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12 <gamebook xml:lang="en-UK" version="0.12">
14 <title>The Fall of Blood Mountain</title>
15 <creator class="author" sort-name="Dever, Joe">Joe Dever</creator>
16 <creator class="illustrator" sort-name="Williams, Brian">Brian Williams</creator>
17 <creator class="short">Joe Dever and Brian Williams</creator>
18 <creator class="medium">
19 <line>Joe Dever</line>
20 <line>Illustrated by Brian Williams</line>
22 <creator class="long">
23 &inclusion.joe.dever.bio.lw;
24 &inclusion.brian.williams.bio.lw;
26 <publisher>Project Aon</publisher>
27 <date class="publication"><year>2010</year><month>11</month><day>8</day></date>
28 <description class="blurb">
29 <p>For centuries the Shom<ch.apos/>zaa has lain incarcerated and forgotten in a granite prison located deep below the mountains of Bor. Now this terrifying beast has accidentally been set free, and its hunger for vengeance knows no bounds. With a horde of vile minions at its command, swiftly the Shom<ch.apos/>zaa enacts its sinister plan to destroy King Ryvin and the wondrous realm of the Drodarin dwarves.</p>
30 <p>In <strong><cite>The Fall of Blood Mountain</cite></strong>, you must journey to the fabulous subterranean kingdom of the dwarves and attempt to save your ancient allies from the wrath of the Shom<ch.apos/>zaa. Will you succeed in your mission or will you succumb to the terrible powers of this ancient champion of Evil?</p>
32 <description class="publication">
33 <p>Internet Edition published by <a href="http://www.projectaon.org/">Project Aon</a>. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the <a idref="errata">Errata</a>.</p>
35 <rights class="copyrights">
36 <line>Text copyright <ch.copy/> 1997 Joe Dever.</line>
37 <line>Illustrations copyright <ch.copy/> 1997 Brian Williams.</line>
39 <rights class="license-notification">
41 <line>Text copyright <ch.copy/> Joe Dever.</line>
42 <line>Illustrations copyright <ch.copy/> Brian Williams.</line>
43 <line>Distribution of this Internet Edition is restricted under the terms of the <a idref="license">Project Aon License</a>.</line>
55 <title>Title Page</title>
56 <link class="next" idref="dedicate" />
61 <section class="frontmatter" id="dedicate">
63 <title>Dedication</title>
64 <link class="prev" idref="title" />
65 <link class="next" idref="acknwldg" />
69 <p class="dedication">For Martin Alltimes</p>
73 <section class="frontmatter" id="acknwldg">
75 <title>Acknowledgements</title>
76 <link class="prev" idref="dedicate" />
77 <link class="next" idref="tssf" />
82 &inclusion.joe.dever.endowment;
84 <section class="frontmatter" id="credits">
85 <meta><title>Credits</title></meta>
89 <dt>Transcription</dt>
91 <dt>Illustration Transcription</dt>
92 <dd>Jonathan Blake</dd>
95 <line>Jonathan Blake</line>
96 <line>Simon Osborne</line>
98 <dt>Action Charts</dt>
100 <line>JC Alvarez</line>
101 <line>Jonathan Blake</line>
103 <dt>Proofreading</dt>
105 <line>Simon Osborne</line>
109 <line>Jan Charv<ch.aacute/>t</line>
110 <line>Ingo Kl<ch.ouml/>cker</line>
111 <line>Benjamin Krefetz</line>
112 <line>LeRoy McSwain</line>
113 <line>Simon Osborne</line>
114 <line>Timothy Pederick</line>
116 <dt>Coordination</dt>
117 <dd>Jonathan Blake</dd>
118 <dt>Special Thanks</dt>
119 <dd>James Durrant, Paul Haskell, Robert Wellock</dd>
127 <section class="frontmatter" id="tssf">
129 <title>The Story So Far<ch.ellips/></title>
130 <link class="prev" idref="acknwldg" />
131 <link class="next" idref="gamerulz" />
135 <footnote id="tssf-1-foot" idref="tssf-1">
136 <p><cite>Lone Wolf</cite> 18: <cite><bookref series="lw" book="18dotd">Dawn of the Dragons</bookref></cite></p>
138 <footnote id="tssf-2-foot" idref="tssf-2">
139 <p><cite>Lone Wolf</cite> 24: <cite><bookref series="lw" book="24rw">Rune War</bookref></cite></p>
141 <footnote id="tssf-3-foot" idref="tssf-3">
142 <p><cite>Lone Wolf</cite> 25: <cite><bookref series="lw" book="25totw">Trail of the Wolf</bookref></cite></p>
147 <p>You are a Grand Master of the New Order of the Kai<ch.emdash/>the warrior <ch.eacute/>lite of Sommerlund.</p>
149 <p>It is early winter in the year MS 5084, thirty-four years since the First Order of the Kai was massacred by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. Lone Wolf, the supreme leader of your illustrious fighting order, was the only survivor of the Darklord attack upon the Kai. As a young initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. Twenty-five years later he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.</p>
151 <p>With the destruction of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland Alliance armies of Magnamund time enough to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.</p>
153 <p>Following the demise of the Darklords, peace has reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and a New Order has been firmly established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. Over the years that followed, your skills were nurtured and sharpened to perfection by long hours of study and rigorous training. Your exceptional talents have helped you to master all of the Kai and Magnakai Disciplines, and you have risen swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement that has brought great honour upon you and your family.</p>
155 <p>In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf<ch.apos/>s absence. By means of a Shadow Gate (an astral corridor between the physical world of Sommerlund and the many ethereal domains which lie beyond it), Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the King<ch.apos/>s Army of Sommerlund.<footref id="tssf-1" idref="tssf-1-foot"/></p>
157 <p>During the seven years that have elapsed since the defeat of his minions, Naar has sought vengeance upon the Kai. He commands many agents of evil upon Magnamund, and quietly they wait in the shadows for the day when they may serve their fell master. One such agent was Lord Vandyan of Eldenora. Guided by Naar, Vandyan sought and found three ancient runes of evil. Empowered by his discoveries, Vandyan summoned a vast army of reptilian warriors<ch.emdash/>the Vorka<ch.emdash/>which he used to conquer and occupy the lands of his peaceful neighbours. Emboldened by his martial successes, Vandyan overran much of central Magnamund, including the realm of Lyris<ch.emdash/>one of Sommerlund<ch.apos/>s oldest allies. In response to a plea for help from Lyris, Lone Wolf mounted a Kai crusade to raise the Vorka siege of Varetta, its capital city.</p>
159 <p>During this crusade, you undertook a vital mission behind enemy lines that turned the tide of the whole campaign. Alone, you infiltrated Vandyan<ch.apos/>s daunting fortress of Skull-Tor and destroyed the three runes, thereby extinguishing the source of the power by which the Vorka horde were permitted to exist. Vandyan<ch.apos/>s army dissolved on the battlefield and the Kai were able to raise the siege of Varetta.<footref id="tssf-2" idref="tssf-2-foot"/></p>
161 <p>During your mission in Skull-Tor, you discovered that the Vorka were not the only creatures that Vandyan had summoned by the power of the runes. A demonic entity called Zorkaan the Soultaker had also been brought to Magnamund from its lair upon the Plane of Darkness<ch.emdash/>the ethereal domain of Naar. Having fought and defeated this creature, you believed that it had perished forever when subsequently you smashed the runes. Sadly, this was not so. After celebrating the battlefield victory at Varetta, Lone Wolf ordered you to return in triumph to the Kai Monastery aboard the flying ship <cite>Cloud-dancer</cite>. He chose to ride with his New Order crusaders and they were expected to arrive home a week later.</p>
