Empire (note under Special Items on your Action Chart) which you place inside your robe.

+

If you have chosen Alchemy as one of your Magical Powers, then you will have a leather pouch for herbs and potions hanging from your belt. The Herb Pouch contains the following:

+ +
    +
  • 2 empty Vials for carrying potions
  • +
  • 1 Vial containing Saltpetre
  • +
  • 1 Vial containing Sulphur
  • +
+ +

Mark these 4 items in your Action Chart.

+

Your Herb Pouch will carry a maximum of eight items.

+ +

On your last day on the Isle of Lorn, your Shianti Masters offer you the following gifts to aid you in your quest. According to Shianti custom, you may choose one of them. They are:

+ + + +

When you have made your choice, mark the item on your Action Chart under the headings given in brackets, and make a note of any effect it may have on your ENDURANCE, WILLPOWER or COMBAT SKILL totals.

+ +
+ How to Carry Equipment + + +

Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.

+ +
    +
  • Wizard's Staff&emdash;Carried in the hand.
  • +
  • Backpack&emdash;slung over the shoulder.
  • +
  • Meals&emdash;carried in the Backpack.
  • +
  • Jewelled Dagger&emdash;tucked into your belt.
  • +
  • Magic Talisman&emdash;worn on a chain around your neck
  • +
  • Vial of Laumspur&emdash;carried in the Backpack.
  • +
+
+
+ +
+ How Much Can You Carry? + + +
+
Weapons
+
The maximum number of weapons that you may carry is two. Your Wizard's Staff counts as one weapon.
+ +
Backpack Items
+
These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.
+ +
Special Items
+
Special Items are not carried in the Backpack, When you discover a Special Item, you will be told how to carry it.
+ +
Nobles (Shadakine currency)
+ +
These are carried in your Belt Pouch.
+ +
Food
+
Food is carried in your Backpack. Each Meal counts as one item.
+
+ +

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.

+
+
+ +
+ How to Use Your Equipment + + +
+
Weapons
+
Your COMBAT SKILL depends on your Wizard's Staff. If you do not possess your Staff when you enter combat you must deduct 6 points from your COMBAT SKILL. If you enter a combat without a weapon, deduct 8 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two weapons at once.)
+ +
Backpack Items
+
During your travels you will discover various useful items which you may wish to keep. (Remember that you can only carry a maximum of eight items in your Backpack at any one time.) You may exchange or discard them at any point when you are not involved in combat.
+ +
Special Items
+
Each Special Item has a particular purpose or effect. You may be told this when the item is discovered, or it may be revealed to you as the adventure progresses.
+ +
Currency
+ +
The currency of the Shadakine Empire is the Noble, which is a small jade stone. The system of money is alien to the Shianti, and for this reason you begin your adventure with no money. Whenever you kill an enemy, you may take any Nobles belonging to him and keep them in your Belt Pouch.
+ +
Food
+
You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points.
+
+
+
+
+
+ +
+ + Rules for Combat + + + + + +

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Grey Star's aim during the combat is to kill the enemy by reducing his ENDURANCE points to zero while at the same time losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Grey Star's ENDURANCE and WILLPOWER points and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+

The sequence for combat is as follows:

+
    +
  1. +

    Calculate your current COMBAT SKILL total, based on the weapon you are using. (Remember, if you enter combat without your Staff, you must deduct 6 points from your COMBAT SKILL. If you have no weapon at all, you must deduct 8 points.)

  2. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

  4. +
  5. +

    If you are using your Wizard's Staff, decide how many WILLPOWER points you wish to use. (Remember, you must expend at least 1 point.) Enter this number on your Combat Record in the box marked WILLPOWER.

    +

    Example

    +

    Grey Star (COMBAT SKILL 15, WILLPOWER 23) is ambushed by a Deathgaunt (COMBAT SKILL 20). He is not given the opportunity to evade combat, but he can use his Wizard's Staff against the creature as it swoops down on him. He subtracts the Deathgaunt's COMBAT SKILL from his own, giving a Combat Ratio of −5. (15 − 20 = −5). −5 is noted on the Action Chart as the Combat Ratio. Grey Star decides to use 2 WILLPOWER points, which is noted on the WILLPOWER box of the Combat Record.

  6. + +
  7. When you have decided upon the number of WILLPOWER points you wish to use, and have determined your Combat Ratio, pick a number from the Random Number Table.

  8. +
  9. +

    Turn to the Combat Results Table on the inside back cover of the book. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked. (The random numbers appear on the side of the chart.) You now have the number of ENDURANCE points lost by Grey Star. To calculate the number lost by the enemy, multiply this by the number of WILLPOWER points that Grey Star elected to use. Now you have the final number of ENDURANCE points lost by both Grey Star and his enemy in this round of combat. (E represents points lost by the enemy; GS represents points lost by Grey Star.)

    +

    Example

    +

    The Combat Ratio between Grey Star and the Deathgaunt has been established as −5, and Grey Star's WILLPOWER points used as 2. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    + +
  10. +
  11. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat, and Grey Star's amended WILLPOWER points total.

  12. +
  13. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  14. +
  15. Repeat the sequence from Stage 3.

  16. +
+ +

This process of combat continues until the ENDURANCE points of either the enemy or4 Grey Star are reduced to zero, at which point the one with the zero score is declared dead. If Grey Star is dead, the adventure is over. If the enemy is dead, Grey Star proceeds but with his ENDURANCE and WILLPOWER points reduced.

+

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

+ +
+ + Evasion of Combat + + + +

During your adventure you may be given the chance to evade combat If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Grey Star may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

+
+
+
+
+
+
+ +
+ + The [Freeway Warrior] Game Rules + + + + + +

This portion of the booklet is yet to be completed.

+ +
+
+ +
+ + Topical Guide + + + + + +

The Topical Guide attempts to provide answers, or at least insight, into some of the inconsistencies and blind spots in the rules. It is organized alphabetically by topic. If you are looking for guidance on a particular subject, this is intended to be a quick reference.

+ +
+ + A + + + + + +
+
Action Chart
+

The Action Chart is a set of tables which contain all information about your character such as items carried, skills possessed, etc. The Action Chart can take many forms. You may use a specialized program like StatsKeeper to help you keep track of character statistics. You may use a spreadsheet document. You may print out the Action Chart that appears in the Internet Editions of the books and fill in the blanks. As you become familiar with the rules, you may want to create your own by hand on paper. The method you choose doesn't matter as long as you're comfortable with it.

+
Adgana
+
+

(Backpack Item) The leaves of the Adgana plant are a potent narcotic popular among the warriors of Magnamund. When dried, crushed, and eaten, they provide a potent enhancement to COMBAT SKILL for the duration of a fight, but at a high potential cost.

+

Use of Adgana will grant a bonus of +6 COMBAT SKILL for the duration of a fight when first used (i.e. all combats listed in a single numbered section). Immediately upon completing the combat, you must pick a number from the Random Number Table. If that number is either a 0 or a 1, you have become addicted to Adgana, and must reduce your ENDURANCE score permanently by 4 points.

+

Regardless of whether addiction is suffered on the first use or not, future doses of Adgana will provide a bonus of only +3 COMBAT SKILL. Addiction must still be checked for at the end of a combat, but now occurs on a pick of 0, 1, 2, or 3 from the Random Number Table.

+
+
Alether
+

(Backpack Item) This plant is common throughout much of Magnamund. Its orange berries are renowned for their ability to improve combat prowess either when eaten whole or when the juice of the crushed berries is drunk. Alether potions or berries typically provide a bonus of +2 COMBAT SKILL for the duration of a single fight, but the amount of the bonus is always specified when you find the item. It is uncertain whether or not Alether's effects should last for a single enemy or for all enemies in one numbered section.

+
Armour
+

There is an interesting blind spot in the rules regarding armour which increases your ENDURANCE (e.g. Chainmail Waistcoats and Padded Leather Waistcoats). For example, if you are wearing a piece of armour that gives you a 4 ENDURANCE point bonus and your current ENDURANCE point score is less than or equal to 4, what happens if you lose or discard the armour? Your ENDURANCE score has fallen to zero or below, so strictly speaking, you should be dead. This doesn't mesh well with reality, so use your best judgement.

+
Axe
+

(Weapon carried in the hand)

+
Arrow
+

(Special Item carried in a Quiver) This item is carried in a Quiver and so doesn't take up any more space as a Weapon or Special Item than the Quiver required to carry it. You must possess an Arrow in order to use a Bow.

+
+
+
+ +
+ + B + + + + + +
+
Backpack
+

Your Backpack is used to carry various items. The maximum number of items that can be carried in your Backpack in the Kai and Magnakai series is eight. If you lose your Backpack, you cannot keep any Backpack Items until you find a Backpack in which to keep them. If you have lost your Backpack in an adventure and haven't yet found one before beginning the next adventure, you will be given a new one when you choose your equipment.

