From ce80f77deb9fcad158221d629411960bc20f86e8 Mon Sep 17 00:00:00 2001 From: Simon Osborne Date: Sun, 1 Jul 2007 21:48:02 +0000 Subject: [PATCH] Book 7: Many Errata and Non-Errata fixed (See ) Book 12: One minor erratum fixed git-svn-id: https://projectaon.org/data/en/xml@247 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 07cd.xml | 1720 ++++++++++++++++++++++++++-------------------------- 12tmod.xml | 7 +- 2 files changed, 875 insertions(+), 852 deletions(-) diff --git a/07cd.xml b/07cd.xml index 039c7e5..789ea21 100755 --- a/07cd.xml +++ b/07cd.xml @@ -1,21 +1,23 @@ - - %xhtml.characters; - %general.links; %xhtml.links; + + + %general.inclusions; ]> - +

You are the warrior, Lone Wolf, last of the Kai Masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies, the Darklords of Helgedad.

-

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power known as the Lorestones of Nyxator. With their discovery he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and his experiences in a great tome called The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge, you must complete the quest first undertaken by Sun Eagle over one thousand years ago. By doing so successfully, you too, will acquire the power and wisdom of the Magnakai that is held within the Lorestones' crystal forms.

-

Much of Sun Eagle's script had faded with the passing years and little remained to help you find the seven Lorestones of Nyxator. Guided by the few words that could still be deciphered, you set out upon a journey that took you to the war-torn city of Tekaro in the hostile land of Slovia. There, hidden deep in the crypt of the city's cathedral, you found the first Lorestone of Varetta. As you held the crystal triumphantly in your hand, its power was transfused into your being, and the location of the second stone formed slowly in your mind&emdash;Herdos.

-

The remote township of Herdos stands upon the shore of Lake Khor, high in the Xulun mountains of Dessi. Here the Elder Magi, the magicians who rule the land, helped Sun Eagle on his quest long ago. Time has turned full circle, and once more their aid is sought by a warrior of the Kai.

+

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power known as the Lorestones of Nyxator. With their discovery he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and his experiences in a great tome called The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge, you must complete the quest first undertaken by Sun Eagle over one thousand years ago. By doing so successfully, you too, will acquire the power and wisdom of the Magnakai that is held within the Lorestones crystal forms.

+

Much of Sun Eagles script had faded with the passing years and little remained to help you find the seven Lorestones of Nyxator. Guided by the few words that could still be deciphered, you set out upon a journey that took you to the war-torn city of Tekaro in the hostile land of Slovia. There, hidden deep in the crypt of the citys cathedral, you found the first Lorestone of Varetta. As you held the crystal triumphantly in your hand, its power was transfused into your being, and the location of the second stone formed slowly in your mindHerdos.

+

The remote township of Herdos stands upon the shore of Lake Khor, high in the Xulun Mountains of Dessi. Here the Elder Magi, the magicians who rule the land, helped Sun Eagle on his quest long ago. Time has turned full circle, and once more their aid is sought by a warrior of the Kai.

Fate has brought you to us, Lone Wolf, intones Rimoah, speaker for the High Council of the Elder Magi, as you stand before them in the Tower of Truth at Elzian. And our fate is bound to your quest.

His clear voice fills the great cylindrical council chamber and the white-robed elders gathered around you respond with one voice, It is so.

Rimoah leads you to a circular dais, set like a deep well into the green marble floor. Carefully, he kneels and touches its liquid metal surface with his gloved hand. A current flows through the shimmering metal and, within its mirror-like depths, a strange vision slowly takes shape. You see a black-walled fortress set upon a rocky isle, its deep purple shadows reflecting in the dark waters of a moonlit lake.

@@ -177,12 +170,12 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

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.

+

During your training as a Kai Master you have developed fighting prowessCOMBAT SKILL and physical staminaENDURANCE. 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.

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 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 Book 7. 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 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).

+

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 Book 7. 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 many choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (Books 612).

@@ -224,7 +217,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, -

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.

+

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.

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.

@@ -246,7 +239,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, -

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.

+

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 that 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.

@@ -291,8 +284,8 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

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.

+

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 and Mindblast cannot be used simultaneously.) 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.

@@ -328,8 +321,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

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

-

If you successfully complete the mission as set in Book 7 of the Lone Wolf series, you may add a further Magnakai Discipline of your choice to your Action Chart in Book 8. 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, which is called The Jungle of Horrors - .

+

If you successfully complete the mission as set in Book 7 of the Lone Wolf series, you may add a further Magnakai Discipline of your choice to your Action Chart in Book 8. 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, which is called The Jungle of Horrors.

@@ -341,13 +333,13 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, -

Before leaving Elzian on your quest for the Lorestone of Herdos, the Elder Magi give you a map of their land 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 books 1&endash;6 of the 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.

+

Before leaving Elzian on your quest for the Lorestone of Herdos, the Elder Magi give you a map of their land 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 books 16 of the 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.

The Elder Magi offer you a choice of equipment to aid you on your perilous mission. You can take five 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.

If you take any of these Items, remember to adjust your Action Chart accordingly.

The sound of a bolt and the creak of a dry hinge echoes from the chamber behind you, causing your pulse to race anew. Pick a number from the Random Number Table.

- If the number you have picked is 0&endash;4, turn to 63. - If it is 5&endash;9, turn to 346. + If the number you have picked is 04, turn to 63. + If it is 59, turn to 346.
@@ -2453,6 +2464,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

You cleave a path through the bubbles as easily as if you were scything cobwebs. As your sword punctures their jelly-like skins, they implode and plop to the floor in tatters.

You move on, your eyes peeled for the slightest hint of danger. A shadow on the floor in the distance makes you wary. Your fear soon turns to dismay, for, as you grow closer, you can see that it is a deep, dark pit that stretches across the entire corridor. There appears to be no way across. Staring at the opposite side, over thirty feet away, you ponder the impossible task confronting you. A sudden glow in the misty ceiling heralds the return of the skull.

+ Gary Chalk @@ -2460,6 +2472,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, +

The path across defies your sight;
Find the path or stay and fight.
@@ -2517,7 +2530,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 156 -

Tavig has stopped screaming long before you force the hand to give up its prize and withdraw, gashed and bleeding, into the gloom of the tunnel. Tavig's body lies motionless at your feet. You stoop to close his sightless eyes and lay his sword upon his bloodstained chest, as is the custom in the land of Slovia when a warrior falls in battle.

+

Tavig has stopped screaming long before you force the hand to give up its prize and withdraw, gashed and bleeding, into the gloom of the tunnel. Tavigs body lies motionless at your feet. You stoop to close his sightless eyes and lay his sword upon his bloodstained chest, as is the custom in the land of Slovia when a warrior falls in battle.

If you decide to leave the body and continue, turn to 323. If you wish to search the body before you go, turn to 227. @@ -2538,7 +2551,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

Gasping for air, you claw your way to the surface and swim for the rocky shore. Heaving yourself from the cold water, you crouch down, breathless and exhausted, beside a line of huge boulders, half-buried in the coal-black sand, and take stock of your belongings. You have lost two Items from your Backpack, and all the food has been ruined by the tainted water (erase all Meals and two Backpack Items of your choice from your Action Chart).

-

No sooner have you managed to control your breathing than you hear the sound of scraping, as if some heavy weight were being dragged across the rocks to your left. A vertical crack appears in the surface of the nearest boulder, and a sickly yellow light washes over you. It is not a boulder&emdash;you are staring at a huge eye.

+

No sooner have you managed to control your breathing than you hear the sound of scraping, as if some heavy weight were being dragged across the rocks to your left. A vertical crack appears in the surface of the nearest boulder, and a sickly yellow light washes over you. It is not a boulderyou are staring at a huge eye.

If you wish to draw your weapon and attack the eye, turn to 265. If you wish to leap to your feet and escape towards the sheer rock base of Kazan-Oud, turn to 41.
@@ -2548,10 +2561,10 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 159 -

You walk upon the glittering marble flagstone of Zahda's throne-hall, your footsteps echoing among the circular tiers as you approach the central pit. The chamber is deserted, and only the flickering flames that curl around the pinnacle of black iron shed any light upon the vastness.

+

You walk upon the glittering marble flagstone of Zahdas throne-hall, your footsteps echoing among the circular tiers as you approach the central pit. The chamber is deserted, and only the flickering flames that curl around the pinnacle of black iron shed any light upon the vastness.

You dare to challenge the power of Zahda? booms a voice in the darkness above, a voice made thunderous in the cavernous expanse of the throne-hall. A blinding white light holds you in its beam, blazing down from the throne with unnatural intensity. You dare to pit yourself against the Lord of Kazan-Oud?

-

Desperately you try to escape from the beam, but you cannot move. Your muscles are numb and nerveless, paralysed by Zahda's beam.

-

I know your purpose&emdash;your identity was revealed to me in the maze. You are the Kai Lord&emdash;the one they call Lone Wolf. The voice is now filled with anger and indignation. You have come here to steal that which belongs to me. For such a crime there can be only one penalty&emdash;death!

+

Desperately you try to escape from the beam, but you cannot move. Your muscles are numb and nerveless, paralysed by Zahdas beam.

+

I know your purposeyour identity was revealed to me in the maze. You are the Kai Lordthe one they call Lone Wolf. The voice is now filled with anger and indignation. You have come here to steal that which belongs to me. For such a crime there can be only one penaltydeath!

A pulse of raw energy hurtles down from the throne, speeding towards you like a burning sun. It consumes you in a searing ball of flame, destroying you completely and forever.

Your life and your quest end here.
@@ -2571,7 +2584,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 161 -

As the few remaining survivors whirl away into the darkness, you sheathe your weapon and kick aside the torn bodies of those who fell to your deadly blows. A stone room awaits you at the bottom of the stairs, featureless and bare except for a weapons' rack hanging on the wall in the far corner. It holds a Spear and a Broadsword, both in remarkably fine condition. The torchlit tunnels offer an exit from this chamber: one descends to the north, the other to the east.

+

As the few remaining survivors whirl away into the darkness, you sheathe your weapon and kick aside the torn bodies of those who fell to your deadly blows. A stone room awaits you at the bottom of the stairs, featureless and bare except for a weapons rack hanging on the wall in the far corner. It holds a Spear and a Broadsword, both in remarkably fine condition. The torchlit tunnels offer an exit from this chamber: one descends to the north, the other to the east.

If you have the Magnakai Discipline of Pathsmanship, turn to 139. If you wish to enter the north tunnel, turn to 187. If you wish to enter the east tunnel, turn to 101. @@ -2582,7 +2595,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 162 -

Your shot is fast and deadly accurate: the arrow pierces the warrior's armoured back just above the waist, pitching him forward on to his face. He writhes for a brief moment on the rubbish-strewn floor before surrendering to death.

+

Your shot is fast and deadly accurate: the arrow pierces the warriors armoured back just above the waist, pitching him forward on to his face. He writhes for a brief moment on the rubbish-strewn floor before surrendering to death.

Swiftly you race along the corridor, leaving the dead guard and the chamber far behind. You pass through an archway that opens out to a landing at the top of a spiral staircase and you descend the stairs. At the bottom of the stairs a tunnel leads off to the west and the east.

If you have the Magnakai Discipline of Pathsmanship or Divination, turn to 171. If you wish to go west, turn to 29. @@ -2605,14 +2618,16 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

You regain consciousness with a start, reaching instinctively for your weapon lest danger be waiting to greet you. A dull throbbing fills your head as you sit up to take stock of your surroundings.

You find yourself on top of a mound of rotting vegetation, stacked high in the corner of a shadowy chamber. A harsh reptilian odour fills your nostrils: the unmistakable smell of snakes. As your vision clears, you notice, amid the slime that covers the floor, what appear to be undigested human bones. A rib cage, two skulls and several vertebrae are illuminated by a shaft of light that descends from a grate in the ceiling. It flickers and, for a second, you catch a glimpse of a skull-like face through the iron bars. Fear wells up inside you as a chilling laugh pierces the silence. But it is not the sound of the cruel inhuman laughter that freezes your blood, it is the sight of the colossal, wedge-shaped head that is rearing up through the mound on which you sit; it is the head of a gigantic snake.

+ Gary Chalk - The colossal, wedge-shaped head of a
gigantic snake rears up before you
+ The colossal, wedge-shaped head of a gigantic snake rearsup before you. -
+ +

You leap to your feet and run to the far corner of the chamber, your heart pounding loudly in your ears. The snake rises up almost to the ceiling, its forked tongue flickering angrily below a single yellow eye which is set deep in the centre of its green scaly head. Once more the chamber echoes to cruel laughter as the monster shakes off its rotting nest and slithers forward.