163 <p>After five days, a Kai scout arrived unexpectedly at the monastery with shocking news to impart. Lone Wolf had disappeared. Those who witnessed the abduction said that he was engulfed by a whirling black shadow that fell upon him from out of a stormy sky. So swift was the attack that your fellow Grand Masters were unable to prevent him from being carried away. The scout<ch.apos/>s description of the whirling black shadow was identical to the form adopted by Zorkaan the Soultaker. The destruction of the rune used by Vandyan to summon Zorkaan had not brought about the creature<ch.apos/>s demise after all: it had trapped the creature upon Magnamund.</p>
165 <p>You had achieved a great victory at Skull-Tor, but the shocking news of Lone Wolf<ch.apos/>s abduction cast a shadow over your triumph there. Hurriedly you summoned Guildmaster Banedon, the leader of Sommerlund<ch.apos/>s Guild of Magicians, to an emergency council at the Kai Monastery. He responded swiftly to your summons and arrived within hours aboard his flying craft <cite>Cloud-dancer</cite>. He was accompanied by Lord Rimoah of Dessi, an Elder Magi magician who is also Lone Wolf<ch.apos/>s oldest friend and advisor.</p>
167 <p>Rimoah informed you that Zorkaan<ch.apos/>s arrival upon Magnamund had not gone unnoticed by the Elder Magi. From afar they had sensed the creature<ch.apos/>s presence and, through the use of their Old Kingdom magic, Rimoah and his fellow elders had charted its movements. Rimoah told you of an evil sorcerer called Xaol who was in hiding in Gazad Helkona, a former Darklord city-fortress located in the desolate wastes of northern Skaror. This vile necromancer was a known agent of Naar. During the days before Lone Wolf<ch.apos/>s abduction, Rimoah and the Elder Magi had detected streams of psychic communication coursing between Gazad Helkona and the Plane of Darkness.</p>
169 <p><quote>Naar was transmitting to Xaol the secrets of a Ritual of Binding by which the freed spirit of Zorkaan could be enslaved,</quote> said Rimoah. <quote>This ritual was enacted successfully in the stronghold of Gazad Helkona. Through Xaol, Naar has gained control over Zorkaan. He sent this creature to assassinate Lone Wolf, yet the attempt was unsuccessful. Zorkaan failed to kill Lone Wolf<ch.ellips/>but he was able to subdue and kidnap him.</quote></p>
171 <p>Rimoah informed you that your leader was being held prisoner in Gazad Helkona. By the use of his Supreme Master Disciplines and the power of the Sommerswerd, his magical blade, Lone Wolf had survived death at the hand of Naar<ch.apos/>s foul creation. <quote>Your leader is brave and resourceful,</quote> he said, <quote>but I fear that Zorkaan<ch.apos/>s frequent attacks will weaken and eventually destroy him unless he is rescued quickly.</quote></p>
173 <p>Selflessly you volunteered to attempt the rescue. Rimoah and Banedon, impressed by your courage and your confidence, readily agreed to help you achieve your difficult mission and together you formulated a plan of action. Banedon transported you aboard <cite>Cloud-dancer</cite> to a remote valley south of Gazad Helkona, from where you approached the fortress on foot. Despite great adversity you were able to gain entry to Xaol<ch.apos/>s fortress and save your leader from the clutches of Naar<ch.apos/>s agent.<footref id="tssf-3" idref="tssf-3-foot"/> During your daring mission, you fought and defeated both Xaol and Zorkaan before Banedon arrived to snatch both you and Lone Wolf from the clutches of Xaol<ch.apos/>s angry minions.</p>
175 <p>A year has elapsed since your triumph at Gazad Helkona. It has been a peaceful and rewarding time for you at the Kai Monastery, a period in which you have devoted yourself to the training of new recruits. Such has been the success of your tutelage that you have come to be greatly revered by your students and your peers. Yet, lately, you have felt a longing to venture abroad once more, to test your courage and your battle skills in the ineluctable war against Evil.</p>
177 <p>Early one morning, you glimpsed a golden eagle leave its nest in the frost-covered timberland that stretches beyond the window of your private chamber. As you watched this majestic creature soar above the tree-line, you were reminded of the daring aerial escape that you had made from Gazad Helkona aboard Banedon<ch.apos/>s skycraft. Then you felt a tingle of premonition at the nape of your neck when you noticed a distant speck in the clear azure sky. This speck grew larger until you were able to discern the distinctive outline of <cite>Cloud-dancer</cite> approaching from the north. Hurriedly you left your chamber and went to the monastery training park where a small group of Kai Lords had gathered in expectation. As the sleek skyship was made to hover overhead, a boarding cage was lowered to the frost-hardened ground and out stepped an unexpected visitor<ch.emdash/>Lord Rimoah of Dessi. You exchanged greetings and he requested an immediate audience with Lone Wolf. From his sombre expression you could tell that he had grave and urgent news to impart.</p>
179 <p>You escorted Lord Rimoah personally to Lone Wolf<ch.apos/>s chambers, located beneath the Tower of the Sun, the monastery<ch.apos/>s commanding citadel. Before you could excuse yourself and leave the vault, Lone Wolf asked you to stay to listen to what the venerable magician had come to say. Lord Rimoah nodded his benign approval.</p>
181 <p><quote>Dwarf King Ryvin of Bor is in desperate need of our aid, my Lords,</quote> began Rimoah, earnestly. <quote>An ancient horror has been awoken in the depths of his subterranean kingdom, and now it threatens to destroy his realm. The Drodarin race may be doomed unless we are able to overcome this creature<ch.ellips/>and swiftly.</quote></p>
183 <p>Lord Rimoah informed you that recent excavations in the lowest levels of the vast underground kingdom of Bor had disturbed the Shom<ch.apos/>zaa. This powerful entity was entombed by the Elder Magi during their 1,000-year war against Agarash the Damned<ch.emdash/>Naar<ch.apos/>s first champion of evil. Lone Wolf lowered his eyes and shook his head in disbelief upon hearing Rimoah<ch.apos/>s words.</p>
185 <p><quote>I understood that dwarf lore expressly forbade such deep mining, for fear that the Shom<ch.apos/>zaa and its minions might be released. How could such a thing have been allowed to occur?</quote> he said.</p>
187 <p><quote>Greed is to blame, my lord,</quote> replied Rimoah, sadly, <quote><ch.lellips/> the greed of King Ryvin<ch.apos/>s elder son, the Crown Prince Leomin. He alone was responsible for the excavations that opened the way to this ancient horror.</quote></p>
189 <p>Lord Rimoah informed you that only five days have elapsed since the Shom<ch.apos/>zaa was released, yet already the creature and its Agarashi minions have taken control of the lower levels of the kingdom. <quote>Bitter fighting rages in the tunnels and chambers of Bor as King Ryvin<ch.apos/>s army struggles to contain the Shom<ch.apos/>zaa and its horde,</quote> he said. <quote>They are being sorely pressed, for the enemy have captured their armouries and equipped themselves for the fight. Ryvin has lost control of the tunnels leading to his throne chamber, where Leomin and his younger brother, Prince Torfan, are now trapped and besieged, along with the remnants of their personal guard.</quote></p>