+
Belt Pouch
+

Your Belt Pouch stores 50 Gold Crowns or an equivalent amount of another currency.

+
Bow
+

(Weapon carried in the hand) You must have at least one Arrow (usually carried in a Quiver) to use a Bow&emdash;more if the text requires it. You cannot use a Bow in combat, but will be told in the text when you have an opportunity to use it. If you enter combat armed only with a Bow, it is the same as if you were unarmed.

+
Broadsword
+

(Weapon carried in the hand) This Weapon requires the use of two hands in combat.

+
+
+
+ +
+ + C + + + + + +
+
Chainmail Waistcoat
+

(Special Item worn on the body) The Chainmail Waistcoat armour adds 4 ENDURANCE points to your total. It may be used in conjunction with a Padded Leather Waistcoat for a cumulative 6 ENDURANCE point bonus. [cite LWCN]

+
Combat Ratio
+

The Combat Ratio is not a true ratio in the mathematical sense. It is the difference between your character's COMBAT RATIO and that of his opponent's. For example, if your character's COMBAT SKILL is 21 and his opponent's is 22, the Combat Ratio is -1 (21 - 20 = -1). Negative Combat Ratios are valid.

+
Combat Results Table
+
+

The Combat Results Table is used to determine your character's ENDURANCE points loss and that of his opponent during a single round of combat. You cross-reference the Combat Ratio with the number chosen from the Random Number Table. (see Appendix B: Example Combat Results Table) For example, if the Combat Ratio is -4 and the random number is 7, you would find the column that has -4 at the top (note that most columns have two or more Combat Ratios) and the row that 7 on the side. Where that row and that column intersect, the opponents' ENDURANCE point loss is found. (see the example)

+ + + Jonathan Blake + + + +
+
Combat Skill
+

This is a measurement of your overall fighting prowess which can be effected by many things such as equipment carried, how surprised you are by an attack, your skills, etc. When in combat, your COMBAT SKILL is compared to your enemy's&emdash;the higher your COMBAT SKILL score the better.

+
CS
+

Abbreviation for COMBAT SKILL

+
Currency
+

There are various forms of currency in use throughout Magnamund. The most commonly used in Lone Wolf's adventures is the Gold Crown. Other currencies include the Lune and the Kika. All forms of currency are stored in the Belt Pouch.

+
+
+
+ +
+ + D + + + + + +
+
Dagger
+

(Weapon carried in the hand)

+
Dagger of Vashna
+

This cursed blade is a Special Item carried tucked into your belt. Although a potent Weapon which may be useful on Lone Wolf's adventures, it doesn't carry a bonus to your COMBAT SKILL or ENDURANCE outside of the Darklands.

+
+
+
+ +
+ + E + + + + +
+
Endurance
+

This is a measurement of your overall health and stamina. If your ENDURANCE score ever falls to zero or below, your character is dead.

+
EP
+

Abbreviation for ENDURANCE points

+
+
+
+ +
+ + F + + + + +
+
Fireseeds
+

(Special Item carried in your pocket) Small, explosive items that burn fiercely when thrown against a hard surface. The total of all the Fireseeds you are carrying always takes up the space of exactly one Special Item, no matter how many you carry. (see Lone Wolf Club Newsletter: Summer Special 1987)

+
+
+
+ +
+ + G + + + + +
+
Gold Crowns
+

Gold Crowns are a common form of Currency used in Magnamund which you carry in your Belt Pouch.

+
+
+
+ +
+ + H + + + + +
+
Healing
+
+

Healing provides the ability to cure minor diseases, heal injuries and wounds, and provide a steady restoration of ENDURANCE when not involved in combat. There is some uncertainty as to what kind of ENDURANCE losses can be restored by this Discipline and its enhancements. The Kai series described Healing as effective against ENDURANCE points lost in combat. This implies that losses due to missed Meals and other non-combat losses are not curable using Healing. The description of Curing in the Magnakai series does not contain this restriction. The descriptions of Curing in the Grand Master and New Order series do contain this restriction however. Curing is described in these series as being effective against ENDURANCE points lost as a result of combat.

+

Strict adherence to the rules would dictate that only ENDURANCE lost in combat can be restored using Healing and its improved derivatives: Curing and Deliverance. Common sense says that wounds similar to those sustained in combat can also be healed, but ENDURANCE lost due to hunger, fatigue, etc. cannot.

+
+
Herb Pouch
+

Carried by those skilled in the Wizard's power of Alchemy, it is used to carry the raw materials necessary to use this power. Contrary to what is stated in Grey Star the Wizard, the Herb Pouch can carry eight items. (see Lone Wolf Club Newsletter: Summer Special 1986)

+
+
+
+ +
+ + I + + + + +
+
+
+
+
+ +
+ + J + + + + +
+
+
+
+
+ +
+ + K + + + + +
+
Kika
+

The Kika is the form of currency used by the Darklords' minions. This small iron coin is worth one-tenth of a Gold Crown and ten of them take up as much space in your Belt Pouch as a single Gold Crown.

+
+
+
+ +
+ + L + + + + +
+
Lantern
+

This item can be used as a source of light similar to a Torch and Tinderbox except this is the only item that you need.

+
Laumspur
+

(Backpack Item) This prolific herb is well-known for the curative properties possessed by its red flowers. While they can occasionally be eaten whole, they are more typically crushed and extracted to form a red-coloured potion. Laumspur potions typically restore 4 ENDURANCE points per dose, but the amount is always specified when you find the item. Laumspur also has curative powers over some diseases.

+
Lore-circles
+

The Lore-circles of the Magnakai represent groups of Disciplines that, when possessed together, have a synergistic effect. Every time you complete a Lore-circle by acquiring the appropriate Disciplines, you add the appropriate COMBAT SKILL and ENDURANCE point bonuses immediately and permanently to your basic scores. Lore-circles that you have completed may give you other advantages throughout your adventure, as indicated in the text. These advantages are always related to the Disciplines that make up the Lore-circle. For example, if you have the Lore-circle of Solaris, you may have an advantage in a situation that requires excellent awareness. Note that the Discipline of Huntmastery counts towards two different Lore-circles.

+
Lune
+

A currency used in Magnamund. The silver coin is equivalent in weight and value to one quarter of a Gold Crown. Four Lune therefore take up the same space as one Gold Crown in your Belt Pouch.

+
+
+
+ +
+ + M + + + + +
+
Mace
+

(Weapon carried in the hand)

+
Money
+

(See Currency)

+
+
+
+ +
+ + N + + + + +
+
Negative Numbers
+
+

Negative numbers are used throughout the books. They are the numbers below zero. For example, if we have 1 and subtract 1 from it, we have 0. If we subtract 1 again, we have the next number below zero: -1 (we call this negative 1). The minus sign before the one tells us that it is a negative number. If we subtract 1 yet again, we have -2, and so on.

+

If we count from -5 to 5, it looks like this: -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5. If we subtract 5 from 3, we get -2. To see that this is true, start at 3 and count back 5 numbers.

+

To add a negative number to a normal (positive) number, we can think of it like subtraction. For example, if we add 3 and -2 we get 1. 3 + -2 is the same as 3 - 2, which is 1.

+

As a practical example of how negative numbers are used, during combat the opponent's score is subtracted from Lone Wolf's to find the Combat Ratio. If, for example, Lone Wolf has a COMBAT SKILL of 16 and his opponent has one of 18, the Combat Ratio is -2 (16 - 18 = -2).

+
+
Nobles
+
+
+
+
+ + O + + + + +
+
+
+
+
+
+ + P + + + + +
+
Padded Leather Waistcoat
+

(Special Item worn on the body) The Padded Leather Waistcoat armour adds 2 ENDURANCE points as long as it is worn. It may be worn with a Chainmail Waistcoat which would add the two ENDURANCE point bonuses together. [cite LWCN]

+
Potion of Laumspur
+

(see Laumspur)

+
+
+
+
+ + Q + + + + +
+
Quarterstaff
+

(Weapon carried in the hand) This Weapon requires the use of two hands in combat.

+
Quiver
+

(Special Item worn slung over your shoulder) You must possess this Special Item in order to carry Arrows. A Quiver will hold a maximum of six Arrows. Although strange, the rules never state that you cannot wear more than one Quiver.

+
+
+
+
+ + R + + + + +
+
Random Number Table
+

The Random Number Table is a ten-by-ten grid of random numbers that was printed in the back of the original series (see Appendix A: Example Random Number Table). It was intended to allow you to play the books with minimal equipment. However, blindly stabbing a pencil at a page can be clumsy and not very random. You may also choose to use any method that gives you a random number between 0 and 9 (e.g. ten-sided die or computer random number generator).

+
Rope
+

(Backpack Item) Some Ropes are larger than others and require two spaces in your Backpack.