If you have the Magnakai Discipline of Animal Control and have reached the Kai rank of Primate, turn to 137. If you have a bow and wish to use it, turn to 7. @@ -2629,7 +2644,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, Gary Chalk - Scores of seated creatures crowd the tiers, staring
at you, their eyes like pinpoints of fire
+ Scores of seated creatures crowd the tiers, staring at you,their eyes like pinpoints of fire. @@ -2653,8 +2668,8 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

On your fifth step, the silence is broken by another crack. The invisible whip bites into the back of your legs, causing your knees to buckle, and you flinch with pain as you stagger forwards.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked.

- If your total is now 0&endash;2, turn to 275. - If it is 3&endash;7, turn to 222. + If your total is now 02, turn to 275. + If it is 37, turn to 222. If it is 8 or more, turn to 311.
@@ -2672,7 +2687,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 168 -

The water is still pouring from the statue's face, although the pressure has dropped dramatically now that the chamber is nearly full. The entire face has crumbled away under the pressure of the water, leaving a hole the size of a dinner plate. Peering inside, you can see a large nozzle and a lever, both deep within the body, beyond arm's reach.

+

The water is still pouring from the statues face, although the pressure has dropped dramatically now that the chamber is nearly full. The entire face has crumbled away under the pressure of the water, leaving a hole the size of a dinner plate. Peering inside, you can see a large nozzle and a lever, both deep within the body, beyond arms reach.

If you have a sword, turn to 32. If you do not have this weapon, turn to 263.
@@ -2684,7 +2699,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

The descending wall is gathering speed at a terrifying pace; there is now very little space left through which to escape.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked.

- If your total is now 0&endash;4, turn to 237. + If your total is now 04, turn to 237. If it is 5 or more, turn to 326.
@@ -2702,7 +2717,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 171 -

Your Kai mastery reveals that the wall at the bottom of the stairs conceals a secret door. One of the bricks is far smoother than the others, and you sense that it activates the lock which keeps the door closed.

+

Your Kai Mastery reveals that the wall at the bottom of the stairs conceals a secret door. One of the bricks is far smoother than the others, and you sense that it activates the lock which keeps the door closed.

If you wish to press the brick, turn to 14. If you prefer to follow the tunnel to the west, turn to 29. If you prefer to take the tunnel to the east, turn to 272. @@ -2737,8 +2752,8 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 174 -

Blue fire leaps from Zahda's staff, but you intercept and deflect it upon the blade of the sun-sword. The murderous bolt screams into the dark hall, destroying a whole tier of seats with a thunderous concussion.

-

You will die&ellips; die&ellips; DIE! shrieks Zahda like a man possessed. He whirls his staff twice about his head before lunging at your face with its clawed tip. Lord Zahda is immune to Mindblast and Psi-surge.

+

Blue fire leaps from Zahdas staff, but you intercept and deflect it upon the blade of the sun-sword. The murderous bolt screams into the dark hall, destroying a whole tier of seats with a thunderous concussion.

+

You will die die DIE! shrieks Zahda like a man possessed. He whirls his staff twice about his head before lunging at your face with its clawed tip. Lord Zahda is immune to Mindblast and Psi-surge.

Lord Zahda (with power-staff)3345 If you win the combat, turn to 149.
@@ -2782,6 +2797,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

Blindly, the young serpents writhe around your feet, their fanged jaws snapping wildly at your unarmoured legs. Combat is unavoidable and you must fight them as one enemy.

If you possess a Fireseed and wish to use it, turn to 191. + Gary Chalk @@ -2789,6 +2805,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, + Hactaraton Brood1528

Unless you have the Magnakai Discipline of Curing, double all ENDURANCE point losses you sustain in the combat due to the venomous bite of these creatures.

If you win the combat, turn to 346. @@ -2799,8 +2816,8 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 179 -

Your Discipline blocks the psychic assault and eases pain in your head, but the hand senses your resistance and tries a new form of attack. It curls its fingers, forming a grotesque fist, and pounds the plinth repeatedly with slow, heavy blows. Waves of psychic shock buffet your Psi-screen, forcing you to draw on all your strength just to keep the shield from.

- If you have the Magnakai Discipline of Psi-surge and have also reached the Kai rank of Primate,turn to 134. +

Your Discipline blocks the psychic assault and eases pain in your head, but the hand senses your resistance and tries a new form of attack. It curls its fingers, forming a grotesque fist, and pounds the plinth repeatedly with slow, heavy blows. Waves of psychic shock buffet your Psi-screen, forcing you to draw on all your strength just to keep the shield from collapsing.

+ If you have the Magnakai Discipline of Psi-surge and have also reached the Kai rank of Primate, turn to 134. If you do not have the power of Psi-surge, or if you have not yet reached the rank of Primate, turn to 297.
@@ -2809,7 +2826,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 180 -

Drawing on the power of your Kai skill, you take a deep breath and give voice to a single, unbroken tone. Sweat breaks out on your forehead as you raise the pitch of your voice steadily until it passes beyond the range of your own hearing. Suddenly, the bats shriek in unison. They twist and shudder, hurling themselves into the walls and ceiling as your cry paralyses their senses. As the few survivors whirl away into the darkness, you cease your call and hurry down the stairs. (If you used the Magnakai Discipline of Psi-surge, you need not deduct any ENDURANCEpoints from your current total.)

+

Drawing on the power of your Kai skill, you take a deep breath and give voice to a single, unbroken tone. Sweat breaks out on your forehead as you raise the pitch of your voice steadily until it passes beyond the range of your own hearing. Suddenly, the bats shriek in unison. They twist and shudder, hurling themselves into the walls and ceiling as your cry paralyses their senses. As the few survivors whirl away into the darkness, you cease your call and hurry down the stairs. (If you used the Magnakai Discipline of Psi-surge, you need not deduct any ENDURANCE points from your current total.)

Turn to 236.
@@ -2839,7 +2856,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 183 -

No matter how hard you prod the slab it shows no sign of movement, but your probing does uncover something previously hidden beneath the dust. Carefully you scrape away the grime until the outline of a coiled snake is revealed, etched deep into the dull grey marble. Carved in the centre of its scaly coils is the number 123. Make a note of this number in the margin of your Action Chart&emdash;it could be of use at a later stage of your adventure.

+

No matter how hard you prod the slab it shows no sign of movement, but your probing does uncover something previously hidden beneath the dust. Carefully you scrape away the grime until the outline of a coiled snake is revealed, etched deep into the dull grey marble. Carved in the centre of its scaly coils is the number 123. Make a note of this number in the margin of your Action Chartit could be of use at a later stage of your adventure.

If you wish to jump across the slab and press on into the tunnel beyond, turn to 127. If you decide to enter the tunnel by walking across the slab, turn to 277.
@@ -2860,8 +2877,8 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 185 -

A hollow sound, like the clatter of horses' hooves on cobblestones, arrests you in mid-step. Your basic Kai skills warn you that more of these evil creatures are running along the tunnel, heading in your direction. To proceed further would be suicidal. Over two hundred yards of narrow walkway separate you from the opposite tunnel, and as you turn and run, you pray that you reach it before the Dhax appear. Pick a number from the Random Number Table.

- If the number you have picked is 0&endash;8, turn to 241. +

A hollow sound, like the clatter of horses hooves on cobblestones, arrests you in mid-step. Your basic Kai skills warn you that more of these evil creatures are running along the tunnel, heading in your direction. To proceed further would be suicidal. Over two hundred yards of narrow walkway separate you from the opposite tunnel, and as you turn and run, you pray that you reach it before the Dhax appear. Pick a number from the Random Number Table.

+ If the number you have picked is 08, turn to 241. If it is 9, turn to 106.
@@ -2934,7 +2951,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

You recognize the symptoms of takadea, or gaolrot as it is commonly called in your country. As you approach the trembling man, you reassure him that you mean him no harm, that you can help him if only he will trust you. Placing your hands over his eyes, you transfuse the healing power of your Magnakai skill into his sick body, concentrating your energy into reversing the terrible effects of the disease. When you remove your hands, his eyes are no longer opaque; they gleam with a cat-like intensity.

I can see, he says in astonishment, his voice cracked with emotion. How can I ever repay you for this miracle? Before you can answer, the sound of running feet echoes along the corridor outside.

-

Follow me, he says, springing to his feet. If Zahda's guards find you in here they'll kill us both.

+

Follow me, he says, springing to his feet. If Zahdas guards find you in here theyll kill us both.

Turn to 290.
@@ -2992,12 +3009,12 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 198 -

Suddenly you realize the horrific purpose of the hand. It is a predator, an evil sentient being that can only survive by consuming one form of nourishment&emdash;live human brain.

+

Suddenly you realize the horrific purpose of the hand. It is a predator, an evil sentient being that can only survive by consuming one form of nourishmentlive human brain.

Gary Chalk - The hand is a predator&emdash;it can only survive
by consuming live human brain
+ The hand is a predatorit can only survive by consuminglive human brain. @@ -3013,8 +3030,8 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 199 -

You recognize the dead man's hauberk as that of a Kakush mercenary: the ten-pointed star of Nikesa, the symbol of that country's capital city, adorns each of the rusty buckles that fasten his chainmail armour. In a leather pouch hanging from his belt you discover 6 Gold Crowns, and inside the tattered remains of his Backpack, there is a Rope and a hooded Red Robe.

-

A close examination of the weapons shows them both to be quite useless: the bone-handled dagger crumbles to dust when you try to dislodge it from the corpse's skull, and the blade of the sword is dull and eaten by rust.

+

You recognize the dead mans hauberk as that of a Kakush mercenary: the ten-pointed star of Nikesa, the symbol of that countrys capital city, adorns each of the rusty buckles that fasten his chainmail armour. In a leather pouch hanging from his belt you discover 6 Gold Crowns, and inside the tattered remains of his Backpack, there is a Rope and a hooded Red Robe.

+

A close examination of the weapons shows them both to be quite useless: the bone-handled dagger crumbles to dust when you try to dislodge it from the corpses skull, and the blade of the sword is dull and eaten by rust.

If you now wish to continue along the tunnel, turn to 318. If you decide to climb the stairs and investigate the open trap door, turn to 93.
@@ -3038,7 +3055,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

You make your way quickly along the tunnel until you reach a chamber illuminated by a shaft of shimmering red light that descends from a square hole in the ceiling. A pair of huge iron doors fills the opposite wall, but in order to reach them you will have to pass through the eerie red light. Close to the archway by which you entered, another tunnel exits from the chamber, curving off towards the east.

If you wish to walk through the red light to examine the iron doors, turn to 269. - If you wish to leave the chamber by the east tunnel,turn to 272. + If you wish to leave the chamber by the east tunnel, turn to 272.
@@ -3046,8 +3063,8 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 202 -

A howling blue fire leaps from Zahda's staff and instinctively you hurl yourself to the floor to evade its searing heat. The bolt screams past into the darkness of the hall, where it explodes in a splash of vivid sparks.

-

Zahda screams with anger and frustration and attempts to crush your head with one vicious blow, but you save yourself by rolling aside, and the staff cleaves open the black iron floor. A gout of flame rises from the split and blisters the mad lord's hand; he shrieks like a wounded crow, and the staff drops from his fire-blackened fingers.

+

A howling blue fire leaps from Zahdas staff and instinctively you hurl yourself to the floor to evade its searing heat. The bolt screams past into the darkness of the hall, where it explodes in a splash of vivid sparks.

+

Zahda screams with anger and frustration and attempts to crush your head with one vicious blow, but you save yourself by rolling aside, and the staff cleaves open the black iron floor. A gout of flame rises from the split and blisters the mad lords hand; he shrieks like a wounded crow, and the staff drops from his fire-blackened fingers.

You see your chance to attack and lash out, but Zahda is quick to react. He leaps backwards, unsheathing a glowing dagger as he steadies himself on the brink of the abyss. Lord Zahda is immune to Mindblast but not Psi-surge.

Lord Zahda2545 @@ -3064,7 +3081,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, Gary Chalk - You are clinging to the body of a deadly
Lekhor that is poised to strike
+ You are clinging to the body of a deadly Lekhor that ispoised to strike. @@ -3079,7 +3096,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 204 -

The temperature grows higher with every step you take, but as the first flame washes over your body, you feel no heat or pain at all. The gout of flame feels cool and refreshing, like a breeze on a hot summer's day. You quicken your step and soon emerge from the heatless flames into the empty passage beyond.

+

The temperature grows higher with every step you take, but as the first flame washes over your body, you feel no heat or pain at all. The gout of flame feels cool and refreshing, like a breeze on a hot summers day. You quicken your step and soon emerge from the heatless flames into the empty passage beyond.