191 <p>Lone Wolf was disturbed to hear that the Throne Chamber of Bor was under attack, for it houses the fabled Throne of Andarin. This grand seat contains a gem of power that was bestowed upon the Drodarin dwarves of Bor by the Goddess Ishir. Its divine radiance provides the dwarves with a unique energy that enables them to grow their crops deep underground, without the need for direct sunlight. If the Throne of Andarin is destroyed then the crops will surely fail and famine will beset Bor, with disastrous consequences.</p>
193 <p><quote>Repeated attempts to break the siege of the throne chamber have failed, and the morale of Ryvin<ch.apos/>s army is now dangerously low,</quote> said Rimoah. <quote>I<ch.apos/>ve heard tell that even the Dwarf Lords and the War-thanes, the <ch.eacute/>lite of Ryvin<ch.apos/>s army, hold that Prince Leomin<ch.apos/>s greed has sealed their fate. If such talk is true, and the Shom<ch.apos/>zaa conquers Bor, then our hopes for a lasting peace in Magnamund will be ruined. The fall of Bor will give Naar a base of power at the very heart of Magnamund. There he will be able to muster his agents, spawn his vile abominations, and attempt once more to conquer our world.</quote></p>
195 <p><quote>But what can be done to save Bor before it is too late?</quote> asked Lone Wolf, anxiously.</p>
197 <p><quote>King Ryvin lacks the means to destroy this enemy,</quote> replied Rimoah, gravely. <quote>Nevertheless, the means exist. The Shom<ch.apos/>zaa is especially vulnerable to magic of the Old Kingdom. It is the magic that we used to entrap and entomb the creature millennia ago.</quote></p>
199 <p>From a pocket of his flowing robes, Rimoah took out a spherical crystal and held it in the cupped palm of his hand. Its multi-faceted surface radiated beams of golden light which shimmered and sparkled with a supernatural brilliance.</p>
201 <p><quote>A Sun-crystal,</quote> said Lone Wolf.</p>
203 <p><quote>Yes, my Lord,</quote> replied Rimoah, reverently. <quote>By the skilful use of the power contained within this sphere it is possible that we may defeat the Shom<ch.apos/>zaa and its minions, and thereby spare the kingdom of Bor from the tyrannical rule of Naar. We of the Elder Magi have crafted the means to defeat the Shom<ch.apos/>zaa, but in all Magnamund only the Kai have the ability and courage that is needed to take this goodly weapon and use it to its full effect.</quote></p>
205 <p>Lone Wolf approached Rimoah and took the Sun-crystal from his outstretched palm. Then he turned to face you.</p>
207 <p><quote>We have been called upon to undertake a difficult and dangerous mission, Grand Master,</quote> he said. <quote>You have proven your bravery and skill beyond all doubt, and truly you have earned the right to refuse this quest with honour. Yet I sense that you hunger for the heat of battle and the challenge of the quest, and so I offer this mission to you. Will you venture to Bor and confront the bane that now threatens to destroy our dwarven allies?</quote></p>
209 <p><quote>Yes, my Lord, I will,</quote> you replied, without a moment<ch.apos/>s hesitation. <quote>For the greater glory of Sommerlund and the Kai, I am proud to accept the quest.</quote></p>
213 <section class="frontmatter" id="gamerulz">
215 <title>The Game Rules</title>
216 <link class="prev" idref="tssf" />
217 <link class="next" idref="kainame" />
221 <footnote id="gamerulz-1-foot" idref="gamerulz-1">
222 <p>If you have completed any previous <cite>Lone Wolf New Order</cite> adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic <typ class="attribute">COMBAT SKILL</typ> and +2 to your basic <typ class="attribute">ENDURANCE</typ> for each adventure you successfully completed (cf. <a idref="discplnz">Grand Master Disciplines</a>).</p>
227 <p>You keep a record of your adventure on the <a idref="action">Action Chart</a>.</p>
228 <p>During the years you have spent in training at the Kai Monastery, you have devoted yourself to further developing your fighting prowess (<typ class="attribute">COMBAT SKILL</typ>) and physical stamina (<typ class="attribute">ENDURANCE</typ>). Before you begin this <cite>New Order</cite> adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point the blunt end of it onto the <a idref="random">Random Number Table</a>. If you pick a 0 it counts as zero.</p>
229 <p>The first number that you pick from the <a idref="random">Random Number Table</a> in this way represents your <typ class="attribute">COMBAT SKILL</typ>. Add 25 to the number you picked and write the total in the <typ class="attribute">COMBAT SKILL</typ> section of your <a idref="action">Action Chart</a> (i.e. if your pencil fell on the number 7 in the <a idref="random">Random Number Table</a> you would write in a <typ class="attribute">COMBAT SKILL</typ> of 32). When you fight, your <typ class="attribute">COMBAT SKILL</typ> will be pitted against that of your enemy. A high score in this section is therefore desirable.</p>
230 <p>The second number that you pick from the <a idref="random">Random Number Table</a> represents your powers of <typ class="attribute">ENDURANCE</typ>. Add 30 to this number and write the total in the <typ class="attribute">ENDURANCE</typ> section of your <a idref="action">Action Chart</a> (i.e. if your pencil fell on the number 8 on the <a idref="random">Random Number Table</a> you would have 38 <typ class="attribute">ENDURANCE</typ> points).</p>
231 <p>If you are wounded in combat you will lose <typ class="attribute">ENDURANCE</typ> points. If at any time your <typ class="attribute">ENDURANCE</typ> points fall to zero or below, you are dead and the adventure is over. Lost <typ class="attribute">ENDURANCE</typ> points can be regained during the course of the adventure, but your number of <typ class="attribute">ENDURANCE</typ> points cannot rise above the number you have when you start an adventure.</p>
232 <p>If you have successfully completed previous adventures in the <cite>Lone Wolf New Order</cite> series (Books 21<ch.endash/>25), you can carry your current scores of <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> points over to this adventure.<footref id="gamerulz-1" idref="gamerulz-1-foot"/> You may also carry over any Special Items, Kai Weapon, normal Weapons, and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new <a idref="action">Action Chart</a>.</p>
233 <p><strong>Playing Tip:</strong> You may use a 10-sided die instead of the <a idref="random">Random Number Table</a> if you find it more convenient.</p>
235 <section class="frontmatter-separate" id="kainame">
237 <title>Your Kai Name</title>
238 <link class="prev" idref="gamerulz" />
239 <link class="next" idref="discplnz" />
243 <p>It has long been the tradition of your <ch.eacute/>lite warrior caste to bestow a new name upon each young novice when they complete their first year<ch.apos/>s training at the Kai Monastery. Kai names are chosen by senior Kai Masters with the aim of reflecting the individual strengths and qualities of each novice.</p>
244 <p>You may create your own Kai name for yourself, or you can generate a Kai name at random using the name tables below. To generate a Kai name, pick a number from the <a idref="random">Random Number Table</a> and consult Table A. The name which corresponds to the number you have picked is the first part, or prefix, of your Kai name. Now pick a second number from the <a idref="random">Random Number Table</a> and consult Table B. The name which corresponds to the number you have picked is the second part, or suffix, of your Kai name. Put the prefix and the suffix together and you have your own personal Kai name.</p>