+
+
+
+
+ + S + + + + +
+
Safekeeping
+

You may store any item you chose in safekeeping at the monastery beginning with Book 5 Shadow on the Sand. (see Lone Wolf Club Newsletter No. 7) There is no limit to the number of items you may store at the monastery, but be sure to note which items you keep there and what kind of item it is (i.e. Backpack, Special Item, etc.). Items in safekeeping may be reclaimed at the beginning of a book during the equipment selection process. You cannot access these items during the adventure.

+
Shield
+

(Special Item normally worn slung over the shoulder but carried in the hand during combat) The Shield gives you a 2 point COMBAT SKILL bonus. Optionally, may not be used with two-handed weapons.

+
Short Sword
+

(Weapon carried in the hand)

+
Silver Bow of Duadon
+

(Special Item) This is a Special Item not a Weapon (see ???). It adds +3 to every number you pick from the Random Number Table when using this Bow to make a shot.

+
Sommerswerd
+

(Special Item) This legendary Weapon forged by a god-like race and given to the Sommlending is a powerful bane against evil. It grants a +8 COMBAT SKILL bonus when used in combat. Any Discipline bonus due to Weaponskill, Weaponmastery, or Grand Weaponmastery with Swords, Short Swords, or Broadswords is applicable when using the Sommerswerd. The Sommerswerd also absorbs hostile magic used against its bearer, and doubles all damage done to an undead opponent. It enhances the Disciplines of Sixth Sense, Divination, and Telegnosis. (see Sections 97 and 242 of Fire on the Water)

+
Spear
+

(Weapon carried in the hand) This Weapon requires the use of two hands in combat.

+
Special Items
+

Special Items are any items which are not Backpack Items, Weapons or currency (e.g. Gold Crowns). In Books 1&endash;7 of the Lone Wolf series, there is no stated maximum on how many Special Items you may carry. From Book 8 onwards, the maximum number you may carry is twelve. You may, if you wish, follow this rule prior to Book 8.

+
Sword
+

(Weapon carried in the hand)

+
+
+
+
+ + T + + + + +
+
Tarama
+

(Special Item) The seeds of this plant are highly sought after by those trained in the magical arts. Swallowing a single seed prior to the working of a spell will allow it to be cast without loss of WILLPOWER. These benefits do not apply to the use of WILLPOWER to charge a Wizard's Staff in combat although they do help when making long distance attacks.

+
Tinderbox
+

(Backpack Item) You must possess this item to light a Torch.

+
Torch
+

(Backpack Item) You must possess a Tinderbox in order to light a Torch.

+
Two-handed Weapons
+

An off-handed reference in The Dungeons of Torgar: Section 304 lists Weapons which can be used in combat with one hand. This topic is dealt with more directly in the Grand Master series (e.g. The Plague Lords of Ruel: Section 295). Those not on the list Broadsword, Quarterstaff and Spear require the use of two hands during combat. Optionally, you may decide that this means that you cannot also use a Shield at the same time as these two-handed Weapons.

+
+
+
+
+ + U + + + + +
+
+
+
+
+
+ + V + + + + +
+
+
+
+
+
+ + W + + + + +
+
Warhammer
+

(Weapon carried in the hand)

+
Weapons
+

You carry Weapons in your hands, therefore you may only carry two. The Weapons in which the Kai Lords specialize are the Dagger, Spear, Mace, Short Sword, Warhammer, Sword, Axe, Quarterstaff, Broadsword and Bow. (see Weapon-like Special Items)

+
Weapon-like Special Items
+

This is a class of Special Items that may be used as a Weapon. They aren't counted toward your maximum of two Weapons carried but rather count as a Special Item. A weapon-like Special Item is used as a Weapon of its same type (e.g. the Dagger of Vashna is used like a Dagger).

+
Willpower
+
Wizard's Staff
+
+
+
+
+ + X + + + + +
+
+
+
+
+
+ + Y + + + + +
+
+
+
+
+
+ + Z + + + +
+
+
+
+
+ +
+
+ +
+ Appendix A: Example Random Number Table + + + + + Jonathan Blake + + + + + +
+ +
+ Appendix B: Example Combat Results Table + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + +
+ +
+ Appendix C: Example Combat + + +

The following is an example of a simple combat to show how it works in general and to supplement the example given in the Rules for Combat section of the books. This example is taken from Flight from the Dark: Section 229.

+

Lone Wolf has a base COMBAT SKILL score of 15. He has an ENDURANCE score of 23. He has the Discipline of Mindblast which adds 2 COMBAT SKILL points to his base score (as long as his enemy isn't immune to Mindblast). He has mastered the Discipline of Weaponskill with the Quarterstaff. He is carrying an Axe and a Mace.

+

He is in combat with a Kraan who isn't immune to Mindblast, so he adds 2 COMBAT SKILL points to his score (15 + 2 = 17). He isn't carrying a Quarterstaff (the weapon in which he has Weaponskill so he doesn't benefit his Weaponskill mastery. He must reduce his COMBAT SKILL by 1 due to dust mentioned in the book (17 - 1 = 16).

+

Lone Wolf's opponent&emdash;a Kraan&emdash;has a COMBAT SKILL of 16 so the Combat Ratio is 0 (16 - 16 = 0). The Kraan has an ENDURANCE of 25.

+

Combat begins by picking a random number which is traditionally done using the Random Number Table, but there a other ways available. The first random number picked is 6. Looking that up on the Combat Results Table by finding the Combat Ratio (0) at the top and cross-referencing it with the random number (6) along the side. In this case, we find that Lone Wolf has lost 2 ENDURANCE points and the Kraan has lost 8. Now Lone Wolf has 21 ENDURANCE points (23 - 2 = 21) and the Kraan has 17 (25 - 8 = 17). Lone Wolf and his opponent continue with these new, reduced ENDURANCE point scores.

+

Combat continues by picking another random number: 5. During this round, Lone Wolf loses another 2 ENDURANCE points while the Kraan loses 7. Lone Wolf now has an ENDURANCE score of 19 (21 - 2 = 19) and the Kraan has 10 (17 - 7 = 10). The situation looks good for Lone Wolf.

+

The random number picked for the next round is 1&emdash;not a great round for Lone Wolf. He loses 4 ENDURANCE points while the Kraan loses only 3. Lone Wolf is left with 15 ENDURANCE points (19 - 4 = 15) and the Kraan has 7 (10 - 3 = 7).

+

Another random number is picked: 7. This time Lone Wolf loses 2 ENDURANCE points leaving him with 13 (15 - 2 = 13) and the Kraan loses 9 ENDURANCE points leaving him with -2 (7 - 9 = -2). Since the Kraan has an ENDURANCE score that is less than or equal to 0, it is dead and Lone Wolf wins the combat and can continue his quest. If Lone Wolf's score had been reduced to 0 or below, his quest would now be over.

+
+
+ +
+ Appendix D: Lone Wolf Club Newsletter Excerpts + + +
+
Summer Special 1986
+
+

[Q:] On page 26 of Grey Star Book 2, it says you carry a maximum of eight items in your Herb Pouch&emdash;should it be six?

+

[A:] Actually, the rule which first appeared in Grey Star Book 1 regarding the herb Pouch was incorrect. It should be able to hold up to eight itmes hence the changed rule in later books.

+
+
Newsletter No. 6
+
+

[Q:] In the sewers beneath Tekaro, I lost my weapon to the grasp of a certain killer organism&emdash;that weapon was the Sommerswerd!&ellips;

+

[A:] Strictly speaking, the Sommerswerd is a Special Item&emdash;not a weapon. When facing the organism (Ref. 4) you should erase a weapon from your Action Chart. If you do not possess a weapon, only then do you lose the Sommerswerd.

+
+
Newsletter No. 7
+
+

[Q:] Is the Dagger of Vashna Taken from the Bandit Leader Barraka at the Maakengorge, usable as a weapon?&ellips;

+

[A:] Yes, if you possess this Special Item you may use it as an ordinary dagger in combat. Kai Masters may find it interesting to note for future use that the Dagger of Vashna could prove to be a valuable piece of equipment to take with them on the quest for the Lorestone of Tahou in Lone Wolf Book 9&emdash;The Cauldron of Fear&ellips;you have been warned!

+

[Q:] Can you keep Backpack Items in [safekeeping] at the Kai Monastery?&ellips;

+

[A:] Yes if you wish to leave any surviving Backpack tems in [safekeeping] at the end of an adventure, you can do so. When beginning the next quest, you are given a selection of new equipment which you may then supplement with any of the items you previously held. Many readers have written to point out that they now have a huge selection of Special Items discovered during the course of their adventures and that carrying all these goodies seems a little unrealistic. In response to theis valid point, a new rule comes into effect in Lone Wolf 8, limiting the number of Special Items you can carry. The new limit is 12 Special Items; all others you may have must be left in safe keeping. A tip to all Kai Masters&emdash;don't take you full quota of 12 items with you when youbegin the adventure; leave enough room for any you may find en route otherwise you will have to sacrifice some in favour of others. The recommended number to start with is eight. Also, purely for the sake of accuracy, the term safe keeping at the Kai Monastery in fact means leaving some items with the Elder Magi in Elzian, which features as Lone Wolf's base of operations during the Magnakai Quest.