Turn to 240.
@@ -3091,7 +3108,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

You sense that the man is petrified with fear. An aura of evil grows stronger by the second, radiating from the darkened archway like a terrible black heat. The evil is so strong that it blocks your Discipline, and you cannot be sure if the warrior is a friend or a foe.

If you wish to draw a weapon and prepare to defend yourself, turn to 95. If you wish to avoid a confrontation by running into the archway opposite, turn to 47. - If you have a bow and wish to fire at the warrior,turn to 79. + If you have a bow and wish to fire at the warrior, turn to 79.
@@ -3099,7 +3116,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 206 -

You aim and fire a fraction of a second later, hitting the leader in the chest. He tumbles backwards, knocked off his feet by the force of your arrow. His followers growl their anger, unsheathing long knives and axes as they press forward to wreak their.

+

You aim and fire a fraction of a second later, hitting the leader in the chest. He tumbles backwards, knocked off his feet by the force of your arrow. His followers growl their anger, unsheathing long knives and axes as they press forward to wreak their revenge.

Zahda Beastmen2835 If you win the combat in three rounds or less, turn to 17. If combat lasts longer than three rounds, turn to 160. @@ -3130,7 +3147,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

Your killing blow makes the Oudagorg twist back on itself, its head disappearing into the misty ceiling. There is a deafening crack as blue lightning engulfs its neck, crackling snake-like around its horrible body and filling the corridor with the smell of burning meat. The creature thrashes wildly for several minutes, and when its gruesome dance finally ends you see that the canopy of mist is no longer there. In the darkness above you see a deserted walkway and a metal observation platform.

- If you wish to climb on to the body of the dead Oudagorg and pull yourself on to the platform,turn to 294. + If you wish to climb on to the body of the dead Oudagorg and pull yourself on to the platform, turn to 294. If you wish to climb over the worm-like carcass and continue along the corridor, turn to 46.
@@ -3139,7 +3156,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 210 -

Once more you call on your Kai mastery to save you from reptilian threat, and once more it proves effective. The snakes turn away and slither to the safety of their nest, repelled by your presence as if the sight of you were as repulsive to them as the sight of them is to you.

+

Once more you call on your Kai Mastery to save you from reptilian threat, and once more it proves effective. The snakes turn away and slither to the safety of their nest, repelled by your presence as if the sight of you were as repulsive to them as the sight of them is to you.

Turn to 346.
@@ -3180,14 +3197,14 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

The iron door is several inches thick and will demand a tremendous effort to raise it high enough off the floor for you to escape underneath it.

-

To raise the door follow the normal combat rules as if you were unarmed (subtract 4 points from your COMBAT SKILL total). If you have the Magnakai Discipline of Nexus, you need not deduct any points from yourCOMBAT SKILL score. Any ENDURANCE points that you lose during this combat represent the fatigue you suffer as you strain to lift the heavy door.

+

To raise the door follow the normal combat rules as if you were unarmed (subtract 4 points from your COMBAT SKILL total). If you have the Magnakai Discipline of Nexus, you need not deduct any points from your COMBAT SKILL score. Any ENDURANCE points that you lose during this combat represent the fatigue you suffer as you strain to lift the heavy door.

Tunnel Door 19 50 You may cease combat at any time and explore the tunnel instead; turn to 277. - If you reduce the door's resistance (ENDURANCE) to 0, turn to 114. + If you reduce the doors resistance (ENDURANCE) to 0, turn to 114.
@@ -3216,7 +3233,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 217 -

The strength of your Kai mastery overcomes the pain that tears at your mind, and you swiftly regain full control of your body. Snatching up your weapon from the hot black sand, you lash out at the tendril, severing its tip. But instead of blood, or what would pass for blood in the body of this ghastly creature, a flame sparks into life like a spluttering fuse. The brain ceases to move, hovering motionless above the sand, as the spitting flame burns fiercely along its thin tube of sundered flesh.

+

The strength of your Kai Mastery overcomes the pain that tears at your mind, and you swiftly regain full control of your body. Snatching up your weapon from the hot black sand, you lash out at the tendril, severing its tip. But instead of blood, or what would pass for blood in the body of this ghastly creature, a flame sparks into life like a spluttering fuse. The brain ceases to move, hovering motionless above the sand, as the spitting flame burns fiercely along its thin tube of sundered flesh.

Turn to 170.
@@ -3234,7 +3251,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 219 -

You lash out at the monster's eyelid and open a terrible wound. But before you can deal another a bolt of red fire screams down from the grating, hits your shoulder, and paralyses your whole arm with a sickening pain. You reel back, your weapon clattering to the ground as your fingers are robbed of all feeling (lose 6 ENDURANCE points).

+

You lash out at the monsters eyelid and open a terrible wound. But before you can deal another a bolt of red fire screams down from the grating, hits your shoulder, and paralyses your whole arm with a sickening pain. You reel back, your weapon clattering to the ground as your fingers are robbed of all feeling (lose 6 ENDURANCE points).

The snake writhes and twists in blind rage, its open jaws seeking you out to exact its revenge. It soon picks up your scent and attacks with frightening speed.

Giant Hactaraton2045

Your weapon lies on the ground near your feet, and you must deduct 4 points from your COMBAT SKILL total for the first two rounds of combat. If you are still alive at the beginning of the third round, you can retrieve your weapon. Unless you have the Magnakai Discipline of Curing double all ENDURANCE points that you lose during the combat, due to the venomous bite of your enemy.

@@ -3247,6 +3264,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

Your companion rolls the body over and unsheathes a Short Sword and a Dagger from the belt. You may take the Axe that was used in combat and the Dagger, if you wish.

+ Gary Chalk @@ -3254,8 +3272,9 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, +

At the bottom of the stairs is a deserted hallway at the end of which are two great doors of gleaming bronze. Sumptuous tapestries and statuettes of gold line the walls on either side, and an ornate fountain of silvered marble fills the hall with a melodious bubbling sound.

-

You have covered less than twenty feet when an armoured guard steps into view from behind the fountain. He raises a crossbow and you shout a warning to your new-found partner&emdash;but you are too late. The bolt hisses through the air, hitting him with such force that he is knocked off his feet and sent crashing to the ground. The guard fumbles in a leather pouch for another quarrel with which to despatch you.

+

You have covered less than twenty feet when an armoured guard steps into view from behind the fountain. He raises a crossbow and you shout a warning to your newfound partnerbut you are too late. The bolt hisses through the air, hitting him with such force that he is knocked off his feet and sent crashing to the ground. The guard fumbles in a leather pouch for another quarrel with which to despatch you.

If you wish to aid your wounded companion, turn to 28. If you decide to attack the guard before he can reload his weapon, turn to 81.
@@ -3270,7 +3289,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, Gary Chalk - A great toad-like face stares unblinkingly into your eyes + A great toad-like face stares unblinkingly into your eyes. @@ -3308,6 +3327,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

As your hand closes around the hilt of the sword, somewhere in the mist above your head the voice of the skull speaks a chilling rhyme:

+ Gary Chalk @@ -3315,6 +3335,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, +

Hand to take;
Spell to break; @@ -3334,7 +3355,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

Only the faint green light of the power-shield illuminates your moving target. You notch an arrow and take careful aim as it speeds up the beach, weaving in and out of the boulders that litter its path.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with bow, add 3 to the number you have picked.

- If your total is now 0&endash;6, turn to 196. + If your total is now 06, turn to 196. If it is 7 or more, turn to 112. @@ -3417,7 +3438,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 232 -

Your arrow pierces the leading creature's arm. It staggers and howls abysmally as a thick, green fluid oozes from the wound. To your surprise and disgust, the others leap upon their injured companion, biting and clawing at the wound with their teeth and talons. The limb is swiftly torn from the body and consumed.

+

Your arrow pierces the leading creatures arm. It staggers and howls abysmally as a thick, green fluid oozes from the wound. To your surprise and disgust, the others leap upon their injured companion, biting and clawing at the wound with their teeth and talons. The limb is swiftly torn from the body and consumed.

If you wish to draw another arrow and fire again, turn to 152. If you decide to shoulder your bow and evade these ghoulish creatures by escaping into the archway opposite, turn to 241.
@@ -3427,7 +3448,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 233 -

Relentlessly the worm moves forward, forcing you back up the ramp towards the oval door. But there is no escape this way&emdash;you have no choice but to fight the repulsive creature. The monster is especially susceptible to psychic attack. If you choose to use Mindblast or Psi-surge during combat, double all ENDURANCE point losses sustained by the enemy.

+

Relentlessly the worm moves forward, forcing you back up the ramp towards the oval door. But there is no escape this wayyou have no choice but to fight the repulsive creature. The monster is especially susceptible to psychic attack. If you choose to use Mindblast or Psi-surge during combat, double all ENDURANCE point losses sustained by the enemy.

Oudagorg1717 If you win the combat, turn to 209.
@@ -3437,7 +3458,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 234 -

You recognize the tangle of greyish-green weed half-submerged in the waters around your sinking boat. It is Black Lakeweed, a carnivorous plant commonly found in the swamps and freshwater lakes of central Magnamund. Forewarned by your Kai mastery, you dive into the lake and swim submerged until you are clear of the deadly plants.

+

You recognize the tangle of greyish-green weed half-submerged in the waters around your sinking boat. It is Black Lakeweed, a carnivorous plant commonly found in the swamps and freshwater lakes of central Magnamund. Forewarned by your Kai Mastery, you dive into the lake and swim submerged until you are clear of the deadly plants.

Turn to 158.
@@ -3446,7 +3467,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 235 -

The hand is fast, but you are faster. Diving and rolling, you avoid its initial attack and crouch ready to receive its next attempt. It rises once more and, as you stare at its ghastly form, you suddenly realize its horrific purpose. It is a predator, an evil, sentient being that can only survive by consuming an exclusive form of nourishment&emdash;live human brain. You fight back your rising fear as it speeds towards you. This creature is immune to Mindblast (but not Psi-surge) in combat.

+

The hand is fast, but you are faster. Diving and rolling, you avoid its initial attack and crouch ready to receive its next attempt. It rises once more and, as you stare at its ghastly form, you suddenly realize its horrific purpose. It is a predator, an evil, sentient being that can only survive by consuming an exclusive form of nourishmentlive human brain. You fight back your rising fear as it speeds towards you. This creature is immune to Mindblast (but not Psi-surge) in combat.

Rahkos1830 If you win the combat, turn to 22.
@@ -3543,10 +3564,10 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 244 -

Your mastery of this Lore-circle enables you to understand the creatures' strange language, and from the shadows of the entrance you listen intently to their conversation.

-

Repairs in the central shaft are nearly finished. In three suns' time we will be able to continue, comments a reedy voice.

+

Your mastery of this Lore-circle enables you to understand the creatures strange language, and from the shadows of the entrance you listen intently to their conversation.

+

Repairs in the central shaft are nearly finished. In three suns time we will be able to continue, comments a reedy voice.

We cannot wait that long, interrupts another, its voice deeper and angrier in tone. Lord Zahda ordered the tunnelling to begin again without delay. We must obey his command.

-

But the risks are too great, retorts the first voice. We lost a hundred slaves in the flood&emdash;next time we may lose more than just slaves.

+

But the risks are too great, retorts the first voice. We lost a hundred slaves in the floodnext time we may lose more than just slaves.

A noise in the corridor alerts you to approaching danger: a patrol of armoured guards is heading in your direction.

If you wish to try to sneak through the chamber and attempt to reach the opposite corridor unseen, turn to 343. If you wish to hide in the shadows of the doorway, turn to 181. @@ -3568,7 +3589,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 246 -

Your command works: the pain quickly subsides. However, the creature's rubbery tendril is still drawing closer to your vulnerable throat. Snatching up your weapon from the hot, black sand, you lash out and sever the tip, but instead of blood, or what would pass for blood in the body of this ghastly creature, a flame sparks into life like a spluttering fuse. The brain ceases to move, hovering motionless above the sand, as the spitting flame burns fiercely along the thin tube of flesh.

+

Your command works: the pain quickly subsides. However, the creatures rubbery tendril is still drawing closer to your vulnerable throat. Snatching up your weapon from the hot, black sand, you lash out and sever the tip, but instead of blood, or what would pass for blood in the body of this ghastly creature, a flame sparks into life like a spluttering fuse. The brain ceases to move, hovering motionless above the sand, as the spitting flame burns fiercely along the thin tube of flesh.