249 <th colspan="2" scope="colgroup">Table A</th>
250 <th colspan="1" scope="colgroup"></th>
251 <th colspan="2" scope="colgroup">Table B</th>
254 <th colspan="2" scope="colgroup">(Kai name prefix)</th>
255 <th colspan="1" scope="colgroup"></th>
256 <th colspan="2" scope="colgroup">(Kai name suffix)</th>
332 <section class="frontmatter-separate" id="discplnz">
334 <title>New Order Kai Grand Master Disciplines</title>
335 <link class="prev" idref="kainame" />
336 <link class="next" idref="equipmnt" />
340 <footnote id="discplnz-1-foot" idref="discplnz-1">
341 <p>Given the rules for the previous <cite>Lone Wolf</cite> books, it seems odd that a Grand Master is only allowed to choose to be proficient in one of the few Weapons listed in the <a idref="equipmnt">Equipment section</a>. In view of the unprecedented nature of this rule, you might decide that it is acceptable to be proficient in any of the ten Weapons that the Kai typically train to use.</p>
343 <illustration class="inline">
345 <creator>Brian Williams</creator>
347 <instance class="html" src="weapons.png" width="386" height="310" mime-type="image/png"/>
348 <instance class="html-compatible" src="weapons.gif" width="386" height="310" mime-type="image/gif"/>
349 <instance class="pdf" src="weapons.pdf" width="386" height="310" />
354 <footnote id="discplnz-2-foot" idref="discplnz-2">
355 <p>The rules in the Mongoose Publishing editions state that the bonus for Grand Weaponmastery with Bow is 5. Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.</p>
358 <footnote id="discplnz-3-foot" idref="discplnz-3">
359 <p>Details about the Kai Weapon appear in the next section of the game rules.</p>
364 <section class="frontmatter" id="mksumary">
366 <title>Kai and Magnakai Disciplines</title>
370 <p>During your distinguished rise to the ranks of the New Order of Kai Grand Masters, you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines provide you with a formidable arsenal of natural abilities which will serve you well. A brief summary of your skills is given below:</p>
372 <dl class="paragraphed">
373 <dt>Weaponmastery</dt>
374 <dd><p>You are proficient with all close combat and missile weapons. You are a master of unarmed combat and suffer no <typ class="attribute">COMBAT SKILL</typ> loss when fighting bare-handed.</p></dd>
375 <dt>Animal Control</dt>
376 <dd><p>You are able to communicate with most animals and have limited control over hostile creatures. You can use woodland animals as guides and you are able to block a non-sentient creature<ch.apos/>s sense of taste and smell.</p></dd>
379 <p>You are able to restore <typ class="attribute">ENDURANCE</typ> points lost as a direct result of combat. You may restore 1 <typ class="attribute">ENDURANCE</typ> point for every numbered section of the book you pass through in which you are not involved in further combat. The maximum number of <typ class="attribute">ENDURANCE</typ> points that can be restored in this way is limited to 10 per adventure.</p>
380 <p>You also possess the ability to heal the wounds of others, and you can neutralize the harmful effects of most poisons, venoms, and toxins.</p>
382 <dt>Invisibility</dt>
383 <dd><p>You can hide effectively in most environments, mask any sounds made during movement, and you can cause minor alterations of your own physical appearance. Also you are able to mask your own body heat and scent.</p></dd>
385 <dd><p>You are an expert hunter of food in the wild. You possess great physical agility and a keen sense of vision (day and night). Your senses of hearing and smell are especially acute.</p></dd>
386 <dt>Pathsmanship</dt>
387 <dd><p>You are able to understand most languages, magical symbols, and hieroglyphics. You are expert at reading footprints and tracks. You have an intuitive knowledge of the compass points and can detect the threat of an enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain without leaving tracks. You can converse with sentient creatures and mask yourself from psychic spells of detection.</p></dd>
389 <dd><p>You are able to attack enemies using the powers of your mind. Also you can set up disruptive vibrations in inanimate objects and cause confusion in the minds of unsophisticated enemies.</p></dd>
391 <dd><p>You possess strong mental defences against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. You are able to divert and re-channel some hostile psychic energy to your own ends.</p></dd>
393 <dd><p>You can move small items by projection of your mind power. You can withstand extremes of temperature and are able to extinguish fire by force of your will alone. You have a limited immunity to flames, toxic gases, and corrosive liquids.</p></dd>
395 <dd><p>Your famous Kai Sixth Sense can warn you of imminent danger. You can detect invisible or hidden enemies, and you are able to communicate telepathically. You can recognize magic-using and/or magical creatures, detect psychic residues, and you have a limited ability to leave your corporeal body (<quote>spirit-walk</quote>) for short periods.</p></dd>
400 <section class="frontmatter" id="nodispln">
402 <title>New Order Kai Grand Master Disciplines</title>
406 <p>After years of martial training and study at the Kai Monastery, and by the rigorous practice of the teachings of your illustrious mentor<ch.emdash/>Kai Supreme Master Lone Wolf<ch.emdash/>you have achieved the noble rank of Kai Grand Master Senior.</p>
408 <p>Following in the footsteps of Lone Wolf himself, you have vowed that one day you will become totally proficient in all 16 of the New Order Kai Grand Master Disciplines. By doing so successfully you will share with Lone Wolf the responsibility, the honour, and the future glory of leading the New Order Kai as a Supreme Master.</p>
410 <p>If this is the first <cite>New Order</cite> adventure you have undertaken, then your present rank is that of Kai Grand Master Senior. This means that you have mastered <em>four</em> of the New Order Grand Master Disciplines listed below. It is for you to decide which four Disciplines these are. As all of the New Order Grand Master Disciplines may be of use to you at some point during your mission, pick these four skills with care. The correct use of a New Order Grand Master Discipline at the right time could save your life. When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your <a idref="action">Action Chart</a>.</p>
412 <section class="frontmatter" id="wpnmstry">
413 <meta><title>Grand Weaponmastery</title></meta>
416 <illustration class="inline">
418 <creator>Brian Williams</creator>
420 <instance class="html" src="wpnmast.png" width="386" height="54" mime-type="image/png"/>
421 <instance class="html-compatible" src="wpnmast.gif" width="386" height="54" mime-type="image/gif"/>
422 <instance class="pdf" src="wpnmast.pdf" width="386" height="54" />
425 <p>This Discipline enables a New Order Grand Master to become supremely efficient in the use of all weapons. When you enter combat armed with one of your Grand Master weapons, you may add 5 points to your <typ class="attribute">COMBAT SKILL</typ>. The rank of Kai Grand Master Senior, with which you begin the <cite>New Order</cite> series, means that you are skilled in the use of <em>one</em> of the weapons listed in the <a idref="equipmnt">Equipment section</a>.<footref id="discplnz-1" idref="discplnz-1-foot"/> For every adventure that you complete successfully in the <cite>New Order</cite> series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.</p>