+
+
1987 New Year's Special
+
+

[Q:]Is there a ranking system for Shianti Wizards, like there is for Kai Lords and Masters?&ellips;

+

[A:] No, unlike the ranking system that marks the rise of Kai Lords, the Shianti do not have set levels of advancement.

+

[Q:] On reaching the rank of Primate and having mastered Weaponmastery, would this enable you to be skilled in four weapons and increase the points added to your COMBAT SKILL to +4 when entering combat with a wepon you have mastered?&ellips;

+

[A:] For every adventure you complete in the Magnakai series, assuming you have the mastery of Weaponmastery, you gain proficiency in the use of one new weapon. The bonus to your [COMBAT SKILL] rating for use of this weapon is combat always remains at +3.

+

[Q:] Are you allowed to drop a weapon, or must you wait until the end of the book?&ellips;

+

[A:] You can drop ([i.e.] discard) a weapon at any time during your adventure, you need not wait until the end of the book. If you find a weapon during the adventure (it will be marked in the text with a capital letter, like a Backpack Item) you may pick it up and use it. You can only carry two weapons at any time.

+
+
Newsletter No. 8
+
+

[Q:] If Lone Wolf has Weaponskill & Weaponmastery with the same weapon, does this give him +3 or +5 extra COMBAT SKILL points in battle? Also, if he has Healing as well as Curing, does this give him +2 ENDURANCE points back for every section through which he passes without combat?&ellips;

+

[A:] The correct weapon bonus is +3, on higher than the basic Kai Discipline bonus for having Weaponskill. Kai Mastery of Curing gives the same +1 ENDURANCE point back (for every section though which you pass without combat) as does the basic Kai Discipline of Healing. The mastery advantage comes with the ability to cure disease, blindness and combat wounds, as well as being able to identify the properties of herbs, roots, and potions. Additional advantages are gained at higher rank as the Magnakai [Discipline] improves.

+
+
Summer Special 1987
+
+

[Q:] In Lone Wolf Book 8, ref. no. 169, you lose a grip of your weapon. Can you retrieve it or must it be erased from you Action Chart?&ellips;

+

[A:] If you win the combat against the Vordak you are able to retrieve the weapon and keep it noted on your Action Chart.

+

[Q:] When you complete a Lone Wolf adventure, do you renew your ENDURANCE points to their original total for the next adventure?&ellips;

+

[A:] All lost [ENDURANCE] points are regained at the end of an adventure. If you have completed any new Lore-circles by finishing an adventure successfully, the bonuses you gain to your [COMBAT SKILL] and [ENDURANCE] are added to this basic score prior to the next adventure.

+

[Q:] In the basic series (Books 1-5) I possessed the Kai Discipline of Healing and was able to restore 1 ENDURANCE point for every section I passed through in which I was not involved in combat. Now that I am a Kai Master with the Magnakai Discipline of Curing I can no longer benefit from my basic healing skills&ellips; or can I?&ellips;

+

[A:] If you have completed all five of the Basic series books you can add +1 [ENDURANCE] as per the rules of Healing. This advantage will benefit all those Kai Masters who have completed the basic series books prior to tackling the Magnakai Series.

+

[Q:] When I was captured in Book 9, All my weapons were taken from me. Can I retrieve them at the end of the book?&ellips;

+

[A:] Yes. The South Gate Guard would definately allow the Saviour of Tahou to have his weapons back!

+

[Q:] In some books you can choose Fireseeds at the start. It says 3 Fireseeds&emdash;if you take all three does this mean you have taken 3 [separate] items from the 5 you are allowed to pick?&ellips;

+

[A:] The Fireseeds are Special Items which count only as 1 item no matter how many of them you possess. However, when you use them be sure to note how many you have left. Also, for the purpose of determining your maximum number of Special Items (12), all Fireseeds count as 1 item.

+
+
Newsletter No. 10
+
+

[Q:] If, in a Magnakai adventure, we are instructed to eat a Meal (or lose 3 ENDURANCE points) and we do not have the Magnakai skill of Huntmastery, can we still use the basic skill of Hunting (assuming we're not in a desert or wilderness), [e.g.] Book 8; ref. 129?&ellips;

+

[A:] Basically, yes you can. All [Kai Masters] who have completed one or more of the Lone Wolf basic books (1&endash;5) can benefit from their experience in this way. This will give them a real advantage over those who have tried only one or more of the Magnakai series books (6&endash;12).

+
+
Newsletter No. 12
+
+

[Q:] If you find a new Backpack in one of the adventures, can you use it to hold an additional 8 items as well as those you already have?&ellips;

+

[A:] Realistically, you can only wear one [Backpack] at a time, and carry a maximum of eight [Backpack] items ([Special Items] not included). Carrying two [Backpacks], and 16 [Backpack Items], would make close combat very difficult indeed, even for a Kai Master. (Note: This aspect of the Lone Wolf rules influenced the progressive [encumbrance] rule of the Freeway Warrior series)

+
+
Newsletter No. 28
+
+

[Q:] Can you clarify what happens to the +1EP bonus when you progress from Kai Master to Grand Master?&ellips;

+

[A:] The [+1EP] bonus gained when passing through combatless sections does still apply, but only if you have played and survived the Magnakai series books. Joe Dever intended this as a hidden loyalty bonus for readers who had played the earlier books, which is why it was ommitted from the Grand Master rules.

+

[Q:] If a person keeps the +4CS Weaponmastery ability from one series to the next, does that mean that when he gets Grand Weaponmastery he has +9CS with the weapons he has proficiency in?&ellips;

+

[A:] The +4CS Weaponmastery bonus is not added to Grand Weaponmastery&emdash;it simply rises by 1 to +5.

+

[Q:] Is the Dagger of Vashna taken from the bandit leader Barraka at the Maakengorge useable as a Weapon?&ellips;

+

[A:] Yes, if you possess this Special Item you may use it as an ordinary [Dagger] in combat. It could also prove especially usefull during the quest for the Lorestone of Tahou (Lone Wolf 9).

+
+
+
+
+ +
+ Aon Project End User License + + +

24 May 2001

+ +
+ 0. Preamble + + +

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Gary Chalk and Brian Williams are similarly offering the illustrations that they did for Joe Dever's books. This license is intended to protect the rights of the authors and the illustrators, the rights of his readers, and the quality of the distributions of the books.

+

Basically, by viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

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Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

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This section does not contain the legally binding terms of this license. The precise terms and conditions of this license follow.

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+ 1. Definitions + + + +
+ 1.0 + + +

License shall hereafter refer to this document.

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+
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+ 1.1 + + +

Authors shall hereafter refer to Joe Dever and Ian Page, copyright holders for the literary works covered by this license. Where either Joe Dever or Ian Page are mentioned singly, they will be referred to by name.

+
+
+ +
+ 1.2 + + +

Illustrator shall hereafter refer to Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone and holder of the copyrights for the illustrations of books two through four of the Freeway Warrior series. Where either Gary Chalk or Brian Williams are mentioned singly, they will be referred to by name.

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+ 1.3 + + +

Internet shall hereafter refer to any means of transferring information electronically between two or more Licensees. (the term Licensee is defined in Section 1.5 of the License)

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+ 1.4 + + +

Internet Editions shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term Internet Editions is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

+

The following are the works written by Joe Dever which are being offered under the terms of this license:

+ +
    +
  • Flight from the Dark; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Copyright 1987 Joe Dever and Gary Chalk.
  • +
  • The Cauldron of Fear; Copyright 1987 Joe Dever.
  • +
  • The Dungeons of Torgar; Copyright 1987 Joe Dever.
  • +
  • The Prisoners of Time; Copyright 1987 Joe Dever.
  • +
  • The Masters of Darkness; Copyright 1988 Joe Dever.
  • +
  • The Plague Lords of Ruel; Copyright 1990, 1992 Joe Dever.
  • +
  • The Captives of Kaag; Copyright 1990, 1992 Joe Dever.
  • +
  • The Darke Crusade; Copyright 1991, 1993 Joe Dever.
  • +
  • The Legacy of Vashna; Copyright 1991, 1993 Joe Dever.
  • +
  • The Deathlord of Ixia; Copyright 1992, 1994 Joe Dever.
  • +
  • Dawn of the Dragons; Copyright 1992 Joe Dever.
  • +
  • Wolf's Bane; Copyright 1993, 1995 Joe Dever.
  • +
  • The Curse of Naar; Copyright 1993, 1996 Joe Dever.
  • +
  • The Magnamund Companion; Copyright 1986 Joe Dever.
  • +
  • Freeway Warrior: Highway Holocaust; Copyright 1988 Joe Dever.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Copyright 1988 Joe Dever.
  • +
  • Freeway Warrior: The Omega Zone; Copyright 1989 Joe Dever.
  • +
  • Freeway Warrior: California Countdown; Copyright 1989 Joe Dever.
  • +
+ +