Turn to 170.
@@ -3604,7 +3625,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, Gary Chalk - Snickering with evil delight, the Dhax stalk closer and closer + Snickering with evil delight, the Dhax stalk closer andcloser. @@ -3620,7 +3641,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 250 -

You close your hand around the Lorestone of Herdos, and your senses reel as a wave of energy washes over your body (restore your current ENDURANCE points score to its original total). Your senses tingle and a new-found strength wipes away the fatigue of your terrible ordeal, enabling you to assess the situation anew. A vibration runs through the iron floor, a forewarning of the eruptions that will tear Kazan-Oud to pieces. Swiftly you descend the spiral stairs and sprint along the tube, oblivious of the heat and noise that buffet you mercilessly as you run towards the distant hall. There, you find everything in chaos: Zahda's minions, his guards and his slaves run in blind confusion as they try to escape from the impending doom.

+

You close your hand around the Lorestone of Herdos, and your senses reel as a wave of energy washes over your body (restore your current ENDURANCE points score to its original total). Your senses tingle and a newfound strength wipes away the fatigue of your terrible ordeal, enabling you to assess the situation anew. A vibration runs through the iron floor, a forewarning of the eruptions that will tear Kazan-Oud to pieces. Swiftly you descend the spiral stairs and sprint along the tube, oblivious of the heat and noise that buffet you mercilessly as you run towards the distant hall. There, you find everything in chaos: Zahdas minions, his guards and his slaves run in blind confusion as they try to escape from the impending doom.

If you have the Magnakai Discipline of Pathsmanship or Divination, turn to 338. If you wish to fight your way up the stairs to the prison cell complex level and try to escape from there, turn to 300. If you choose to ignore the stairs and follow the corridor on this level, turn to 315. @@ -3662,7 +3683,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 254 -

You dive straight and true, avoiding the bodies that float on the surface, and enter the water at a perfect angle. Unfortunately, the water is scalding hot&emdash;fissures of molten lava have erupted through the brittle crust of the shallows. You scream all the way the surface, but the shock paralyses your limbs and you sink like a stone shortly afterwards.

+

You dive straight and true, avoiding the bodies that float on the surface, and enter the water at a perfect angle. Unfortunately, the water is scalding hotfissures of molten lava have erupted through the brittle crust of the shallows. You scream all the way to the surface, but the shock paralyses your limbs and you sink like a stone shortly afterwards.

Tragically, your life and your mission end here.
@@ -3671,10 +3692,10 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 255 -

A number of trees were unearthed by the falling tower, and one of them lies balanced precariously over the edge of the rock wall above. You focus your Kai mastery on this trunk, and after great mental exertion, you cause it to topple over the edge. As it crashes down the stairs, you fight to steer it end over end so that it comes to rest across the gap. But it gathers speed too quickly and is soon falling out of control.

+

A number of trees were unearthed by the falling tower, and one of them lies balanced precariously over the edge of the rock wall above. You focus your Kai Mastery on this trunk, and after great mental exertion, you cause it to topple over the edge. As it crashes down the stairs, you fight to steer it end over end so that it comes to rest across the gap. But it gathers speed too quickly and is soon falling out of control.

Pick a number from the Random Number Table. If your current ENDURANCE points total is 20 or more, add 2 to the number you have picked.

- If your total is now 0&endash;2, turn to 154. - If it is 5&endash;8, turn to 208. + If your total is now 02, turn to 154. + If it is 38, turn to 208. If it is 9 or more, turn to 52.
@@ -3715,7 +3736,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 259 -

Wiping the dead wolf's blood from your eyes, you turn to face the floating bubbles that cluster in the corridor beyond.

+

Wiping the dead wolfs blood from your eyes, you turn to face the floating bubbles that cluster in the corridor beyond.

If you wish to push your way past them, turn to 107. If you wish to cut a path through them with your sword, turn to 151. If you decide to retrace your steps to the vault and take the other tunnel, turn to 322. @@ -3726,7 +3747,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 260 -

The tunnel reeks with the rancid odour of decay, and to your dismay, you discover that it is no more than a shallow cave&emdash;a shelter for a clutch of gigantic eggs, each one as large as a barrel of ale. They rest upon a bed of packs and torn clothing, belonging to previous adventurers who fell foul of the giant snake.

+

The tunnel reeks with the rancid odour of decay, and to your dismay, you discover that it is no more than a shallow cavea shelter for a clutch of gigantic eggs, each one as large as a barrel of ale. They rest upon a bed of packs and torn clothing, belonging to previous adventurers who fell foul of the giant snake.

If you wish to examine these items more closely, turn to 148. If you wish to search for a way to escape from the tunnel, turn to 346.
@@ -3778,10 +3799,10 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

You plunge your weapon into the monstrous eye and gouts of a luminous jelly-like substance pour from the wound. A ghastly inhuman scream of pain rises from the ground beneath your feet. Jets of hissing steam erupt through the sand, and a stinging cloud of grit assails your eyes.

- + Gary Chalk - You plunge your weapon into the monstrous eye and gouts
of a luminous jelly-like substance pour from the wound
+ You plunge your weapon into the monstrous eye andgouts of a luminous jelly-like substance pour from the wound. @@ -3808,8 +3829,8 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 267 -

You search the gleaming throne and the dais of black iron rock upon which it rests and discover a pentacle carved deep into the gold. As you trace its design with your finger, a sound grows above the din of destruction&emdash;a sound like the tinkling of a thousand tiny bells. In the blackness above the throne, a speckled glow appears. Slowly it descends towards you until a large section of the dais is engulfed by a column of shimmering blue light.

-

You reach up and a wave of energy surges through your body as you close your hand around the Lorestone of Herdos (restore your ENDURANCE points score to its original total). Your senses tingle and a new-found strength wipes away the fatigue of your terrible ordeal, enabling you to assess the situation anew.

+

You search the gleaming throne and the dais of black iron rock upon which it rests and discover a pentacle carved deep into the gold. As you trace its design with your finger, a sound grows above the din of destructiona sound like the tinkling of a thousand tiny bells. In the blackness above the throne, a speckled glow appears. Slowly it descends towards you until a large section of the dais is engulfed by a column of shimmering blue light.

+

You reach up and a wave of energy surges through your body as you close your hand around the Lorestone of Herdos (restore your ENDURANCE points score to its original total). Your senses tingle and a newfound strength wipes away the fatigue of your terrible ordeal, enabling you to assess the situation anew.

The column of light is a magical transporter, a beam in which gravity has been reduced almost to zero. By entering it you will be drawn towards the surface level of Kazan-Oud.

Without hesitation you pocket the Lorestone and step into the magical beam.

Turn to 200. @@ -3820,7 +3841,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 268 -

Simultaneously, you jump across the slab, rolling over as you hit the solid floor beyond. The creatures laugh horribly. They raise their sinewy arms and spread their webbed fingers, shooting forth their talons like curved assassins' knives. They lurch forward to attack, blinded by bloodlust to the danger that lies beneath their cloven hooves.

+

Simultaneously, you jump across the slab, rolling over as you hit the solid floor beyond. The creatures laugh horribly. They raise their sinewy arms and spread their webbed fingers, shooting forth their talons like curved assassins knives. They lurch forward to attack, blinded by bloodlust to the danger that lies beneath their cloven hooves.

In an instant their laughter turns to lamentation as the slab drops away and they disappear, screaming as they plummet, into a deep, dark abyss.

Turn to 12.
@@ -3852,7 +3873,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

The hideous creature lets out a deafening cry as you strike your final blow. It crashes to the ground, displacing a ton of sand as its massive bulk settles on the beach. Attached to a heavy black chain around its loathsome midriff is a Gold Key. If you wish to take this Key, mark it on your Action Chart as a Special Item, which you keep in your pocket.

-

Your victory raises your spirits, but they soon sink again when you hear the unmistakable sound of rats&emdash;the chase has resumed.

+

Your victory raises your spirits, but they soon sink again when you hear the unmistakable sound of ratsthe chase has resumed.

Turn to 173.
@@ -3939,24 +3960,24 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, -

You must reduce the enemy's ENDURANCE score to zero before turning to either section.

+

You must reduce the enemys ENDURANCE score to zero or below before turning to either section.

-

Tavig is barely visible inside the massive fist that is retreating down the tunnel. His screams, and the low rumbling growl of the monster that holds him, echo in your ears as you unsheathe your weapon and give chase. You must strike on the move if you are to break the monster's grip and save Tavig from a ghastly death.

+

Tavig is barely visible inside the massive fist that is retreating down the tunnel. His screams, and the low rumbling growl of the monster that holds him, echo in your ears as you unsheathe your weapon and give chase. You must strike on the move if you are to break the monsters grip and save Tavig from a ghastly death.

Gary Chalk - Tavig is barely visible inside the massive
fist that is retreating down the tunnel
+ Tavig is barely visible inside the massive fist that isretreating down the tunnel.
Giant Fist1042 - If you reduce the enemy's ENDURANCE score to zero in three combat rounds or less, turn to 291. + If you reduce the enemys ENDURANCE score to zero or below in three combat rounds or less, turn to 291. If combat lasts four rounds or more, turn to 156.
@@ -3974,7 +3995,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 282 -

You hear footsteps on the stairs&emdash;more of the enemy are approaching. If they, too, are armed with crossbows, your chances of survival will be very slim indeed. Before you stand two great bronze doors, flanked on either side by tapestries and gold statuettes.

+

You hear footsteps on the stairsmore of the enemy are approaching. If they, too, are armed with crossbows, your chances of survival will be very slim indeed. Before you stand two great bronze doors, flanked on either side by tapestries and gold statuettes.

If you wish to open the doors and enter, turn to 159. If you wish to examine the tapestries, turn to 74. If you decide to stand and fight the approaching enemy, turn to 273. @@ -4004,8 +4025,8 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 285 -

The bats are ravenously hungry and have been stirred to a frenzy by the unexpected smell of their favourite food&emdash;warm human blood. It is too late to avoid combat; you must fight for your life if you are not to become their feast.

-

Unless you have the Magnakai Discipline of Curing, you must double all ENDURANCE point losses you sustain during the fight, due to the bats' poisonous saliva.

+

The bats are ravenously hungry and have been stirred to a frenzy by the unexpected smell of their favourite foodwarm human blood. It is too late to avoid combat; you must fight for your life if you are not to become their feast.

+

Unless you have the Magnakai Discipline of Curing, you must double all ENDURANCE point losses you sustain during the fight, due to the bats poisonous saliva.

Vampire Bats1932 If you win the combat, turn to 161.
@@ -4017,6 +4038,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

An escort of armoured guards forces you along a steel passageway lined by a crowd of jeering minions. They punch and spit as you pass between them, and their foul curses ring in your ears. The guards halt before a huge door of iron and unlock the manacles that encase your bruised and bloodied wrists. The points of their spears never wander far from your throat, discouraging any attempt at escape. The door rumbles open, and a cheer goes up as you are pushed head first into a foul-smelling pit.

Welcome to the maze, sneers the chilling voice of Lord Zahda from somewhere high above your head. You struggle to your feet and peer up at a ceiling of swirling mist. A faint glow is gradually taking shape, condensing and forming into the likeness of a human skull. Baleful green eyes stare down at you from bony sockets, and a powdered wig, like that of a high court judge, sits squarely upon its fleshless head.

+ Gary Chalk @@ -4024,7 +4046,8 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, -

You came here to kill but your plans have been foiled and now you must face the consequence, echoes a voice in the skull. You have been sentenced to enter the Maze of Zahda. If you escape, your life may be spared; if you fail then you will surely die&emdash;a fitting end for one who came here in search of death.

+ +

You came here to kill but your plans have been foiled and now you must face the consequence, echoes a voice in the skull. You have been sentenced to enter the Maze of Zahda. If you escape, your life may be spared; if you fail then you will surely diea fitting end for one who came here in search of death.

The skull retreats into the mist, and a deathly silence fills the pit. A semicircular shadow forms on the wall ahead; it grows larger and darker until it resembles the mouth of a cave or tunnel. Suddenly a gust of chill air whistles from out of this darkness, and you realize that you are staring at the entrance to the maze.

Enter! orders the voice. Enter or die where you stand! It is no idle threat. A crossbow bolt slams into the sand barely inches from your feet, and the click of a steel drawstring warns that another could follow if you disobey the command. Reluctantly, you step forward and enter the Maze of Zahda.

Turn to 111. @@ -4035,7 +4058,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 287 -

Mustering all your reserves of strength, you spring along the passage, spurred on by the sound of gnashing fangs. There is a dead end ahead, but a passage leads off to the right. You turn the corner as fast as you can, scraping the wall painfully with your shoulder as you fight to keep on your feet, but you are soon forced to a halt&emdash;the passage is blocked. Glinting in the dim light is a cluster of huge bubbles, floating languidly up and down between the misty ceiling and the polished floor. A slight breeze lifts them and they bounce towards you.