426 <p>If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 points to any number you pick from the <a idref="random">Random Number Table</a>, when using the Bow.<footref id="discplnz-2" idref="discplnz-2-foot"/></p>
430 <section class="frontmatter" id="anmlmstr">
431 <meta><title>Animal Mastery</title></meta>
434 <illustration class="inline">
436 <creator>Brian Williams</creator>
438 <instance class="html" src="anmlmast.png" width="386" height="53" mime-type="image/png"/>
439 <instance class="html-compatible" src="anmlmast.gif" width="386" height="53" mime-type="image/gif"/>
440 <instance class="pdf" src="anmlmast.pdf" width="386" height="53" />
443 <p>New Order Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.</p>
447 <section class="frontmatter" id="deliver">
448 <meta><title>Deliverance <em>(Advanced Curing)</em></title></meta>
451 <illustration class="inline">
453 <creator>Brian Williams</creator>
455 <instance class="html" src="delvrance.png" width="386" height="53" mime-type="image/png"/>
456 <instance class="html-compatible" src="delvrance.gif" width="386" height="53" mime-type="image/gif"/>
457 <instance class="pdf" src="delvrance.pdf" width="386" height="53" />
460 <p>New Order Grand Masters are able to use their healing power to repair serious battle-wounds. If, while in combat, their <typ class="attribute">ENDURANCE</typ> is reduced to 8 points or less, they can draw upon their mastery to restore 20 <typ class="attribute">ENDURANCE</typ> points. This emergency ability can only be used once every 20 days.</p>
464 <section class="frontmatter" id="assimila">
465 <meta><title>Assimilance <em>(Advanced Invisibility)</em></title></meta>
468 <illustration class="inline">
470 <creator>Brian Williams</creator>
472 <instance class="html" src="assmlnce.png" width="386" height="53" mime-type="image/png"/>
473 <instance class="html-compatible" src="assmlnce.gif" width="386" height="53" mime-type="image/gif"/>
474 <instance class="pdf" src="assmlnce.pdf" width="386" height="53" />
477 <p>New Order Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of one to three days. They have also mastered advanced camouflage techniques which make them virtually undetectable in an open landscape.</p>
481 <section class="frontmatter" id="hntmstry">
482 <meta><title>Grand Huntmastery</title></meta>
485 <illustration class="inline">
487 <creator>Brian Williams</creator>
489 <instance class="html" src="huntmstr.png" width="386" height="54" mime-type="image/png"/>
490 <instance class="html-compatible" src="huntmstr.gif" width="386" height="54" mime-type="image/gif"/>
491 <instance class="pdf" src="huntmstr.pdf" width="386" height="54" />
494 <p>New Order Grand Masters are able to see in total darkness and they possess great natural speed and agility. They also have a superb sense of touch and taste. If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.</p>
498 <section class="frontmatter" id="pthmnshp">
499 <meta><title>Grand Pathsmanship</title></meta>
502 <illustration class="inline">
504 <creator>Brian Williams</creator>
506 <instance class="html" src="pathsmn.png" width="386" height="53" mime-type="image/png"/>
507 <instance class="html-compatible" src="pathsmn.gif" width="386" height="53" mime-type="image/gif"/>
508 <instance class="pdf" src="pathsmn.pdf" width="386" height="53" />
511 <p>New Order Grand Masters are able to resist entrapment by hostile plants. Also they have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.</p>
515 <section class="frontmatter" id="kaisurge">
516 <meta><title>Kai-surge</title></meta>
519 <illustration class="inline">
521 <creator>Brian Williams</creator>
523 <instance class="html" src="ksurge.png" width="386" height="53" mime-type="image/png"/>
524 <instance class="html-compatible" src="ksurge.gif" width="386" height="53" mime-type="image/gif"/>
525 <instance class="pdf" src="ksurge.pdf" width="386" height="53" />
528 <p>When using their psychic ability to attack an enemy, New Order Grand Masters may add 8 points to their <typ class="attribute">COMBAT SKILL</typ>. For every round in which Kai-surge is used, they need only deduct 1 <typ class="attribute">ENDURANCE</typ> point. Grand Masters have the option of using a weaker form of psychic attack called Mindblast. When using this lesser attack, they may add 4 points to their <typ class="attribute">COMBAT SKILL</typ> without loss of <typ class="attribute">ENDURANCE</typ> points (Kai-surge and Mindblast cannot be used simultaneously). New Order Grand Masters cannot use Kai-surge if their <typ class="attribute">ENDURANCE</typ> score falls to 6 points or below.</p>
532 <section class="frontmatter" id="kaiscrn">
533 <meta><title>Kai-screen</title></meta>
536 <illustration class="inline">
538 <creator>Brian Williams</creator>
540 <instance class="html" src="kscreen.png" width="386" height="53" mime-type="image/png"/>
541 <instance class="html-compatible" src="kscreen.gif" width="386" height="53" mime-type="image/gif"/>
542 <instance class="pdf" src="kscreen.pdf" width="386" height="53" />
545 <p>During psychic combat, New Order Grand Masters are able to construct mind-fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increase as a New Order Grand Master advances in rank.</p>
549 <section class="frontmatter" id="nexus">
550 <meta><title>Grand Nexus</title></meta>
553 <illustration class="inline">
555 <creator>Brian Williams</creator>
557 <instance class="html" src="nexus.png" width="386" height="54" mime-type="image/png"/>
558 <instance class="html-compatible" src="nexus.gif" width="386" height="54" mime-type="image/gif"/>
559 <instance class="pdf" src="nexus.pdf" width="386" height="54" />
562 <p>New Order Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a New Order Grand Master advances in rank.</p>
566 <section class="frontmatter" id="gnosis">
567 <meta><title>Telegnosis <em>(Advanced Divination)</em></title></meta>
570 <illustration class="inline">
572 <creator>Brian Williams</creator>
574 <instance class="html" src="telegnss.png" width="386" height="54" mime-type="image/png"/>
575 <instance class="html-compatible" src="telegnss.gif" width="386" height="54" mime-type="image/gif"/>
576 <instance class="pdf" src="telegnss.pdf" width="386" height="54" />
579 <p>This Discipline enables a New Order Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration of the spirit-walk and the protection afforded to his inanimate body increase as a New Order Grand Master advances in rank.</p>
583 <section class="frontmatter" id="magi">
584 <meta><title>Magi-magic <em>(Old Kingdom Magic)</em></title></meta>
587 <illustration class="inline">
589 <creator>Brian Williams</creator>
591 <instance class="html" src="magimagc.png" width="386" height="54" mime-type="image/png"/>
592 <instance class="html-compatible" src="magimagc.gif" width="386" height="54" mime-type="image/gif"/>
593 <instance class="pdf" src="magimagc.pdf" width="386" height="54" />
596 <p>Under the tutelage of Lone Wolf, you have been able to master the rudimentary skills of Old Kingdom battle-magic. These arcane skills include the use of basic Old Kingdom Spells, such as <spell>Shield</spell>, <spell>Power Word</spell>, and <spell>Invisible Fist</spell>. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.</p>
600 <section class="frontmatter" id="alchemy">
601 <meta><title>Kai-alchemy <em>(Brotherhood Magic)</em></title></meta>
604 <illustration class="inline">
606 <creator>Brian Williams</creator>
608 <instance class="html" src="alchemy.png" width="386" height="54" mime-type="image/png"/>
609 <instance class="html-compatible" src="alchemy.gif" width="386" height="54" mime-type="image/gif"/>