The following are the works written by Ian Page which are being offered under the terms of this license:

+ +
    +
  • Grey Star the Wizard; Copyright 1985 Ian Page.
  • +
  • The Forbidden City; Copyright 1986 Ian Page.
  • +
  • Beyond the Nightmare Gate; Copyright 1986 Ian Page.
  • +
  • War of the Wizards; Copyright 1986 Ian Page.
  • +
+ + +

The illustrations created by Gary Chalk of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • Flight from the Dark; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Illustrations copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Illustrations copyright 1987 Joe Dever and Gary Chalk.
  • +
+ +

The illustrations created by Brian Williams of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • The Cauldron of Fear; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Dungeons of Torgar; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Prisoners of Time; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Masters of Darkness; Illustrations Copyright 1988 Brian Williams.
  • +
  • The Plague Lords of Ruel; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Captives of Kaag; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Darke Crusade; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Legacy of Vashna; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Deathlord of Ixia; Illustrations Copyright 1992 Brian Williams.
  • +
  • Dawn of the Dragons; Illustrations Copyright 1992 Brian Williams.
  • +
  • Wolf's Bane; Illustrations Copyright 1993 Brian Williams.
  • +
  • The Curse of Naar; Illustrations Copyright 1993 Brian Williams.
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  • The Buccaneers of Shadaki; Illustrations Copyright 1994 Brian Williams.
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  • Mydnight's Hero; Illustrations Copyright 1995 Brian Williams.
  • +
  • Rune War; Illustrations Copyright 1995 Brian Williams.
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  • Trail of the Wolf; Illustrations Copyright 1997 Brian Williams.
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  • The Fall of Blood Mountain; Illustrations Copyright 1997 Brian Williams.
  • +
  • Vampirium; Illustrations Copyright 1998 Brian Williams.
  • +
  • The Hunger of Sejanoz; Illustrations Copyright 1998 Brian Williams.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Illustrations Copyright 1988 Brian Williams.
  • +
  • Freeway Warrior: The Omega Zone; Illustrations Copyright 1989 Brian Williams.
  • +
  • Freeway Warrior: California Countdown; Illustrations Copyright 1989 Brian Williams.
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+ +

Internet Editions shall not refer to any other works by the Authors nor any other illustrations by the Illustrators. Internet Editions shall refer solely to the text and illustrations of the above works when made available through the Internet.

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+ 1.5 + + +

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\ No newline at end of file diff --git a/xml/tmc.xml b/xml/tmc.xml new file mode 100644 index 0000000..afd007c --- /dev/null +++ b/xml/tmc.xml @@ -0,0 +1,3100 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; +]> + + + + + + [Insert Title] + + +
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+ 1 + + +

A sense of foreboding hangs over you as you mount your horse and head towards the city's south gate. There, a couple of tired night guards grumble wearily at your demand for the gate to be opened.

+

'What's the hurry?' they growl. The door finally opens and you gallop through the arch.

+

Half a mile beyond a stone bridge you see a signpost. An arrow pointing to the south says, 'Meadowood 1/2 mile/Holmgard 80 miles', and the other arrow, pointing west says simply, 'Old Mine Road'.

+ If you wish to continue south along the highway, turn to 7. + If you decide to take the road heading west, turn to 55. +
+
+ +
+ 2 + + +

Shouting your power-word, you point at the snarling Giaks. The lightning bolt breaks into several smaller energy pulses that rip into the evil warriors, sending them tumbling in all directions. Seizing the opportunity, you turn and run deeper into the ruined temple.

+ Turn to 32. + +
+
+ +
+ 3 + + +

Reining your horse to a halt, you stare down at the two dead Rangers. Their chests are scorched as if they were both struck by lightning. A Sword and a Mace lie close by. You may take either of these weapons.

+ Turn to 31. + +
+
+ +
+ 4 + + +

The one-roomed hut is damp and deserted. You scan the moss-covered walls for a good hiding place and your attention is caught by a large stone fireplace. You waste no time in climbing up the flue. Minutes later you hear the Giaks enter the hut in search of you. You try to keep as still as possible but you are desperate to sneeze.

+ If you have the spell of Silence, turn to 74. + If you do not possess this spell, turn to 22. + +
+
+ +
+ 5 + + +

A search of the cupboards uncovers 2 Gold Crowns, enough food for one Meal, and the old man's Silver Warhammer. If you wish to take this, mark it on your Action Chart as a Special Item which you carry tucked into your belt.

+ Turn to 15. + +
+
+ +
+ 6 + + +

'Quickly, take cover in the forest,' you shout to Daron and Thelda. But their little pony is terrified by the black-winged Kraan. It panics and gallops off into the trees on the other side of the highway. You are forced to ride deeper into the forest to avoid the black arrows of their Giak riders.

+ Turn to 73. + +
+
+ +
+ 7 + + +

A few minutes later you see a line of wagons on the highway ahead. A group of merchants are arguing with a patrol of Border Rangers who stand guard at a barricade. The Rangers are refusing to allow anyone to pass through the village of Meadowood. 'No good you trying,' calls a disgruntled coachman.

+ If you wish to ask the Rangers to allow you through, turn to 48. + If you wish to stop and talk to the coachman, turn to 57. + +
+
+ +
+ 8 + + +

You cast your spell and catch all three of them by surprise. They struggle to free themselves but to no avail. The Kraan, fearing its riders have fallen into the clutches of a hideous monster, flies away to avoid a similar fate. The path is now clear and you seize your chance of escape.

+ Turn to 47. + +
+
+ +
+ 9 + + +

Suddenly, a wave of pain makes you scream out. Two arrows have passed through your chest and back, smashing the air from your lungs. You fall from the saddle, crashing to the soft earth with a terrible jolt.

+

The last thing you hear are gasps of horror as the Rangers recognize your sky-blue robes.

+

Your life and your mission end here.

+ +
+
+ +
+ 10 + + +

As night falls, you reach the tiny village of Oak Hill, less than twenty miles from the Monastery of the Kai. There is no tavern here, but the blacksmith is well known for his generous hospitality.

+ If you wish to stop at the blacksmith's house, turn to 66. + If you choose to sleep out in the open, turn to 79. + +
+
+ +
+ 11 + + +

For over an hour you move stealthily through the trees, straining for the sound of an approaching Giak patrol or nearby Kraan.

+

Gradually the trees begin to thin out and you can see the ruins of an ancient temple. You take refuge beneath a fallen pillar. As you catch your breath, you remove the Guildmaster's envelope from your robe. Now that war has begun, it will be safer to commit its contents to memory rather than allow it to fall into enemy hands.

+ Turn to 42. + +
+
+ +
+ 12 + + +

As you rush into the fray, the familiar sound of Kraan wings return. Hovering above you are six of the fearsome creatures. The peasants panic and flee, leaving you to face the Kraan alone.

+ If you wish to stand and fight, turn to 37. + If you wish to try to escape, turn to 59. + +
+
+ +
+ 13 + + +

Hurriedly, you cast the spell, circling your palm behind your head to form the shield. An instant later, two arrows just miss your back. Your magic has saved your life, but it has not protected you from a third arrow that gouges your left leg. Lose 3 ENDURANCE points.

+

Wincing with pain, you press on until you have left the archers far behind.

+ Turn to 15. + +
+
+ +
+ 14 + + +

You soon learn that your companions' names are Daron and Thelda, and that their father owns a bakery at Searsby.

+

An hour has passed when you hear the beat of huge wings. A great cloud of black-winged creatures appears flying in a vast formation that darkens the sky. Your heart sinks. The Darklords, the ancient enemy of your people, are attacking. War has begun.

+ If you wish to continue along the highway, turn to 49. + If you decide to seek the shelter of the forest, turn to 6. + +
+
+ +
+ 15 + + +

The track continues for several miles down a steep wooded hillside to arrive at a little bridge spanning a deep, crystal-clear stream. A young woman dressed in padded leather armour stands there, warily watching you approach.

+

'Where are you bound for, young wizard?' she asks.

+ If you wish to tell her your destination, turn to 54. + If you demand that she allow you across the bridge, turn to 76. + +
+
+ +
+ 16 + + +

The Giaks form a semi-circle, holding you at bay with the points of their spears. Suddenly, a clutch of Kraan glide across the trees and drop their riders almost on top of you. Their leader screams 'Darg!' and, as one, the Giaks charge.

+ Turn to 37. + +
+
+ +
+ 17 + + +

As you whisper the spell-chant, a wave of fear numbs your senses.

+

You are in the presence of a great and malicious evil. The woman senses your fear and a smile spreads across her face.