+

Mustering all your reserves of strength, you spring along the passage, spurred on by the sound of gnashing fangs. There is a dead end ahead, but a passage leads off to the right. You turn the corner as fast as you can, scraping the wall painfully with your shoulder as you fight to keep on your feet, but you are soon forced to a haltthe passage is blocked. Glinting in the dim light is a cluster of huge bubbles, floating languidly up and down between the misty ceiling and the polished floor. A slight breeze lifts them and they bounce towards you.

A snarl and the scraping of claws on stone tell you that the wolf is at the corner.

If you wish to push through the bubbles and continue along the passage beyond, turn to 84. If you wish to stand and fight the wolf, turn to 245. @@ -4071,7 +4094,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 290 -

You follow him to the end of the cell block corridor, the angry shouts of Zahda's gaolers ringing in your ears. A staircase looms ahead, descending to a lower level, but it is guarded by a grim-faced Beastman, armed with an axe. Double all ENDURANCE points lost by your enemy during this combat, for the Beastman is also being attacked by your new-found partner.

+

You follow him to the end of the cell block corridor, the angry shouts of Zahdas gaolers ringing in your ears. A staircase looms ahead, descending to a lower level, but it is guarded by a grim-faced Beastman, armed with an axe. Double all ENDURANCE points lost by your enemy during this combat, for the Beastman is also being attacked by your newfound partner.

Beastman Gaoler1722 If you win the combat, turn to 220.
@@ -4081,7 +4104,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 291 -

A terrible moan shakes the tunnel as your blows sever a finger from the monstrous hand. The others instantly spring open, dropping Tavig, bloodied and dishevelled, in a heap on the gore-stained floor. As the hand withdraws into the gloom, you kneel by Tavig's side and try to aid him as best you can. His injuries are severe; he is on the very brink of death.

+

A terrible moan shakes the tunnel as your blows sever a finger from the monstrous hand. The others instantly spring open, dropping Tavig, bloodied and dishevelled, in a heap on the gore-stained floor. As the hand withdraws into the gloom, you kneel by Tavigs side and try to aid him as best you can. His injuries are severe; he is on the very brink of death.

If you have the Magnakai Discipline of Curing, turn to 133. If you do not possess this skill, turn to 125.
@@ -4103,14 +4126,14 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

Stealthily, you cross the cracked, flagstoned floor of the Great Hall, your muscles and nerves tensed for the sounds of danger. The constant sound of dripping water and the howl of the storm add to the utter desolation of the chamber. A thorny jungle of briars climbs the walls with greedy claws, coiling around the rotten frames of paintings and weaving through damp and mouldering tapestries.

Suspended above the fireplace is a great Anarian broadsword, its pitted steel blade pointing to one side. Your eyes travel along the blade to the shadows of the fireplace, and you notice something lying in the grate. Moving nearer, you see that it is the body of a dead man. Behind it is a panel, wedged open by the corpse, and, peering into the gloomy opening, you can just make out some stairs disappearing down into the darkness.

- + Gary Chalk - The body of a dead man is lying in the fireplace; behind
him, a panel is wedged open and you can just make out
some stairs disappearing into the darkness
+ The body of a dead man is lying in the fireplace; behindhim, a panel is wedged open and you can just make out somestairs disappearing into the darkness. -
+
If you wish to examine the dead body, turn to 146. If you wish to explore the secret passage, turn to 11. @@ -4143,7 +4166,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 296 -

Your killing blow severs the Lekhor's head, sending it spinning into the cold black waters below. A wave of shock ripples through its body, and suddenly you are falling, its limp torso still gripped between your feet. Seconds later you hit the lake with a loud splash and sink like a stone.

+

Your killing blow severs the Lekhors head, sending it spinning into the cold black waters below. A wave of shock ripples through its body, and suddenly you are falling, its limp torso still gripped between your feet. Seconds later you hit the lake with a loud splash and sink like a stone.

Turn to 158.
@@ -4152,7 +4175,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 297 -

The relentless attack begins to take its toll (lose 2 ENDURANCE points). You know that you cannot resist this psychic battering for much longer&emdash;you must do something to stop it.

+

The relentless attack begins to take its toll (lose 2 ENDURANCE points). You know that you cannot resist this psychic battering for much longeryou must do something to stop it.

If you have a Fireseed and wish to throw it at the plinth, turn to 157. If you wish to run forward and physically attack the hand, turn to 116. If you wish to run between the two green pillars and escape into the passage beyond, turn to 103. @@ -4197,12 +4220,12 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, -

If you still have any arrows in your Quiver, they have fallen out in your fall, and you must erase them from your Action Chart. (cf. Section 7).

+

If you still have any Arrows in your Quiver, they have fallen out in your fall, and you must erase them from your Action Chart. (cf. Section 7).

-

The snake reveals its fangs. Like great curved broadswords glistening with venom, they shine coldly in the light that pours down through the grating high above. You grip your weapon, bracing your back against the wet stone wall and waiting for the right moment to strike. As the monstrous head sways awkwardly from side to side, you catch sight of a small tunnel cut out of far wall, which was previously hidden from view by the snake and its nest. Your spirits are raised by the possibility of escaping from this nightmare, but first you must fight this hideous creature.

+

The snake reveals its fangs. Like great curved broadswords glistening with venom, they shine coldly in the light that pours down through the grating high above. You grip your weapon, bracing your back against the wet stone wall and waiting for the right moment to strike. As the monstrous head sways awkwardly from side to side, you catch sight of a small tunnel cut out of the far wall, which was previously hidden from view by the snake and its nest. Your spirits are raised by the possibility of escaping from this nightmare, but first you must fight this hideous creature.

Unless you have the Magnakai Discipline of Curing, double all ENDURANCE points you lose during this combat due to the venomous bite of the monster.

Giant Hactaraton2260 After four rounds of combat you can attempt to evade the creature by crawling into the tunnel; turn to 91. @@ -4244,7 +4267,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 305 -

The designs are woven from pure gold and silver, studded with gems and semi-precious stones. You marvel at the craftsmanship and beauty of these tapestries&emdash;they must be worth many thousands of crowns. One gem in particular catches your eye&emdash;a large Diamond. Unable to resist the temptation, you prise it from the cloth and drop it into your pocket (mark this as a Special Item on your Action Chart), before leaving the hall by the door.

+

The designs are woven from pure gold and silver, studded with gems and semi-precious stones. You marvel at the craftsmanship and beauty of these tapestriesthey must be worth many thousands of crowns. One gem in particular catches your eyea large Diamond. Unable to resist the temptation, you prise it from the cloth and drop it into your pocket (mark this as a Special Item on your Action Chart), before leaving the hall by the door.

Turn to 256.
@@ -4254,8 +4277,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, -

To turn to the section of your choice, there are several methods. One is to turn to the Table of Contents and choose the appropriate section from the list.

-

If you have chosen the correct answer, a footnote in that section will tell you so.

+

The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

@@ -4279,7 +4301,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 308 -

A few feet along the tunnel, you notice an irregular square in the floor ahead&emdash;the tell-tale sign of a trap. It poses no problem to a warrior of your prowess, and you clear it with one bound. Further on, you reach a spiral staircase that leads down to a rough-walled cavern. At the bottom of the staircase two tunnels lead away, one to the north and one to the west.

+

A few feet along the tunnel, you notice an irregular square in the floor aheadthe tell-tale sign of a trap. It poses no problem to a warrior of your prowess, and you clear it with one bound. Further on, you reach a spiral staircase that leads down to a rough-walled cavern. At the bottom of the staircase two tunnels lead away, one to the north and one to the west.

If you have the Magnakai Discipline of Nexus, turn to 99. If you wish to enter the north tunnel, turn to 59. If you wish to enter the west tunnel, turn to 323. @@ -4351,12 +4373,12 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 315 -

The entire corridor shakes with the violence of a series of eruptions that tears rock and iron with ease. All around you Zahda's loathsome minions run in utter panic, their voices rising to a cacophony of terror as frantically they seek to escape from Kazan-Oud.

+

The entire corridor shakes with the violence of a series of eruptions that tears rock and iron with ease. All around you Zahdas loathsome minions run in utter panic, their voices rising to a cacophony of terror as frantically they seek to escape from Kazan-Oud.

Gary Chalk - The entire corridor shakes with the violence of a series
of eruptions that tears rock and iron with ease
+ The entire corridor shakes with the violence of a series oferuptions that tears rock and iron with ease. @@ -4364,7 +4386,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

Jets of flaming gas erupt from splits in the floor as you sprint, crawl, climb and jump over the obstacles hurled in your path by the dying fortress. Creatures from the maze now stalk these levels, adding to the carnage and panic as they consume the unfortunates who cross their path.

You cover a mile of broken passage before you find an undamaged staircase. It winds upwards into the dust-choked darkness, and, as you pound its rubble-strewn steps, your feet are licked by flames. Below, the screams are drowned by the deafening roar of fire and explosion; above, there is nothing but darkness.

-

You are nearing the point of collapse when suddenly you emerge from the blackness into the glare of daylight. You stagger and fall, momentarily blinded. As your eyes gradually become accustomed to the light, you cast your gaze over the broken battlements of the castle keep and see the glimmering waters Lake Khor far below.

+

You are nearing the point of collapse when suddenly you emerge from the blackness into the glare of daylight. You stagger and fall, momentarily blinded. As your eyes gradually become accustomed to the light, you cast your gaze over the broken battlements of the castle keep and see the glimmering waters of Lake Khor far below.

The walls of the fortress are crumbling rapidly, and the ground is alive with constant vibration. You run headlong through the ruined main gate as bolts of lightning are drawn from the sky by the dying power of Kazan-Oud. At the top of a ruined staircase, you stare down at the shore far below.

If you wish to descend the steps to the old jetty, turn to 122. If you choose to make your way to the beach, turn to 309. @@ -4499,7 +4521,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

The slinking creatures fill the narrow walkway, offering themselves as easy targets to your bow. Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with bow, add 3 to the number you have picked. If you have completed the Lore-circle of Fire, add 1.

- If your total score is now 0&endash;4, turn to 232. + If your total score is now 04, turn to 232. If it is 5 or more, turn to 67.
@@ -4508,7 +4530,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 329 -

You ponder the problem for several minutes, using your natural Kai instincts to the full as you try to discover which of the numbers on the dial will open the portcullis. The image of four numbers&emdash;three, nine, thirteen, and thirty-three&emdash;fill your mind, but try as you might, you cannot determine which of them is correct.

+

You ponder the problem for several minutes, using your natural Kai instincts to the full as you try to discover which of the numbers on the dial will open the portcullis. The image of four numbersthree, nine, thirteen, and thirty-threefill your mind, but try as you might, you cannot determine which of them is correct.

If you wish to turn the pointer to number three before pulling the lever, turn to 3. If you wish to turn the pointer to number nine, turn to 9. If you wish to turn the pointer to number thirteen, turn to 13. @@ -4550,7 +4572,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

As you place the key into the tiny keyhole, you feel your fingers tingle. There is a soft noise like rushing wind, then, suddenly, the key vanishes from your grip (erase this Special Item from your Action Chart). Soundlessly, the great door swings open to reveal a plain stone room. You enter and, as the door closes, you notice a coiled snake etched deep into its surface.

-

Carved in the centre of its scaly coils is the number 123. Make a note of this number in the margin of your Action Chart&emdash;it may be of use to you at a later stage of your adventure.

+

Carved in the centre of its scaly coils is the number 123. Make a note of this number in the margin of your Action Chartit may be of use to you at a later stage of your adventure.

Beside the closed door, hanging in a rack suspended from the ceiling, are a Spear and a Quarterstaff. Both weapons are in remarkably fine condition despite the warm, damp air. At the other side of the room, two torchlit tunnels descend to the north and the east.

If you have the Magnakai Discipline of Pathsmanship, turn to 139. If you wish to enter the north tunnel, turn to 187. @@ -4563,7 +4585,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

Good! booms the voice of Zahda as you enter the passage; the cowards of Elzian have at last sent a warrior worthy of my maze.

-

The words conjure up a picture of Lord Zahda seated on his golden throne, with the object of your quest, the Lorestone of Herdos, suspended above it. The image strengthens your resolve to survive this accursed maze and escape. If you can then find your way back to Zahda's throne-hall, the success of your quest will be within your grasp.

+

The words conjure up a picture of Lord Zahda seated on his golden throne, with the object of your quest, the Lorestone of Herdos, suspended above it. The image strengthens your resolve to survive this accursed maze and escape. If you can then find your way back to Zahdas throne-hall, the success of your quest will be within your grasp.

You walk along the passage, your mind filled with the possible problems and perils you might have to overcome. One such problem looms into view as the passage takes a sharp turn.