610 <instance class="pdf" src="alchemy.pdf" width="386" height="54" />
613 <p>Under the tutelage of Lone Wolf and Guildmaster Banedon (the leader of Sommerlund<ch.apos/>s Guild of Magicians), you have mastered the elementary spells of the Brotherhood of the Crystal Star. These spells include <spell>Lightning Hand</spell>, <spell>Levitation</spell>, and <spell>Mind Charm</spell>. As you advance in rank, so will your knowledge and mastery of Brotherhood magic increase.</p>
617 <section class="frontmatter" id="astrolgy">
618 <meta><title>Astrology</title></meta>
621 <illustration class="inline">
623 <creator>Brian Williams</creator>
625 <instance class="html" src="astrolgy.png" width="386" height="54" mime-type="image/png"/>
626 <instance class="html-compatible" src="astrolgy.gif" width="386" height="54" mime-type="image/gif"/>
627 <instance class="pdf" src="astrolgy.pdf" width="386" height="54" />
630 <p>The celestial bodies which occupy the skies above Magnamund have long been known to affect the lives of its inhabitants. Mastery of this Discipline enables a New Order Grand Master to predict and shape the future by studying the relative positions of the Sun, the Moon, and the myriad planets and stars. The number and accuracy of these predictions increase as a New Order Grand Master advances in rank.</p>
634 <section class="frontmatter" id="herbmst">
635 <meta><title>Herbmastery</title></meta>
638 <illustration class="inline">
640 <creator>Brian Williams</creator>
642 <instance class="html" src="herblism.png" width="386" height="53" mime-type="image/png"/>
643 <instance class="html-compatible" src="herblism.gif" width="386" height="53" mime-type="image/gif"/>
644 <instance class="pdf" src="herblism.pdf" width="386" height="53" />
647 <p>Mastery of this New Order Discipline enables a Grand Master to identify readily any substance derived from living or growing organic material. He is aware of any secret uses to which an organic material may be put, and he is skilled in effecting the release of a substance<ch.apos/>s medicinal and/or magical properties.</p>
651 <section class="frontmatter" id="element">
652 <meta><title>Elementalism</title></meta>
655 <illustration class="inline">
657 <creator>Brian Williams</creator>
659 <instance class="html" src="elmntlsm.png" width="386" height="54" mime-type="image/png"/>
660 <instance class="html-compatible" src="elmntlsm.gif" width="386" height="54" mime-type="image/gif"/>
661 <instance class="pdf" src="elmntlsm.pdf" width="386" height="54" />
664 <p>This Discipline enables a New Order Grand Master to manipulate the four basic elements: Earth, Air, Fire, and Water. By drawing upon individual elements that are available, or combinations thereof, he is able to detach, affix, increase, concentrate, intensify, remove, or accelerate this matter to fulfil a specific purpose, e.g. create a wall, hurl a rock, spray sand, remove air, intensify fire. The versatility of this Discipline increases as a New Order Grand Master advances in rank.</p>
668 <section class="frontmatter" id="bardsman">
669 <meta><title>Bardsmanship</title></meta>
672 <illustration class="inline">
674 <creator>Brian Williams</creator>
676 <instance class="html" src="bard.png" width="386" height="54" mime-type="image/png"/>
677 <instance class="html-compatible" src="bard.gif" width="386" height="54" mime-type="image/gif"/>
678 <instance class="pdf" src="bard.pdf" width="386" height="54" />
681 <p>Through mastery of this Discipline a Kai Grand Master of the New Order becomes a multi-talented performer, proficient in the use of any musical instrument. He is able to sing or chant, recite or compose tales of legend, mimic speech or dialect, and stimulate a wide range of emotions among sentient creatures. The effect and power of his bardic abilities will steadily increase as he advances through the Grand Master ranks.</p>
685 <p>If you successfully complete the mission as set in Book 26 of the <cite>Lone Wolf New Order</cite> series, you may add a further Grand Master Discipline of your choice to your <a idref="action">Action Chart</a> in Book 27. For every Grand Master Discipline you possess, in excess of the original four Disciplines you begin with, you may add 1 point to your basic <typ class="attribute">COMBAT SKILL</typ> score and 2 points to your basic <typ class="attribute">ENDURANCE</typ> points score. These bonus points, together with your extra Grand Master Discipline(s), your original four Grand Master Disciplines, your Kai Weapon,<footref id="discplnz-3" idref="discplnz-3-foot"/> and any other Special Items and Backpack Items that you have found and been able to keep during your adventures, may then be carried over and used in the next <cite>New Order</cite> adventure, which is called: <bookref series="lw" book="27v"><cite>Vampirium</cite>.</bookref></p>
691 <section class="frontmatter-separate" id="equipmnt">
693 <title>Equipment</title>
694 <link class="prev" idref="discplnz"/>
695 <link class="next" idref="cmbtrulz"/>
699 <footnote id="equipmnt-1-foot" idref="equipmnt-1">
700 <p>If you have completed any of the previous <cite>Lone Wolf New Order</cite> adventures (Books 21+), you already possess a Kai Weapon.</p>
703 <footnote id="equipmnt-2-foot" idref="equipmnt-2">
704 <p>These bonuses are <em>not</em> cumulative.</p>
708 <footnote id="equipmnt-3-foot" idref="equipmnt-3">
709 <p><quote>Valiance</quote> is also effective against magical creatures.</p>
714 <p>Before you leave the Kai Monastery and begin your journey to Bor, you equip yourself with a <a idref="map">map of Bor and its surrounding territories</a> and a pouch of gold. To find out how much gold is in the pouch, pick a number from the <a idref="random">Random Number Table</a> and add 20 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the <quote>Gold Crowns</quote> section of your <a idref="action">Action Chart</a>. If you have successfully completed previous <cite>New Order</cite> adventures (Books 21<ch.endash/>25), you may add this sum to the number of Crowns you already possess. Fifty is the maximum number of Gold Crowns you can carry in your pouch at any time. You may also select five items from the list below, only two of which may be Weapons.</p>
715 <ul class="paragraphed">
716 <li><p>Broadsword (Weapons)</p>
717 <illustration class="inline">
719 <creator>Brian Williams</creator>
721 <instance class="html" src="bsword.png" width="386" height="69" mime-type="image/png"/>
722 <instance class="html-compatible" src="bsword.gif" width="386" height="69" mime-type="image/gif"/>
723 <instance class="pdf" src="bsword.pdf" width="386" height="69"/>
726 <li><p>Sword (Weapons)</p>
727 <illustration class="inline">
729 <creator>Brian Williams</creator>
731 <instance class="html" src="sword.png" width="386" height="69" mime-type="image/png"/>
732 <instance class="html-compatible" src="sword.gif" width="386" height="69" mime-type="image/gif"/>
733 <instance class="pdf" src="sword.pdf" width="386" height="69"/>
736 <li><p>Quiver (Special Items) This contains six Arrows; record them on your <a idref="action">Action Chart</a>.</p>
737 <illustration class="inline">
739 <creator>Brian Williams</creator>
741 <instance class="html" src="quiver.png" width="386" height="127" mime-type="image/png"/>
742 <instance class="html-compatible" src="quiver.gif" width="386" height="127" mime-type="image/gif"/>
743 <instance class="pdf" src="quiver.pdf" width="386" height="127"/>
746 <li><p>Flute (Backpack Item)</p>
747 <illustration class="inline">