+ Turn to 54. +
+
+ +
+ 18 + + +

Your quick thinking saves you from the full impact of the lightning bolt. It passes close by your head, blistering the skin on your cheek and causing your hair to smoulder. The Helghast screams a terrible cry that claws at your mind (lose 3 ENDURANCE points), but the pain quickly fades as you gallop away from the village.

+ Turn to 46. + +
+
+ +
+ 19 + + +

As you leave your hiding place, a cry echoes in your ears. 'Ogadak - Dok taag!' You thrust the envelope back into your robes and clamber across the ruins. Giaks appear as if from nowhere; one has his arm drawn back ready to throw a spear.

+ If you have the spell of Lightning Hand and wish to use it, turn to 2. + If you wish to try to dodge the spear, turn to 51. +
+
+ +
+ 20 + + +

You whisper the spell under your breath. A shiver runs the length of your spine as you sense evil. It comes, not from the cabin, but from the wooded hills beyond. It is many miles away but you can feel it drawing closer.

+ If you wish to hide in the cabin, turn to 67. + If you wish to turn away from the approaching evil and press on through the forest, turn to 15. + +
+
+ +
+ 21 + + +

You arrive in time to witness a handful of peasants armed with pitchforks attacking two Giaks on Doomwolves. Although superior in numbers, they are no match for these ferocious fighters who have already killed many of their kinfolk.

+ If you wish to aid the peasants, turn to 12. + If you choose to avoid the fight, you can run back along the track by turning to 47. + +
+
+ +
+ 22 + + +

You cannot hold back the sneeze. Within seconds, three ugly Giak faces are squinting up the chimney at you, prodding your feet with their spears. You hurriedly climb the flue only to find a couple of Kraan hovering above. They drop their Giak riders on the roof, and a voice shrieks: 'Dok ek!'

+ Turn to 37. + +
+
+ +
+ 23 + + +

The innkeeper's cheerful mood changes to a stony stare. 'Get out o' here!' he shouts angrily.

+ If you have the spell of Mind Charm, and wish to use it, turn to 75. + If you wish to leave the tavern, turn to 7. + +
+
+ +
+ 24 + + +

As the smiling Ranger walks nearer, your horse becomes nervous and skittish. It takes a great deal of effort to bring him under control. When you glance at the Ranger once more, your skin prickles with dread at the change that has come over him. The skin of his face is writhing. It is changing colour, growing darker and tighter on his skull. His eyes glow with a red fire and fangs sprout from his bottom lip. A wave of panic leaves you breathless as you realize he is a Helghast, a hellish agent of the Darklords. A blue flame ignites at the tip of his staff and a searing charge of energy leaps towards your chest.

+ If you possess the spell of Invisible Shield, and wish to use it, turn to 41. + If you possess the spell of Counter Spell, and wish to use it, turn to 58. + If you have neither of these spells, turn to 72. + +
+
+ +
+ 25 + + +

You invoke the spell and, to the astonishment of the Giaks, leap over the edge. You are able to control your rate of descent, and gently you come to rest in a shallow ravine. You can hear the cries of Kraan and Giaks echoing through the forest. The trees are thicker to the south and you press on in that direction.

+ Turn to 45. + +
+
+ +
+ 26 + + +

Spreading the fingers of your right hand wide apart, you breathe the spell-runes. The net wraps around the old man, pinning him firmly to his chair. As you step forward to take away his Warhammer, the yellow bird swoops down and gouges your cheek before flying out of an open window. Lose 2 ENDURANCE points.

+

'Leave me be,' whimpers the old man. 'Take what little I have but spare my life.'

+ If you wish to free him from the net, turn to 39. + If you decide to leave him tied up and search his cabin for useful items, turn to 5. + If you choose to leave the cabin and continue on your mission, turn to 15. + +
+
+ +
+ 27 + + +

After waiting several minutes for a unit of Giaks to march away you whisper the spell and take to the air. Unfortunately, the effects wear off as you near the middle of the lake, and gradually you descend into the cold dark waters of Lake Pewas.

+

You are forced to discard all your equipment, except for your Crystal Star Pendant and Guildmaster's Envelope, for fear of drowning (erase all but these two Special Items from your Action Chart).

+

Eventually, you reach the far side and stumble ashore, cold and bedraggled. However, if you possess the spell of Mend, you may restore 5 ENDURANCE points to your current total, for you were able to cast the spell whilst swimming across the lake.

+ Turn to 11. + +
+
+ +
+ 28 + + +

The captain is insulted by your attempt at bribery. He knocks the coins from your hand and forces you away from the barricade at the point of his sword. Erase half the number of Gold Crowns that are noted on your Action Chart.

+

There is little you can do except try to circle the village under cover of the forest.

+ Turn to 63. + +
+
+ +
+ 29 + + +

You bite your lip as an arrowhead gouges a deep furrow across your thigh (lose 4 ENDURANCE points). The pain makes you swoon but you manage to press on until you have left the Rangers far behind.

+ Turn to 15. + +
+
+ +
+ 30 + + +

You sense no evil in these children and you have no cause to doubt their word. They smile with joy when you agree to join them on the ride south.

+ Turn to 14. + +
+
+ +
+ 31 + + +

From around a bend in the street ahead, a Ranger appears. He is carrying a long black staff. He smiles and waves at you to slow down.

+ If you wish to slow down and see what he wants, turn to 24. + If you decide to ignore him and gallop on, turn to 38. + +
+
+ +
+ 32 + + +

A Giak, taller than the others and dressed from head to foot in black chainmail, curses and whips his troops with a barbed flail to get them to pursue you.

+

Suddenly, a figure dressed in green leaps out of the undergrowth wielding an axe. Your heart skips a beat as he raises the weapon to strike, but he fells a Giak lurking behind your back - not you! The stranger has saved your life.

+ Turn to 40. + +
+
+ +
+ 33 + + +

'Welcome to my humble home, welcome,' beams the wrinkle-faced old man.

+

As you close the door, a sudden shriek sets your nerves on edge. 'Now, now, Galir!' says the old man, reproving a large yellow-feathered bird perched on a mirror above the mantelpiece. Irritably it flaps its wings and emits a curious warbling sound that the old man appears to understand. The man's expression becomes less friendly and his fingers tighten around the silver handle of an ornate Warhammer.

+ If you have the spell of Net, and wish to use it, turn to 26. + If you wish to draw your sword and attack the old man, turn to 44. + If you wish to escape into the forest, turn to 15. + +
+
+ +
+ 34 + + +

As the foul creature dies it tumbles from the bridge and is washed away by the fast-flowing stream. If you have the spell of Mend, you can take this opportunity to restore lost ENDURANCE points by wading into the water and casting the spell. Before remounting your horse, you must eat a meal or lose 3 ENDURANCE points.

+ Now turn to 10. + +
+
+ +
+ 35 + + +

The Kraan heads west and soon lands in a clearing teeming with Giak soldiers. Roughly you are dragged from the saddle and thrown into a deep pit that holds three other humans, all Sommlending like yourself.

+ If you have the spell of Levitation, turn to 78. + If you do not possess this spell, turn to 65. + +
+
+ +
+ 36 + + +

You wake at dawn, refreshed and eager to continue your mission. The blacksmith's nephew and niece join you for a hearty breakfast and then accompany you to the stable to collect your horse. They share a small black pony called Bobin.

+ Turn to 14. + +
+
+ +
+ 37 + + +

You put up a brave struggle but you are soon overwhelmed. They tie your hands and confiscate everything you possess, except for your Crystal Star Pendant, and the Guildmaster's Message, both of which they fail to discover.

+

'Dok ziran,' shouts a Giak officer pointing at you, 'Dok kag eg oknar oka.'

+

Suddenly you are grabbed and thrown across the saddle of a Kraan. An ugly-faced Giak sits behind you, his knife held to your throat as the beast takes to the air.

+ If you have the spell of Lightning Hand, turn to 60. + If you do not have this spell, or do not wish to use it, turn to 35. + +
+
+ +
+ 38 + + +

The Ranger raises his black staff and aims it at your chest. A wave of nausea knots your stomach as suddenly you witness a terrible change. The skin that covers the Ranger's face is writhing, growing darker and tighter on his skull. His eyes glow red and great curved fangs have pushed themselves through his lower jaw. You stifle a scream as you realize he is a Helghast, a powerful shape-changing agent of the Darklords. A blazing blue flame ignites at the tip of his staff and a bolt of energy leaps towards your chest.

+ If you have the spell of Counter Spell, and wish to use it, turn to 58. + If you do not have this spell you can try to dodge the energy bolt by turning to 52. + Or you can try to trample the Helghast beneath your horse's hooves. Turn to 72. + +
+
+ +
+ 39 + + +

'Take it easy, old man. I mean you no harm,' you say, as you cut the magical netting that binds him to his rocking chair. 'Your yellow bird seems to have misjudged me, for I have not come here to rob you.'The old man listens with interest to your explanation and gives you some advice on how to reach the Monastery of the Kai.