Turn to 100.
@@ -4572,10 +4594,16 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,
335 + + +

Lone Wolf Club Newsletter No. 6 clarifies: In Book 2 [Section] 79, it states that in order to release the power of the Sommerswerd, only a Kai Lord should wield it. Should it be used in combat by anyone who is not a Kai Lord, its power will fade and be lost forever. The Dwarf in Castle Death did not use the Sommerswerd in combat, and therefore its power has not been diminished as a result.

+
+
+

A rickety, hunchbacked creature, swathed in a hooded robe, approaches the platform on which you stand manacled to the wall. With an efficiency born of practice, quickly he strips you of all your weapons and hands them to an ugly-faced dwarf, hovering at his side. The dwarf looks at the Sommerswerd with an appraising eye, then raises it above his head to show it to his master. Before he can speak, there is a sudden roar, as a bolt of golden energy engulfs the hilt. Screaming with pain, the dwarf drops the sword and cradles his smoking hand, his fingers now missing half their length. You are unable to hide your smile and are quickly punished for your insolence. The robed creature strikes you across the face, gashing your cheek with its rough, warty fist (lose 1 ENDURANCE point).

Take him to the maze, commands white-haired Lord Zahda, and leave the sword for me.

-

The Sommerswerd rises into the air and floats towards the golden throne on a cushion of blue mist. As you are dragged from the hall in chains, you are taunted by Zahda's cruel laugh and the fear that your quest is now doomed to failure.

+

The Sommerswerd rises into the air and floats towards the golden throne on a cushion of blue mist. As you are dragged from the hall in chains, you are taunted by Zahdas cruel laugh and the fear that your quest is now doomed to failure.

Erase all weapons and weapon-like Special Items from your Action Chart and make a note of them on a separate piece of paper in case you should rediscover them at a later stage of your adventure.

Now turn to 286.
@@ -4586,6 +4614,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

A new sound is added to the terrible squeals of the hungry rats: the sound of splintering wood. In less than a minute, your small boat is completely devoured, leaving no trace of its ever having existed. The jagged rocks cut into your hands and knees, but you are oblivious to the pain as you clamber across them to the beach beyond. You set off at a run, but the fine, black sand closes around your ankles, and your legs ache violently with every desperate step.

+ Gary Chalk @@ -4593,7 +4622,8 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, -

A glance over your shoulder warns you that the pack are gaining ground rapidly; they will be on you before you reach the rocky base of Kazan-Oud. Then suddenly the squealing stops; the black tide has halted at the edge of the beach. Their white teeth snap on empty air, and hungry eyes watch your every movement, but every single one of them is rooted to the rocks.

+ +

A glance over your shoulder warns you that the pack is gaining ground rapidly; they will be on you before you reach the rocky base of Kazan-Oud. Then suddenly the squealing stops; the black tide has halted at the edge of the beach. Their white teeth snap on empty air, and hungry eyes watch your every movement, but every single one of them is rooted to the rocks.

As you turn to make your escape, you wonder why the rats no longer pursue you. Less than ten feet ahead lies the horrific answer to your question.

Turn to 221.
@@ -4605,7 +4635,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

The wall is descending fast; there is very little space left through which to escape.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, you may add 3 to the number you have picked.

- If your total is now 0&endash;4, turn to 237. + If your total is now 04, turn to 237. If it is 5 or more, turn to 188.
@@ -4624,7 +4654,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

Wisps of smoke are beginning to rise from the dead bodies; suddenly one bursts into flames. Quickly you leap across the slab, away from the heat and choking black fumes, as the others are swallowed by a fire that crackles and spits like an angry demon.

-

Further along the tunnel, you see the warrior. He is crouching on his heels, his hands resting on the hilt of his sword. A smile spreads across his unshaven face as he sees your approach. You're brave, I'll grant you that. There's none I know who'd stand against three hungry Dhax. He jumps to his feet, sheathes his sword and offers his hand in friendship.

+

Further along the tunnel, you see the warrior. He is crouching on his heels, his hands resting on the hilt of his sword. A smile spreads across his unshaven face as he sees your approach. Youre brave, Ill grant you that. Theres none I know whod stand against three hungry Dhax. He jumps to his feet, sheathes his sword and offers his hand in friendship.

Turn to 12.
@@ -4633,10 +4663,10 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 340 -

You tell him of your quest and the help the Elder Magi have given to enable you to enter Kazan-Oud. When you recount your air voyage to Herdos aboard Lord Paido's skyship, you notice a tear trickle from the blind man's eye. My name is Kasin, he says, sorrowfully. Lord Paido is my brother.

-

Pity fills your heart for this unfortunate warrior, for you know that he is doomed to die. Blindness occurs in the final stage of takadea, the disease that is ravaging his body. I am beyond help, he says, his face lined with pain, but I can and will help your quest, Kai Lord. Listen to me carefully. There are stairs at the end of the corridor that lead down to the throne-hall of Zahda. At the entrance to the hall there is a tapestry behind which there is a secret passage. It leads to Zahda's throne. Above the throne is the Lorestone you seek, but beware. Zahda has coupled its power to a Doomstone from the realm of Naaros&emdash;Zahda draws all his power from this accursed gem. If you are to succeed, you must first destroy the gem or you will surely perish. Sadly I cannot help you escape from Kazan-Oud, for I myself was captured long before I reached the surface, but if you reach the beach, make your way to the old stone jetty. Beneath the steps is the place where I hid my boat.

+

You tell him of your quest and the help the Elder Magi have given to enable you to enter Kazan-Oud. When you recount your air voyage to Herdos aboard Lord Paidos skyship, you notice a tear trickle from the blind mans eye. My name is Kasin, he says, sorrowfully. Lord Paido is my brother.

+

Pity fills your heart for this unfortunate warrior, for you know that he is doomed to die. Blindness occurs in the final stage of takadea, the disease that is ravaging his body. I am beyond help, he says, his face lined with pain, but I can and will help your quest, Kai Lord. Listen to me carefully. There are stairs at the end of the corridor that lead down to the throne-hall of Zahda. At the entrance to the hall there is a tapestry behind which there is a secret passage. It leads to Zahdas throne. Above the throne is the Lorestone you seek, but beware. Zahda has coupled its power to a Doomstone from the realm of NaarosZahda draws all his power from this accursed gem. If you are to succeed, you must first destroy the gem or you will surely perish. Sadly I cannot help you escape from Kazan-Oud, for I myself was captured long before I reached the surface, but if you reach the beach, make your way to the old stone jetty. Beneath the steps is the place where I hid my boat.

He grips your hand in friendship, his face now calm and peaceful. When you return to Elzian, tell my brother that my death was not in vain. May the gods protect you, Lone Wolf.

-

The sound of approaching guards forces you to leave the cell. As you close the door, you promise that his bravery will live forever in the legends of the Vakeros&emdash;his warrior kin.

+

The sound of approaching guards forces you to leave the cell. As you close the door, you promise that his bravery will live forever in the legends of the Vakeroshis warrior kin.

Turn to 142.
@@ -4659,7 +4689,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, Gary Chalk - The sphere halts in mid-air: it looks like a huge,
black human brain studded with large, hairy warts
+ The sphere halts in mid-air: it looks like a huge, blackhuman brain studded with large, hairy warts. @@ -4686,7 +4716,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 344 -

Your hand strikes something invisible set close to the edge of the pit&emdash;the beginning of a magically hidden bridge. Your fingers tell you that it is a plank, for it feels very thin and narrow. Suddenly the footsteps halt. There is a piercing crack, like that of a whip, and an angry red weal opens across the back of your hand (lose 2 ENDURANCE points). You sense his presence, but you cannot see the enemy who dealt you this wound.

+

Your hand strikes something invisible set close to the edge of the pitthe beginning of a magically hidden bridge. Your fingers tell you that it is a plank, for it feels very thin and narrow. Suddenly the footsteps halt. There is a piercing crack, like that of a whip, and an angry red weal opens across the back of your hand (lose 2 ENDURANCE points). You sense his presence, but you cannot see the enemy who dealt you this wound.

If you wish to step on to the invisible bridge, turn to 166. If you wish to try to fight your unseen enemy, turn to 257.
@@ -4742,6 +4772,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

As soon as you step into the ruby corridor, the horseshoe arch turns completely opaque. You try to go back, but the milky-white barrier will not let you pass. Soon, the skull appears once more, but this time its message chills you to the core:

+ Gary Chalk @@ -4749,12 +4780,13 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, +

The path you have chosen leads to the heart of the maze,
And there you are doomed to eke out your days.

-

It is a prophecy that will be fulfilled. You have ventured too deep into Zahda's maze, and the exits are now closed off forever. It may interest you to learn that you survived at the core of the maze for three weeks, a feat that earned you the respect of Lord Zahda, but one that did not persuade him to spare you your life.

+

It is a prophecy that will be fulfilled. You have ventured too deep into Zahdas maze, and the exits are now closed off forever. It may interest you to learn that you survived at the core of the maze for three weeks, a feat that earned you the respect of Lord Zahda, but one that did not persuade him to spare you your life.

Your life and your quest end here.
@@ -4763,13 +4795,13 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, 350 -

As soon as you have passed through the power-shield, you are greeted like a hero by a huge flotilla of fishing vessels and trading barges. An hour ago, upon seeing the eruption of Kazan-Oud, every boat in Herdos set sail for the shield, for the eruption signalled the end of the bane that had haunted Dessi for hundreds of years. Now they cheer the Sommlending warrior who has delivered them from Dessi's evil shadow. Eager hands pull you aboard Lord Ardan's caravel, and a fanfare salute is sounded by the trumpeters of his Vakeros guards.

+

As soon as you have passed through the power-shield, you are greeted like a hero by a huge flotilla of fishing vessels and trading barges. An hour ago, upon seeing the eruption of Kazan-Oud, every boat in Herdos set sail for the shield, for the eruption signalled the end of the bane that had haunted Dessi for hundreds of years. Now they cheer the Sommlending warrior who has delivered them from Dessis evil shadow. Eager hands pull you aboard Lord Ardans caravel, and a fanfare salute is sounded by the trumpeters of his Vakeros guards.

We are forever in your debt, Lone Wolf, says Lord Ardan, as he shakes your hand warmly in gratitude and friendship. You have achieved what we feared to be impossible, and you live to tell the tale. Your bravery is an inspiration to us all. His words are reinforced by the delirious cheers of his people. He asks of your own quest, and, when you remove the Lorestone of Herdos from the pocket of your tattered and scorched tunic, his eyes widen with amazement.

Gary Chalk - We are forever in your debt, Lone Wolf, says
Lord Ardan, as he shakes your hand warmly
+ We are forever in your debt, Lone Wolf, says Lord Ardan,as he shakes your hand warmly. @@ -4777,8 +4809,8 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

He bows his head and says in a solemn and respectful voice, My lord, you stand upon the threshold of greatness. Your purpose and your destiny are known to the Elder Magi, for we have awaited your coming for many thousands of years. Our survival and the survival of all we cherish rests on the success of your Magnakai quest. The time has come, Lone Wolf, for you to learn our wisdom, for we are of the same blood, you and I, and our fate is bound together. We will prepare you for your next quest, for the Lorestone you must find next exists in the land that was once our home, in the temple that was once our most sacred place of worship, in the chamber where our master first appeared to us.

Your quest has succeeded, for the strength and wisdom of the Lorestone of Herdos is now a part of your body and spirit. But there is much for you to learn from the Elder Magi as they prepare you for the most challenging of the Magnakai quests you have yet to attempt, a quest that will take you deep into the hostile swamps of the Danarg, where the evil creatures of Agarash the Damned still thrive and dominate the land.