749 <creator>Brian Williams</creator>
751 <instance class="html" src="flute.png" width="386" height="68" mime-type="image/png"/>
752 <instance class="html-compatible" src="flute.gif" width="386" height="68" mime-type="image/gif"/>
753 <instance class="pdf" src="flute.pdf" width="386" height="68"/>
756 <li><p>Dagger (Weapons)</p>
757 <illustration class="inline">
759 <creator>Brian Williams</creator>
761 <instance class="html" src="dagger.png" width="386" height="150" mime-type="image/png"/>
762 <instance class="html-compatible" src="dagger.gif" width="386" height="150" mime-type="image/gif"/>
763 <instance class="pdf" src="dagger.pdf" width="386" height="150"/>
766 <li><p>Axe (Weapons)</p>
767 <illustration class="inline">
769 <creator>Brian Williams</creator>
771 <instance class="html" src="axe.png" width="386" height="112" mime-type="image/png"/>
772 <instance class="html-compatible" src="axe.gif" width="386" height="112" mime-type="image/gif"/>
773 <instance class="pdf" src="axe.pdf" width="386" height="112"/>
776 <li><p>Bow (Weapons)</p>
777 <illustration class="inline">
779 <creator>Brian Williams</creator>
781 <instance class="html" src="bow.png" width="386" height="64" mime-type="image/png"/>
782 <instance class="html-compatible" src="bow.gif" width="386" height="64" mime-type="image/gif"/>
783 <instance class="pdf" src="bow.pdf" width="386" height="64"/>
786 <li><p>2 Meals (Meals) Each Meal takes up one space in your Backpack.</p>
787 <illustration class="inline">
789 <creator>Brian Williams</creator>
791 <instance class="html" src="food.png" width="386" height="150" mime-type="image/png"/>
792 <instance class="html-compatible" src="food.gif" width="386" height="150" mime-type="image/gif"/>
793 <instance class="pdf" src="food.pdf" width="386" height="150"/>
796 <li><p>Rope (Backpack Item)</p>
797 <illustration class="inline">
799 <creator>Brian Williams</creator>
801 <instance class="html" src="rope.png" width="386" height="109" mime-type="image/png"/>
802 <instance class="html-compatible" src="rope.gif" width="386" height="109" mime-type="image/gif"/>
803 <instance class="pdf" src="rope.pdf" width="386" height="109"/>
806 <li><p>Potion of Laumspur (Backpack Item) This potion restores 4 <typ class="attribute">ENDURANCE</typ> points to your total when swallowed after combat. There is enough for only one dose.</p>
807 <illustration class="inline">
809 <creator>Brian Williams</creator>
811 <instance class="html" src="potion.png" width="386" height="167" mime-type="image/png"/>
812 <instance class="html-compatible" src="potion.gif" width="386" height="167" mime-type="image/gif"/>
813 <instance class="pdf" src="potion.pdf" width="386" height="167"/>
818 <p>List the five items that you have chosen on your <a idref="action">Action Chart</a>, under the appropriate headings, and make a note of any effect that they may have on your <typ class="attribute">ENDURANCE</typ> points and/or <typ class="attribute">COMBAT SKILL</typ>.</p>
820 <section class="frontmatter" id="kaiweapn">
822 <title>Kai Weapons</title>
826 <p>Upon reaching the ultimate rank of Kai Supreme Master, Lone Wolf received as a reward from the God Kai many new skills and abilities. One of these skills was Kai Weaponcraft. Using his newfound mastery, Lone Wolf forged ten weapons of magical power in the armoury furnaces of the Kai Monastery. These magical weapons are reserved for the <ch.eacute/>lite of the New Order Kai who attain the rank of Grand Master.</p>
828 <p>In recognition of your rank and achievement, you may choose your own Kai Weapon from the table below or, if you prefer, you can generate one at random. To generate a Kai Weapon, pick a number from the <a idref="random">Random Number Table</a> and consult the first column. The magical Axe, Sword, or Broadsword which corresponds to the number you have picked will be your own personal Kai Weapon. Record this magical weapon and its unique properties in the Kai Weapon section of the <a idref="action">Special Items List</a>.<footref id="equipmnt-1" idref="equipmnt-1-foot"/></p>
830 <p><strong>Example</strong></p>
831 <p>Say you choose the number 1 from the <a idref="random">Random Number Table</a>, your Kai Weapon will be the Axe <quote>Alema</quote>.</p>
833 <p>When using this Kai Weapon in normal combat you may add +5 points to your <typ class="attribute">COMBAT SKILL</typ>. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your <typ class="attribute">COMBAT SKILL</typ>.<footref id="equipmnt-2" idref="equipmnt-2-foot"/></p>
835 <p><strong>Example</strong></p>
836 <p>If you were to use <quote>Alema</quote> in combat against an undead enemy, you could add the higher bonus of +7 to your <typ class="attribute">COMBAT SKILL</typ>. If you were to fight a living enemy using this weapon then the bonus to your <typ class="attribute">COMBAT SKILL</typ> would remain at +5.</p>
840 <th colspan="6" scope="colgroup">Kai Weapon Table</th>
846 <th><typ class="attribute">CS</typ></th>
847 <th>Unique Properties</th>
848 <th><typ class="attribute">CS</typ></th>
853 <td><quote>Spawnsmite</quote></td>
855 <td>versus reptilian enemies</td>
861 <td><quote>Alema</quote></td>
863 <td>versus undead enemies</td>
869 <td><quote>Magnara</quote></td>
871 <td>versus rock or stone</td>
877 <td><quote>Sunstrike</quote></td>
879 <td>when used in daylight</td>
885 <td><quote>Kaistar</quote></td>
887 <td>when used at night</td>
893 <td><quote>Valiance</quote></td>
895 <td>when used versus magicians<footref id="equipmnt-3" idref="equipmnt-3-foot"/></td>
901 <td><quote>Ulnarias</quote></td>
903 <td>when used underwater</td>
909 <td><quote>Raumas</quote></td>
911 <td>versus winged enemies</td>
917 <td><quote>Illuminatus</quote></td>
919 <td>when used underground</td>
925 <td><quote>Firefall</quote></td>
927 <td>versus fire-emitting enemies</td>
931 <td colspan="3">RN = Random Number</td>
932 <td colspan="3"><typ class="attribute">CS</typ> = <typ class="attribute">COMBAT SKILL</typ></td>
938 <section class="frontmatter" id="howuse">
940 <title>Equipment<ch.emdash/>How to use it</title>
944 <dl class="paragraphed">
946 <dd><p>The maximum number of Weapons that you can carry is <em>two</em>. Weapons aid you in combat. If you have the Grand Master Discipline of Grand Weaponmastery and a correct Weapon, it adds 5 points to your <typ class="attribute">COMBAT SKILL</typ>. If you find a Weapon during your adventure, you may pick it up and use it. You may only use one Weapon at a time in combat.</p></dd>
947 <dt>Bows and Arrows</dt>
949 <p>During your adventure there will be opportunities to use a Bow and Arrow. If you equip yourself with this Weapon, and you possess at least one Arrow, you may use it when the text of a particular section allows you to do so. The Bow is a useful Weapon, for it enables you to hit an enemy at a distance. However, a Bow cannot be used in hand-to-hand combat; therefore it is best to equip yourself also with a close combat Weapon, such as a Sword or an Axe.</p>
950 <p>In order to use a Bow you must possess a Quiver and at least one Arrow. Each time the Bow is used, erase an Arrow from your <a idref="action">Action Chart</a>. A Bow cannot, of course, be used if you exhaust your supply of Arrows, but the opportunity may arise during your adventure for you to replenish your stock of Arrows.</p>
952 <dt>Backpack Items</dt>
954 <p>These must be stored in your Backpack. Because space is limited, you may keep a maximum of ten articles, including Meals, in your Backpack at any one time. You may only carry one Backpack at a time. During your travels you will discover various useful items which you may decide to keep. You may exchange or discard them at any point when you are not involved in combat.</p>