+

You thank the old man and as you turn to leave he offers to exchange his Warhammer for any two items in your Backpack (excluding Meals). If you wish to make the exchange, erase two items of your choice and mark the Silver Warharnmer as a Special Item which you carry tucked into your belt.

+ Turn to 15. + +
+
+ +
+ 40 + + +

On seeing the green-cloaked stranger emerge from the woods, the Giak officer orders his troops to run to the shelter of the forest. For the time being, the danger has passed.

+

Wiping the sweat from your brow, you turn to thank your unexpected rescuer and, as you do so, you recognize the clothes he wears: they are the green tunic and cloak of a Kai initiate.

+ Turn to 80. + +
+
+ +
+ 41 + + +

Drawing your hand across your face to invoke the spell, you form an invisible shield between yourself and the bolt of energy. Unfortunately, the bolt is magical, and it passes through the shield unhindered.

+ Turn to 72. + +
+
+ +
+ 42 + + +

The message is a warning that the Darklords have mustered a vast army beyond the Durncrag Range. The Guildmaster urges the Kai to cancel the feast of Fehmarn and prepare immediately for war. He fears that Sommerlund has been betrayed by a wizard of the brotherhood, called Vonotar.

+

Suddenly, you hear the crunch of iron-shod boots on stone, and before you can destroy the Guildmaster's message, a Giak booms: 'Zazgog rek okaka.'

+ If you wish to stay where you are, turn to 62. + If you wish to move deeper into the ruins, turn to 19. + +
+
+ +
+ 43 + + +

The Border Rangers of Sommerlund are expert archers, and as you hear the hiss of their arrows speeding towards your back you pray that luck is on your side.

+ If you possess the spell of Invisible Shield, turn to 13. +

If you do not have this spell, pick a number from the Random Number Table.

+ If the number you have chosen is 0-2, turn to 69. + If the number is 3-7, turn to 9. + If the number is 8-9, turn to 29. + +
+
+ +
+ 44 + + +

You strike at the old man's head, but he parries your blow with his Warhammer. To your horror, your sword blade disintegrates as soon as it touches the weapon's silver haft. Cackling with glee, the old man leaps into the attack, brandishing his enchanted Warhammer above his head.

+

Old Tadeus COMBAT SKILL 18 ENDURANCE 18

+

You must deduct 4 points from your COMBAT SKILL for you are now unarmed. If you have the spell of Vigour, you may cast it to increase your COMBAT SKILL, but be sure to deduct 3 ENDURANCE points accordingly.

+ You may evade combat after three rounds, by escaping to your horse. Turn to 15. + If you win the combat, turn to 5. + +
+
+ +
+ 45 + + +

You come to the edge of a small lake where many Giaks and Drakkarim are being marshalled into units. You sense that the Kai Monastery lies on the other side of the lake, and you try to think of a way to get across the water unseen.

+ If you have the spell of Levitation, and you wish to use it, turn to 27. + If you want to swim across the lake, turn to 53. + If you decide to skirt around the lake, under cover of the forest, turn to 68. + +
+
+ +
+ 46 + + +

You have ridden several miles before you dare rest. You stop by the banks of a stream and allow your horse to drink. If you have the spell of Mend, you can take this opportunity to restore lost ENDURANCE points by standing in the stream and casting the spell. Before you remount and continue, you must eat a Meal or lose 3 ENDURANCE points.

+ Now turn to 10. + +
+
+ +
+ 47 + + +

You climb through a tunnel of trees and emerge at the top of a rocky knoll. About three miles to the south you can see a huge cloud of Kraan circling a grey stone building. You watch with grim fascination as they tear at the walls with their talons. Suddenly, you are disturbed by the sound of rustling undergrowth, and you spin around in time to see a handful of Giaks charging towards you. You turn to run, but find yourself teetering on the brink of a steep drop.

+ If you have the spell of Levitation, turn to 25. + If you do not have this spell, or do not wish to use it, turn to 16. + +
+
+ +
+ 48 + + +

The Rangers are not impressed by your request to be allowed through Meadowood. A Ranger captain tells you to return to Toran. They are searching for a spy who has murdered three of his men. Until he is caught, nobody can pass through Meadowood.

+ If you have the spell of Mind Charm, and wish to use it, turn to 77. + If you do not have this spell, you can offer him some Gold Crowns, by turning to 28. + Or you can try to circle Meadowood by riding through the forest. Turn to 63. + +
+
+ +
+ 49 + + +

A dozen black-winged creatures appear overhead. They are Kraan, and on their backs are shrieking Giaks eager to fight. Suddenly, the Kraan swoop.

+ If you have the spell of Lightning Hand, and wish to use it, turn to 56. + If you wish to evade the attack by entering the forest, turn to 6. + +
+
+ +
+ 50 + + +

The foul-mouthed Giaks cackle with joy as they close in for combat. You must fight all three as one enemy.

+

Giaks COMBAT SKILL 16 ENDURANCE 18

+ You can evade combat after three rounds by running into the forest. Turn to 70. + If you win the combat, you can escape along the south path by turning to 47. + +
+
+ +
+ 51 + + +

You dive aside and the spear whistles past your arm, tearing the cuff of your robe but drawing no blood. Quickly, you scramble to your feet and run deeper into the ruins.

+ Turn to 32. + +
+
+ +
+ 52 + + +

You have barely seconds to act. Desperately you jerk your horse to the left to avoid the crackling blue pulse of flame.

+

Pick a number from the Random Number Table.

+ If the number you have chosen is 0-6, turn to 18. + If the number is 7-9, turn to 72. + +
+
+ +
+ 53 + + +

You leave all you carry (except for your Crystal Star Pendant and Guildmaster's Envelope) on this side of the lake, for fear of drowning.

+

After fifteen minutes you reach the far side and stumble ashore, cold and bedraggled. However, if you possess the spell of Mend, you may restore 5 ENDURANCE points to your current total, for you were able to cast the spell whilst swimming across the lake,

+ Turn to 11. + +
+
+ +
+ 54 + + +

She unsheathes a black sword and emits a hideous laugh. The skin on her face is starting to writhe and change colour, growing darker with each passing second. Her eyes glow with red fire and long fangs appear from her lower jaw as she creeps slowly towards you. Shock leaves you breathless as you realize that she is a Helghast, a powerful shape-changing servant of the Darklords. Before you can think of using one of your spells, the Helghast hauls you out of the saddle. You land heavily on the stony ground and fumble in desperation for a weapon as the creature's black sword whistles towards your head.

+ If you have a Silver Warhammer, turn to 64. + If you do not possess this Special Item, turn to 61. + +
+
+ +
+ 55 + + +

This road is little better than a rough forest track. Soon all trace of it disappears. You urge your horse through a mass of tangled undergrowth until you happen upon a moss-covered log cabin.

+ If you wish to take a closer look at the cabin, turn to 67. + If you wish to press on and try to find traces of the old mine road, turn to 15. + If you have the spell of Sense Evil, and if you wish to use it, turn to 20. + +
+
+ +
+ 56 + + +

You release a bolt of lightning at the first of a number of Kraan screaming towards you. The pulse of energy tears through its chest, flipping it backwards and scattering its Giak crew like rag dolls. Two Kraan collide with it in mid-air and come crashing down in a tangled heap.

+

However, your magic has attracted more Kraan and quickly you realize you must take to the forest if you are to avoid being overwhelmed.

+ Turn to 6. + +
+
+ +
+ 57 + + +

You learn that the Rangers are searching for a Darklord spy. Last night he killed three Rangers, here in Meadowood. He escaped but is still somewhere in the area. The Rangers have sealed off the highway and are not letting anyone through until the spy is caught or killed.

+ If you wish to approach the Rangers and ask them to allow you to pass, turn to 48. + If you decide to ride back to the junction at Old Mine Road, and try to circle the village, turn to 55. + +
+
+ +
+ 58 + + +

You shout the spell-words and feel a chill as some of your body warmth drains away to form the counter spell. A flat sphere of translucent red mist suddenly appears in the path of the oncoming bolt and, as they collide, a splash of violet flame erupts in front of your eyes. A tremendous shock wave knocks you back in the saddle and your startled horse rears up, but somehow you manage to regain control. The Helghast emits a cry that rakes your mind (lose 2 ENDURANCE points), but the pain quickly fades as you gallop away from Meadowood.

+ Turn to 46. + +
+
+ +
+ 59 + + +

You race back along the forest track, but a Kraan swoops down and drops three Giaks on the path ahead. They unsheathe curved swords and utter vile curses as they stalk nearer.

+ If you have the spell of Net, and wish to use it, turn to 8. + If you wish to draw your weapon and fight these three Giak soldiers, turn to 50. + If you wish to escape into the forest, turn to 70. + +
+
+ +
+ 60 + + +

Carefully, you point your finger at the grinning Giak rider and say the power words. There is an intense flash of blue light and a scream as your bolt decapitates him. His body somersaults backwards off the Kraan which begins to climb, its load instantly halved. The spell has burned through your bonds and now you can pull yourself into a sitting position. With blows to its head and neck, you force the Kraan to land in the forest. As soon as its clawed feet touch the soil, you leap from the saddle and run for cover.