-

If you have the courage of a true Kai Master, the secrets of the Elder Magi and the perils of the Danarg await you in Book 8 of the Lone Wolf series entitled:

-

The Jungle of Horrors

+

If you have the courage of a true Kai Master, the secrets of the Elder Magi and the perils of the Danarg await you in Book 8 of the Lone Wolf series entitled:

+

The Jungle of Horrors

@@ -4789,148 +4821,516 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations, The Magiocracy of Dessi - - - - Gary Chalk - - - - - - - -
- - Action Chart - - - - - - JC Alvarez & Jonathan Blake - - - - - - JC Alvarez & Jonathan Blake - - - - - - JC Alvarez & Jonathan Blake - - - - - - JC Alvarez & Jonathan Blake - - - - - - JC Alvarez & Jonathan Blake - - - - - - JC Alvarez & Jonathan Blake - - - - - - Jonathan Blake - - - - - - Jonathan Blake - - - - - - Jonathan Blake - - - - -
- -
- - Combat Rules Summary - - - -
    -
  1. Add your COMBAT SKILL to any extra points given to you by your Kai Disciplines.
  2. -
  3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  4. -
  5. Pick number from Random Number Table.
  6. -
  7. Turn to Combat Results Table.
  8. -
  9. Find your Combat Ratio on the top of chart and cross-reference to random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
  10. -
  11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0.
  12. -
-
- - To Evade Combat - - + + + + Brian Williams + + + + + +
+ +
+ Action Chart + + + + + + JC Alvarez Jonathan Blake + + + + + + + JC Alvarez Jonathan Blake + + + + + + + JC Alvarez Jonathan Blake + + + + + + + JC Alvarez Jonathan Blake + + + + + + + JC Alvarez Jonathan Blake + + + + + + + JC Alvarez Jonathan Blake + + + + + + + Jonathan Blake + + +

+ COMBAT SKILL: + ENDURANCE: +

+

Magnakai Disciplines:

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

Bonus Disciplines:

+
    +
  1. : 4th Discipline if you've completed one Magnakai Adventure successfully
  2. +
+

Weapons:

+
    +
  1. +
  2. +
+

Belt Pouch:

+

Meals:

+

Backpack Items:

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

Special Items:

+
    +
  1. +
  2. +
  3. +
  4. +
  5. +
  6. +
  7. +
  8. +
  9. +
  10. +
  11. +
  12. +
+
+
+
+ + +
+ Combat Rules Summary + + +
    +
  1. Add your COMBAT SKILL to any extra points given to you by your Magnakai Disciplines.
  2. +
  3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  4. +
  5. Pick number from Random Number Table.
  6. +
  7. Turn to Combat Results Table.
  8. +
  9. Find your Combat Ratio on the top of the chart and cross-reference to random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
  10. +
  11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character falls to 0 or below.
  12. +
+ +
+ To Evade Combat + + + +
    +
  1. You may only do this when the text of the adventure offers you the opportunity.
  2. +
  3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored, only Lone Wolf loses the ENDURANCE points.
  4. +
  5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
  6. +
+ +
+
+ +
+
+ +
+ Combat Results Table + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + +
+ +
+ Random Number Table + + + + + + Jonathan Blake + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
4652864072
5398804775
2056696367
2248866982
4590748440
4822873952
9457713820
6935618430
3966618812
8646055018
+
+
+ + + + Jonathan Blake + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Combat Results with combined hero and enemy endurance losses
Combat results are given enemy's endurance loss first followed by the hero's endurance loss. For example, "12/0" means that the enemy loses 12 endurance points while the hero loses 0 endurance points. A combat result of "k" means that the combatant is killed. For example, "0/k" means that the enemy loses 0 endurance points while the hero is killed.
Random NumberCombat Ratio
-11 or lower-10/ -9-8/ -7-6/ -5-4/ -3-2/ -101/ 23/ 45/ 67/ 89/ 1011 or higher
10/k0/k0/80/61/62/53/54/55/46/47/48/39/3
20/k0/80/71/62/53/54/45/46/37/38/39/310/2
30/80/71/62/53/54/45/46/37/38/39/210/211/2
40/81/72/63/54/45/46/37/38/29/210/211/212/2
51/72/63/54/45/46/37/28/29/210/211/212/214/1
62/63/64/55/46/37/28/29/210/211/112/114/116/1
73/54/55/46/37/28/29/110/111/112/014/016/018/0
84/48/46/37/28/19/110/011/012/014/016/018/0k/0
95/36/37/28/09/010/011/012/014/016/018/0k/0k/0
06/07/08/09/010/011/012/014/016/018/0k/0k/0k/0
+
+
+
+
@@ -4953,16 +5353,25 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

(Title Page) Replaced fulfill with fulfil.

-

(The Story So Far&ellips;) Added a quotation mark to the beginning of the paragraph that starts You see before you Kazan-Oud.&ellips;.

-

(The Game Rules) Replaced both occurences of ie, with i.e..

-

(Equipment) Removed (see inside front cover of this book). Replaced safe keeping with safekeeping. Capitalized the list of items rather than setting them in all capital letters. Replaced fireseeds with Fireseeds. Replaced (eg with (e.g..

-

(Improved Disciplines) Added the title Primate to parallel later books.

-

(1) Replaced stormclouds with storm clouds, transluscent with translucent, air and with air, and, Canal, and with Canal and, connversation and with conversation, and, powerful and with powerful, and, landing and, within with landing, and within, visible covering with visible, covering, shimmering green with shimmering, green and goodbyes and with goodbyes, and.

+ +

(The Story So Far) Added a quotation mark to the beginning of the paragraph that starts You see before you Kazan-Oud.. Replaced Xulun mountains with Xulun Mountains.

+ +

(The Game Rules) Replaced both occurrences of ie, with i.e.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Placed or below after fall to zero. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Added (Psi-surge and Mindblast cannot be used simultaneously.) to the description of Psi-surge. Replaced knowledge mastery with knowledge that mastery.

+ +

(Equipment) Removed (see inside front cover of this book). Replaced safe keeping with safekeeping. Capitalized the list of items rather than setting them in all capital letters. Replaced fireseeds with Fireseeds. Replaced (eg with (e.g.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Kai monastery with Kai Monastery. Replaced all occurrences of bow with Bow, arrow with Arrow, and arrows with Arrows. Replaced quiver with Quiver. Replaced Weaponmastery with a bow with Weaponmastery with Bow. Replaced combat, therefore with combat; therefore.

+ +

(Rules for Combat) Replaced reduced to zero with reduced to zero or below. Replaced points reduced with points possibly reduced. Deleted on the inside back cover of this book.

+ +

(Improved Disciplines) Added the title Primate to parallel later books. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced will not be able with is not able. Replaced skill will have with skill have.

+ +

(Magnakai Wisdom) Replaced Lone Wolf with Lone Wolf when referring to the series.

+ +

(1) Replaced stormclouds with storm clouds, transluscent with translucent, air and with air, and, Canal, and with Canal and, connversation and with conversation, and, powerful and with powerful, and, landing and, within with landing, and within, visible covering with visible, covering, shimmering green with shimmering, green and goodbyes and with goodbyes, and. Replaced north-west with northwest. Replaced Carcos range with Carcos Range. Replaced chasm of Gorgoron with Chasm of Gorgoron.

(2) Replaced Kai with Magnakai, tap it and with tap it, and.

-

(4) Replaced persistance with persistence with persistence and to bursting with to the bursting.

+

(4) Replaced persistance with persistence and to bursting with to the bursting.

(10) Replaced view and, for with view, and for.

(12) Replaced head and with head, and and Lipo with Lio.

-

(13) Replaced flatstones with flagstones.

+

(13) Replaced flatstones with flagstones. Added a period to the end of the Illustration caption.

(14) Replaced Sweetdreams with Sweet dreams and ugly bearded with ugly, bearded.

(15) Replaced points), and with points) and.

(16) Replaced fall but with fall, but.

@@ -4970,7 +5379,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

(22) Replaced you but with you, but.

(23) Replaced fortess with fortress.

(26) Replaced Weaponskill with Weaponmastery.

-

(27) Replaced intact and with intact, and, cry and with cry, and.

+

(27) Replaced intact and with intact, and, cry and with cry, and. Added a period to the end of the Illustration caption.

(28) Replaced skull and with skull, and.

(30) Replaced warm and, as with warm, and as.

(31) Replaced robes but, lying with robes, but lying, use and with use, and, chamber but, as with chamber, but as and helmet, and with helmet and.

@@ -4980,46 +5389,50 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

(36) Replaced staircase and with staircase, and.

(39) Replaced louder but with louder, but.

(41) Replaced warm but with warm, but.

+

(43) Replaced Boari jungle with Boari Jungle.

+

(45) Added a period to the end of the Illustration caption.

(46) Moved the Invisibility/Pathsmanship/Divination choice into the first position.

(47) Replaced tracks, and with tracks and.

(48) Replaced yards, when with yards when and light and with light, and.

(49) Replaced rock, when with rock when.

-

(56) Replaced beastmen with Beastmen.

+

(56) Replaced both occurrences of beastmen with Beastmen.

(57) Replaced deeper but with deeper, but.

(58) Replaced points.) with points). and presence but with presence, but.

(60) Replaced arm and with arm, and.

-

(63) Replaced chamber, but with chamber but.

+

(63) Replaced chamber, but with chamber but. Added a period to the end of the Illustration caption.

(64) Replaced deep and with deep, and.

+

(65) Replaced Kai initiate with Kai Initiate. Replaced Durncrag mountains with Durncrag Mountains.

(66) Replaced the second choice If you do not have a sword, you will have to abandon the door. Only the statue offers any hope of escape for you; turn to 168. with If you do not have a sword, turn to 263.. Section 168 offers basically the same choice and is only forestalling the impending outcome in Section 263.

(67) Replaced glowing sticky with glowing, sticky.

-

(68) Replaced unremarkable but with unremarkable, but.

-

(70) Replaced beach turn with beach, turn.

+

(68) Replaced unremarkable but with unremarkable, but. Replaced Kai mastery with Kai Mastery.

+

(70) Replaced beach turn with beach, turn. Replaced Kai mastery with Kai Mastery.

(71) Replaced ceiling and with ceiling, and.

-

(72) Replaced tunic but with tunic, but. Also deleted the (lose 2 ENDURANCE points) since Nexus is supposed to prevent or reduce ENDURANCE loss - not induce it.

+

(72) Replaced tunic but with tunic, but. Also deleted the (lose 2 ENDURANCE points) since Nexus is supposed to prevent or reduce ENDURANCE loss - not induce it. Replaced Kai mastery with Kai Mastery.

(74) Replaced Kazan-Oud, they with Kazan-Oud; they.

(76) Replaced dagger and with dagger, and.

+

(78) Added a period to the end of the Illustration caption.

(79) Replaced scream but with scream, but.

(81) Replaced crossbow but with crossbow, but.

(82) Replaced lake and with lake, and, wall and with wall, and and storm but with storm, but.

(84) Replaced legs the with legs, the.

(85) Replaced feet and with feet, and and climb your with climb, your.

(88) Moved the Nexus choice into the first position.

-

(89) Replaced subjectd with subjected.

+

(89) Replaced subjectd with subjected. Replaced Kai mastery with Kai Mastery.

(90) Replaced touch and with touch, and, that Magnakai with the Magnakai, Nexus, or with Nexus or and skill or with skill nor.

(92) Replaced side and with side, and.

(93) Replaced difficult that with difficult than and Sticky rope-like with Sticky, rope-like.

(95) Replaced Then gurgling with Then, gurgling.

-

(96) Replaced mouth and with mouth, and.

-

(100) Replaced wall but with wall, but, ceiling and with ceiling, and and has, and with has and.

+

(96) Replaced mouth and with mouth, and. Replaced new-found with newfound.

+

(100) Replaced wall but with wall, but, ceiling and with ceiling, and and has, and with has and. Added a period to the end of the Illustration caption.

(102) Replaced accord and with accord, and.

-

(105) Replaced Elzian, he with Elzian,' he.

-

(107) Replaced hand but with hand, but.

-

(110) Replaced open and with open, and.

+

(105) Replaced Elzian, he with Elzian, he.

+

(107) Replaced hand but with hand, but. Replaced envelopes with envelops. Replaced Items with items.

+

(110) Replaced open and with open, and. Added a period to the end of the Illustration caption.

(111) Replaced dim diffused with dim, diffused.

(112) Replaced pieces, and with pieces and.

(113) Replaced sleep and with sleep, and.

-

(115) Replaced Locksmith's with Locksmiths'.

-

(118) Replaced you and, as with you, and as.

+

(115) Replaced Locksmiths with Locksmiths.

+

(118) Replaced you and, as with you, and as. Replaced new-found with newfound.

(119) Replaced sight but with sight, but.

(120) Replaced atttack with attack. Moved the Nexus choice into the first position.

(122) Replaced rockwall with rock wall, itself everywhere with itself; everywhere and away and with away, and.

@@ -5030,9 +5443,11 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

(131) Replaced choice, and with choice and.

(133) Replaced northlander with Northlander.

(135) Replaced green forked with green, forked, Kazan-Oud and, for with Kazan-Oud, and for, lightning and with lightning, and and dock but with dock, but. Moved the Divination choice into the first position.

+

(137) Replaced Kai mastery with Kai Mastery.

(138) Replaced heard and with heard, and.

(139) Replaced undisturbed, not with undisturbed: not.

(141) Replaced go but, as with go, but as and mace but with mace, but. Moved the Lore-circle of the Spirit choice into the first position.

+

(142) Added a period to the end of the Illustration caption.

(145) Replaced hole and with hole, and.

(146) Replaced face, and with face and.

(148) Replaced warm and with warm, and.