+ Turn to 11. + +
+
+ +
+ 61 + + +

The creature laughs manically as it raises the sword to strike again. Valiantly you try to fend off the attack, but you are greatly weakened through loss of blood. The last thing you hear as the black sword descends is the Helghast's mocking laugh of victory.

+

Your life and your mission end here.

+
+
+ +
+ 62 + + +

You place the envelope back into your robe and peek carefully over a broken marble slab. A squad of Giaks have entered the ruins and are systematically searching every square inch. Suddenly, a group appear to your left. They see you and raise the alarm: 'Ogadak!'

+ If you have the spell of Lightning Hand, and wish to use it, turn to 2. + If you wish to evade the Giaks, turn to 32. + +
+
+ +
+ 63 + + +

The dense foliage makes it difficult to pass through the trees on horseback, so you keep to a narrow track. Suddenly, a patrol of Rangers rush out of the trees behind you. They have bows and are preparing to fire them at you.

+ If you wish to call out to them to hold their fire, turn to 9. + If you decide to escape along the track as fast as your horse will carry you, turn to 43. + +
+
+ +
+ 64 + + +

A crackle of blue flame bursts from your enemy's sword as it strikes the haft of your Silver Warhammer. The Helghast recoils from the blow, allowing you to stagger to your feet, but it soon recovers and attacks again. You cannot evade combat and must fight this creature to the death.

+

Helghast COMBAT SKILL 21 ENDURANCE 28

+

If you have the spell of Vigour, you may cast it before combat begins.

+ If you win the fight, turn to 34. + +
+
+ +
+ 65 + + +

Three hours pass before a Drakkarim officer appears at the edge of the pit and stares down at you with contempt. He barks an order and a circle of Giak archers appear. The last thing you hear is the hiss of their deadly black arrows.

+

Your life and your mission end here.

+ +
+
+ +
+ 66 + + +

You knock on the door of the blacksmithy. It opens and a small plump woman stands before you, hurriedly wiping her hands on her chequered apron. She smiles and calls for Tym, her husband, as she ushers you into the dark warmth of the smithy. Tym the blacksmith welcomes you with a firm handshake. 'My word, Petrea, we're honoured to have a journeyman with us tonight,' he says to his wife.

+

You enjoy a delicious supper, during which the blacksmith asks a favour of you. His nephew and niece, who are staying at the blacksmithy, are due to return home to their village in the morning. They live in Searsby, which lies to the south, where the road to the Kai Monastery branches off from the main highway. All he asks is that you accompany them home. You can hardly refuse the blacksmith's request, especially after enjoying his food and hospitality.

+ Turn to 36. + +
+
+ +
+ 67 + + +

You dismount and tether your horse before climbing the rickety steps to the cabin door. Through a cracked window pane you can see an old man sitting in a rocking chair. He is smoking a clay pipe and reading a leather-bound book. As you approach the door, you tread on a twig that snaps with a loud crack.

+

'Who's there?' calls the old man.

+ If you wish to enter the cabin, turn to 33. + If you decide to press on through the forest, turn to 15. + +
+
+ +
+ 68 + + +

Cautiously you move through the enemy-infested trees, but less than a hundred yards from the water's edge you are spotted by a Kraan patrol. You cannot evade them.

+ Turn to 37. + +
+
+ +
+ 69 + + +

You weave back and forth across the track, to present the archers with a harder target. Your tactics pay off, for although an arrow grazes your scalp (lose 1 ENDURANCE point), it is just a flesh wound. Wiping a trickle of blood away, you press on and soon leave the archers cursing your escape.

+ Turn to 15. +
+
+ +
+ 70 + + +

Crashing headlong through the bracken, you fight to stay on your feet as you make your escape. Everywhere you hear the cries of Kraan and Giaks echoing through the trees. After ten minutes, the trees start to thin out and you can just make out the shape of a stone hut nestling at the bottom of a shallow ravine.

+ If you wish to hide in this hut, turn to 4. + If you wish to push on deeper into the forest, turn to 45. + +
+
+ +
+ 71 + + +

You ask her once more to let you cross, this time using your spell of Mind Charm to persuade her you are friendly. Unfortunately, your spell does not have the desired effect.

+ Turn to 54. + +
+
+ +
+ 72 + + +

The energy bolt smashes into your unprotected chest and hurls you out of the saddle. Your chest is ablaze and tongues of orange flame flicker before your eyes - but you feel no pain. Only numbness and the irresistible urge to sleep fill your body. As your eyes slowly close, you do not see the Helghast raise its black staff to finish you off.

+

Your life and your mission end here.

+ +
+
+ +
+ 73 + + +

Your heart is pounding fit to burst as you urge your horse through the ever-thickening foliage. The forest soon becomes too dense to continue on horseback and you are forced to press on by foot. You force your way through the rich vegetation until you discover a track. To the north you can make out some huts; to the south the path disappears into wooded hills.

+ If you wish to head north towards the huts, turn to 21. + If you wish to go south towards the hills, turn to 47. + +
+
+ +
+ 74 + + +

You invoke the spell just in time, and your violent sneezing goes undetected by the Giak soldiers searching the hut below. You wait several minutes before leaving your hiding place and pushing on through the forest to the south.

+ Turn to 45. + +
+
+ +
+ 75 + + +

Under the influence of your magic, a calm descends on the man and his anger is swiftly replaced by his usual jollity. 'I'm sorry,' he says, 'please forgive my rudeness. I don't know what came over me.'

+

He ushers you to a table near the fireplace that is set for dinner, and calls to his son to prepare you a meal. The food is delicious: restore 2 ENDURANCE points to your total before leaving the tavern and continuing on your way.

+ Turn to 7. + +
+
+ +
+ 76 + + +

She answers by grasping the hilt of a weapon sheathed at her side. Her expression is stern and unfriendly.

+ If you have the spell of Mind Charm, and wish to use it, turn to 71. + If you have the spell of Sense Evil, and wish to use it, turn to 17. + If you decide to offer her some Gold Crowns to let you cross the bridge, turn to 54. + +
+
+ +
+ 77 + + +

To the surprise of his men, the Captain orders the barricade to be drawn aside. You are allowed to pass, but as you are riding towards the village, you hear the Captain shouting: 'Stop that rider!'

+

Your spell has begun to wear off. Spurring your horse to a gallop, you race along the deserted main street of Meadowood. Two bloodstained bodies lie on the road ahead; they are Rangers and they appear to be dead.

+ If you wish to stop and examine the bodies, turn to 3. + If you decide to ride on as fast as you can, turn to 31. + +
+
+ +
+ 78 + + +

One of your fellow captives, a young hill farmer, unties the cords that bind your wrists. With your hands free once more, you whisper the spell of Levitation and slowly rise to the edge of the pit. The others are amazed but they stay silent so as not to jeopardize your escape. Patiently you wait for the right moment before emerging from the pit and diving into the cover of the trees.

+ Turn to 11. + +
+
+ +
+ 79 + + +

You awake shortly after dawn to a chill morning and, unless you possess a blanket, you must deduct 2 ENDURANCE points. You are rising to your feet when suddenly you realize you are being watched. Two children, a boy and a girl, are sitting astride a little black pony, staring at you in disbelief.

+

'Have you been asleep here all night?' asks the young girl. You nod.

+

'You should have called on our uncle,' says the boy, 'he's the blacksmith of Oak Hill. He would have given you a bed for the night.'

+

The little girl leans forward and offers you some bread and cheese. Gratefully you accept her kind offer (restore 1 ENDURANCE point).

+

'We're on our way to Searsby for the feast of Fehmarn,' says her brother. 'Are you going that way?'

+

The village of Searsby lies to the south, where a road to the Kai Monastery branches off from the main highway.

+ If you wish to accompany the children south, turn to 14. + If you have the spell of Sense Evil, and wish to use it, turn to 30. + +
+
+ +
+ 80 + + +

You offer your hand in friendship and it is gratefully received. After introducing yourself, you hand over the Guildmaster's Envelope. The Kai Lord studies the message and a great sadness fills his eagle eyes.

+

'Alas, the wisdom of this warning has arrived too late to save my kin. The war has already begun and my brothers in arms were the first to fall to the evil host of Helgedad. They are dead, and I am all that remains of the Kai. Your mission is complete, Banedon, but mine has only just begun. I, Lone Wolf, must journey to Holmgard to warn the King. He will know what must be done to save our land.'

+

Instinctively, you remove your Crystal Star Pendant and hand it to the last Kai warrior. It is a talisman of good luck and you pray that it protects him on the perilous road ahead.

+

Your mission is complete!

+ +
+
+
+
+ + + +
+
+ +
-- 2.34.1