@@ -5046,8 +5461,9 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

(159) Replaced deserted and with deserted, and and beam but with beam, but.

(161) Moved the Pathsmanship choice into the first position.

(162) Moved the Pathsmanship/Divination choice into the first position.

-

(165) Replaced laughter and with laughter, and, distance and with distance, and, fever but with fever, but and two and with two, and.

-

(171) Replaced others and with others, and.

+

(164) Added a period to the end of the Illustration caption.

+

(165) Replaced laughter and with laughter, and, distance and with distance, and, fever but with fever, but and two and with two, and. Added a period to the end of the Illustration caption.

+

(171) Replaced others and with others, and. Replaced Kai mastery with Kai Mastery.

(173) Replaced narrow and, as with narrow, and as. Moved the Divination choice into the first position.

(174) Replaced staff but with staff, but.

(175) Replaced number have with number you have.

@@ -5063,21 +5479,26 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

(195) Replaced you and, in with you, and in.

(196) Replaced lake and with lake, and and weapon, as with weapon as.

(197) Replaced helmet, and with helmet and.

-

(198) Replaced more you with more, you.

+

(198) Replaced more you with more, you. Added a period to the end of the Illustration caption.

(199) Replaced chain-mail with chainmail.

(200) Replaced crumbling and with crumbling, and.

(201) Replaced wall but with wall, but.

(202) Replaced crow and with crow, and.

-

(203) Replaced rope and with rope, and.

+

(203) Replaced rope and with rope, and. Added a period to the end of the Illustration caption.

(204) Replaced take but, as with take, but as.

(205) Replaced discipline and with Discipline, and.

+

(210) Replaced Kai mastery with Kai Mastery.

(212) Replaced comrade-in-arms, and with comrade-in-arms and.

(216) Replaced ears, and with ears and.

+

(217) Replaced Kai mastery with Kai Mastery.

(219) Replaced feet and with feet, and.

+

(220) Replaced new-found with newfound.

+

(221) Added a period to the end of the Illustration caption.

(223) Replaced eyes and with eyes, and. Replaced Turn to 164 with Turn to 165. All other paths leading to Section 164 came through Section 277 which involves falling into a pit. All paths leading to Section 165 involved getting ensnared in a booby trap similar to the trap in Section 223.

(225) Replaced Weaponskill with Weaponmastery.

(228) Replaced blow and with blow, and. Moved the Pathsmanship choice into the first position.

(229) Replaced darkness makes with darkness, make.

+

(234) Replaced Kai mastery with Kai Mastery.

(235) Replaced fast but with fast, but.

(236) Replaced spear with Spear and broadsword with Broadsword. Moved the Pathsmanship choice into the first position.

(238) Capitalized the list rather than setting them in all capital letters.

@@ -5085,26 +5506,27 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

(244) Replaced flood-next with flood - next.

(245) Replaced eyes and with eyes, and.

(248) Replaced staircase, and with staircase and. Moved the Pathsmanship/Divination choice into the first position.

-

(249) Replaced hands and with hands, and.

-

(250) Replaced Herdos and with Herdos, and and level, and with level and. Moved the Pathsmanship/Divination choice into the first position.

+

(249) Replaced hands and with hands, and. Added a period to the end of the Illustration caption.

+

(250) Replaced Herdos and with Herdos, and and level, and with level and. Moved the Pathsmanship/Divination choice into the first position. Replaced new-found with newfound.

(252) Replaced now and with now, and.

-

(255) Replaced trunk and, after with trunk, and after.

+

(255) Replaced trunk and, after with trunk, and after. Replaced Kai mastery with Kai Mastery. Replaced 58 with 38.

(256) Replaced spine and, to with spine, and to.

(258) Replaced advance but with advance, but, darkness and with darkness, and and turn to 186 with turn to 289. Note that we chose Section 289 instead of Section 49 as noted in Lone Wolf Club Summer Special 1987 newsletter.

(260) Replaced decay and, to with decay, and to and Items with items.

(261) Replaced deserted but with deserted, but.

(262) Replaced locked but with locked, but.

-

(265) Replaced sand and with sand, and, Psi-surge, and with Psi-surge and and skill, or with skill or.

-

(267) Replaced rests, and with rests and.

+

(265) Replaced sand and with sand, and, Psi-surge, and with Psi-surge and and skill, or with skill or. Added a period to the end of the Illustration caption.

+

(267) Replaced rests, and with rests and. Replaced new-found with newfound.

(269) Replaced heavy and with heavy, and.

(270) Replaced statue and with statue, and.

(272) Replaced end and with end, and.

(273) Replaced power-staves and with power-staves, and.

+

(280) Added a period to the end of the Illustration caption. Replaced to zero in with to zero or below in.

(282) Replaced turn to 173 with turn to 273.

(286) Replaced open and with open, and, mist and with mist, and, semi-circular with semicircular, and darkness and with darkness, and.

(287) Replaced ahead but with ahead, but.

-

(290) Replaced combat for with combat, for.

-

(293) Replaced storm adds to with storm add to.

+

(290) Replaced combat for with combat, for. Replaced new-found with newfound.

+

(293) Replaced storm adds to with storm add to. Added a period to the end of the Illustration caption.

(294) Moved the Pathsmanship choice into the first position.

(296) Replaced body and with body, and.

(298) Replaced them and with them, and.

@@ -5118,7 +5540,7 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

(312) Replaced click and with click, and.

(313) Deleted the instruction to choose an unused random number.

(314) Replaced discipline with Discipline.

-

(315) Replaced rapidly and with rapidly, and.

+

(315) Replaced rapidly and with rapidly, and. Added a period to the end of the Illustration caption.

(316) Replaced simultaneously and with simultaneously, and.

(318) Replaced right and with right, and and ahead, and with ahead and.

(322) Replaced maze but with maze, but.

@@ -5127,14 +5549,15 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

(328) Replaced Weaponskill with Weaponmastery.

(333) Moved the Pathsmanship choice into the first position.

(335) Replaced hunch-backed with hunchbacked.

-

(336) Replaced knees but with knees, but and air and with air, and.

+

(336) Replaced knees but with knees, but and air and with air, and. Replaced the pack are with the pack is.

(341) Replaced brighter and with brighter, and.

+

(342) Added a period to the end of the Illustration caption.

(344) Replaced presence but with presence, but.

(346) Replaced sound but with sound, but.

(348) Replaced light and with light, and.

(349) Replaced corridor the with corridor, the, back but with back, but and maze and with maze, and.

-

(350) Replaced trumpeteers with trumpeters, caravel and with caravel, and and impossible and with impossible, and.

-

(Combat Rules Summary) Replaced cross reference with cross-reference.

+

(350) Replaced trumpeteers with trumpeters, caravel and with caravel, and and impossible and with impossible, and. Added a period to the end of the Illustration caption. Replaced Lone Wolf series with Lone Wolf series.

+

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

@@ -5147,17 +5570,16 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

(13) This section is the correct answer to the dial problem from section 306.

-

(34) This section is the correct answer to the Zakhan's riddle from section 100.

-

(76) According to later books (cf. The Dungeons of Torgar Section 304), you would also be unable to use any two-handed weapon (i.e. Broadsword, Spear, Quarterstaff) in this combat.

-

(100) To turn to the section of your choice, there are several methods. One is to turn to the Table of Contents and choose the appropriate section from the list.

-

If you have chosen the correct answer to the Zakhan's riddle, a footnote in that section will tell you so.

-

(137) If you have any arrows in your Quiver, they have fallen out in your fall, and you must erase them from your Action Chart. (cf. Section 7).

+

(34) This section is the correct answer to the Zakhans riddle from section 100.

+

(76) According to later books (cf. The Dungeons of Torgar Section 304), you would also be unable to use any two-handed weapon (i.e. Broadsword, Spear, Quarterstaff) in this combat.

+

(100) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

+

(137) If you have any Arrows in your Quiver, they have fallen out in your fall, and you must erase them from your Action Chart. (cf. Section 7).

(142) You must win the fight before turning to either section.

(148) You may not carry the Helmet at the same time as the Silver Helmet, if you have it.

-

(280) You must reduce the enemy's ENDURANCE score to zero before turning to either section.

-

(301) If you still have any arrows in your Quiver, they have fallen out in your fall, and you must erase them from your Action Chart. (cf. Section 7).

-

(306) To turn to the section of your choice, there are several methods. One is to turn to the Table of Contents and choose the appropriate section from the list.

-

If you have chosen the correct answer, a footnote in that section will tell you so.

+

(280) You must reduce the enemys ENDURANCE score to zero or below before turning to either section.

+

(301) If you still have any Arrows in your Quiver, they have fallen out in your fall, and you must erase them from your Action Chart. (cf. Section 7).

+

(306) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

+

(335) Lone Wolf Club Newsletter No. 6 clarifies: In Book 2 [Section] 79, it states that in order to release the power of the Sommerswerd, only a Kai Lord should wield it. Should it be used in combat by anyone who is not a Kai Lord, its power will fade and be lost forever. The Dwarf in Castle Death did not use the Sommerswerd in combat, and therefore its power has not been diminished as a result.

@@ -5209,424 +5631,22 @@ WOLM what still missing: errata in the backmatter, the secondary illustrations,

Only the first occurrence of each secondary illustration is cited.

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

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

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  • - Fire on the Water; Illustrations copyright 1984 Joe Dever and Gary Chalk.
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  • - The Caverns of Kalte; Illustrations copyright 1984 Joe Dever and Gary Chalk.
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  • - The Chasm of Doom; Illustrations copyright 1985 Joe Dever and Gary Chalk.
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  • - Shadow on the Sand; Illustrations copyright 1985 Joe Dever and Gary Chalk.
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  • - The Kingdoms of Terror; Illustrations copyright 1985 Joe Dever and Gary Chalk.
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  • - Castle Death; Illustrations copyright 1986 Joe Dever and Gary Chalk.
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  • - The Jungle of Horrors; Illustrations copyright 1987 Joe Dever and Gary Chalk.
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The illustrations created by Brian Williams of the following books are part of the illustrations being offered under the terms of this License:

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  • - The Cauldron of Fear; Illustrations Copyright 1987 Brian Williams.
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  • - The Dungeons of Torgar; Illustrations Copyright 1987 Brian Williams.
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  • - The Prisoners of Time; Illustrations Copyright 1987 Brian Williams.
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  • - The Masters of Darkness; Illustrations Copyright 1988 Brian Williams.
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  • - The Plague Lords of Ruel; Illustrations Copyright 1990, 1992 Brian Williams.
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  • - The Captives of Kaag; Illustrations Copyright 1990, 1992 Brian Williams.
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  • - The Darke Crusade; Illustrations Copyright 1991, 1993 Brian Williams.
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  • - The Legacy of Vashna; Illustrations Copyright 1991, 1993 Brian Williams.
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  • - The Deathlord of Ixia; Illustrations Copyright 1992 Brian Williams.
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  • - Dawn of the Dragons; Illustrations Copyright 1992 Brian Williams.
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  • - Wolf's Bane; Illustrations Copyright 1993 Brian Williams.
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  • - 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.
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  • - Trail of the Wolf; Illustrations Copyright 1997 Brian Williams.
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  • - Vampirium; Illustrations Copyright 1998 Brian Williams.
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  • - The Hunger of Sejanoz; Illustrations Copyright 1998 Brian Williams.
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  • - Freeway Warrior: Slaughter Mountain Run; Illustrations Copyright 1988 Brian Williams.
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diff --git a/12tmod.xml b/12tmod.xml index 7ec4972..ed0e7bb 100755 --- a/12tmod.xml +++ b/12tmod.xml @@ -15,6 +15,9 @@ $Id$ $Log: 12tmod.xml,v $ +Revision 1.51 2007/07/01 22:50:07 Simon Osborne +A minor Erratum fixed. + Revision 1.5 2007/06/27 16:02:23 Simon Osborne Fixed many Errata and Non-errata issues. @@ -635,7 +638,7 @@ Initial revision
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 will 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 able to neutralize a poison he is able to slow its effect, giving him more time to find an antidote or cure.
+
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 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
@@ -6557,7 +6560,7 @@ Initial revision

(Lore-circles of the Magnakai) Capitalized bonuses in the title Lore-circle Bonuses.

-

(Improved Disciplines) Replaced their COMBAT SKILL with their ENDURANCE. Replaced both occurrences of eg, with e.g.. Replaced skill have with skill will have.

+

(Improved Disciplines) Replaced their COMBAT SKILL with their ENDURANCE. Replaced both occurrences of eg, with e.g.. Replaced skill have with skill will have. Replaced skill will have with skill have.

(Magnakai Wisdom) Replaced god Kai with God Kai. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

-- 2.34.1