955 <p>Any item that may be of use, and which can be picked up on your adventure and entered on your <a idref="action">Action Chart</a>, is given either initial capitals (e.g. Silver Mirror, Gold Key), or is clearly identified as a Backpack Item. Unless you are told that it is a Special Item, carry it in your Backpack.</p>
957 <dt>Special Items</dt>
959 <p>Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is 12.</p>
962 <dd><p>Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your <typ class="attribute">COMBAT SKILL</typ>. This is in addition to the bonus gained when you use your Kai Weapon in combat.</p></dd>
964 <dd><p>Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 <typ class="attribute">ENDURANCE</typ> points. However, if you have chosen Grand Huntmastery as one of your four Disciplines, then you will not need to tick off a Meal when instructed to eat.</p></dd>
965 <dt>Potion of Laumspur</dt>
966 <dd><p>This is a healing potion that can restore 4 <typ class="attribute">ENDURANCE</typ> points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.</p></dd>
969 <p>The currency of Bor is the Ain, though Gold Crowns are readily accepted. 1 Ain equals 1 Gold Crown. These coins are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.</p>
977 <section class="frontmatter-separate" id="cmbtrulz">
979 <title>Rules for Combat</title>
980 <link class="prev" idref="equipmnt" />
981 <link class="next" idref="levels" />
985 <p>There will be occasions during your adventure when you will have to fight an enemy. The enemy<ch.apos/>s <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> points are given in the text. Your aim in the combat is to kill the enemy by reducing his <typ class="attribute">ENDURANCE</typ> points to zero while losing as few <typ class="attribute">ENDURANCE</typ> points as possible yourself.</p>
986 <p>At the start of a combat, enter your own and the enemy<ch.apos/>s <typ class="attribute">ENDURANCE</typ> points in the appropriate boxes on the Combat Record section of your <a idref="action">Action Chart</a>.</p>
987 <p>The sequence for combat is as follows:</p>
988 <ol class="paragraphed">
989 <li><p>Add any extra points gained through your Grand Master Disciplines and Special Items to your current <typ class="attribute">COMBAT SKILL</typ> total.</p></li>
991 <p>Subtract the <typ class="attribute">COMBAT SKILL</typ> of your enemy from this total. The result is your Combat Ratio. Enter it on the <a idref="action">Action Chart</a>.</p>
993 <p>You, Grand Master (<typ class="attribute">COMBAT SKILL</typ> 32), are attacked in a forest by a pack of Wild Dogs (<typ class="attribute">COMBAT SKILL</typ> 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your <typ class="attribute">COMBAT SKILL</typ>. You also possess the Kai Weapon <quote>Ulnarias</quote>, so you add an additional 5 points to your <typ class="attribute">COMBAT SKILL</typ>. This gives you a total <typ class="attribute">COMBAT SKILL</typ> of 45.</p>
994 <p>You now subtract the Wild Dogs<ch.apos/> <typ class="attribute">COMBAT SKILL</typ> from your own, giving a Combat Ratio of +14 (45<ch.minus/>31=+14). +14 is noted on your <a idref="action">Action Chart</a> as the Combat Ratio.</p>
996 <li><p><a id="stage3">When you have your Combat Ratio</a>, pick a number from the <a idref="random">Random Number Table</a>.</p></li>
998 <p>Turn to the <a idref="crtable">Combat Results Table</a>. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of <typ class="attribute">ENDURANCE</typ> points lost by both yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourself<ch.emdash/>Grand Master.)</p>
1000 <p>The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the <a idref="random">Random Number Table</a> is 1, then the result of the first round of combat is:</p>
1002 <li>You (GM) lose 3 <typ class="attribute">ENDURANCE</typ> points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).</li>
1003 <li>Wild Dogs lose 9 <typ class="attribute">ENDURANCE</typ> points.</li>
1006 <li><p>On the <a idref="action">Action Chart</a>, mark the changes in <typ class="attribute">ENDURANCE</typ> points to the participants in the combat.</p></li>
1007 <li><p>Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.</p></li>
1008 <li><p>Repeat the sequence from <a idref="stage3">Stage 3</a>.</p></li>
1011 <p>This process of combat continues until the <typ class="attribute">ENDURANCE</typ> points of either your enemy or yourself are reduced to zero or below, at which point that combatant is declared dead. If you are declared dead, the adventure is over. If the enemy is dead, you can proceed but with your <typ class="attribute">ENDURANCE</typ> points possibly reduced.</p>
1012 <p>A <a idref="crsumary">summary of Combat Rules</a> appears in the back of this book.</p>
1014 <section class="frontmatter" id="evasion">
1015 <meta><title>Evasion of Combat</title></meta>
1018 <p>During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only you may lose <typ class="attribute">ENDURANCE</typ> points during that round (such is the risk of turning tail and running away during combat!). You may only evade if the text of the particular section allows you to do so.</p>
1024 <section class="frontmatter-separate" id="levels">
1026 <title>Levels of New Order Kai Grand Mastership</title>
1027 <link class="prev" idref="cmbtrulz" />
1028 <link class="next" idref="imprvdsc" />
1032 <footnote id="levels-1-foot" idref="levels-1">
1033 <p>It is unclear why a New Order Grand Master becomes a Supreme Master by mastering only 15 of the 16 Grand Master Disciplines. It is also unclear why New Order Grand Masters must master four extra Disciplines in order to receive the same improvements to their Disciplines as Lone Wolf did with fewer.</p>
1039 <p>The following table is a guide to the ranks and titles you can achieve at each stage of your journey along the road of Kai Grand Mastership. As you successfully complete each adventure in the <cite>New Order</cite> series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection<ch.emdash/>to become a Kai Supreme Master.</p>
1042 <li>Kai Grand Master Senior<ch.emdash/><em>You begin the <cite>New Order</cite> adventures at this level of Kai Grand Mastery</em><footref id="levels-1" idref="levels-1-foot"/></li>
1043 <li>Kai Grand Master Superior</li>
1044 <li>Kai Grand Sentinel</li>
1045 <li>Kai Grand Defender</li>
1046 <li>Kai Grand Guardian</li>
1050 <li>Grand Thane</li>
1051 <li>Grand Crown</li>
1053 <li>Kai Supreme Master</li>
1059 <section class="frontmatter-separate" id="imprvdsc">
1061 <title>Improved Grand Master Disciplines</title>
1062 <link class="prev" idref="levels" />
1063 <link class="next" idref="kaiwisdm" />
1067 <p>As you rise through the higher levels of Grand Mastery you will find that your Disciplines will steadily improve.</p>
1069 <section class="frontmatter" id="superior">
1070 <meta><title>Kai Grand Master Superior</title></meta>
1072 <p>If you are a New Order Kai who has attained the rank of Kai Grand Master Superior, you will now benefit from improvements to the following Grand Master Disciplines:</p>
1073 <dl class="paragraphed">
1074 <dt>Animal Mastery</dt>
1075 <dd><p>Kai Grand Master Superiors who possess this Discipline are able to deter predatory animals in the wild by exuding a scent which is repellent to them. In order for this improved Discipline to work effectively, a Kai Grand Master Superior must be aware of the species of predatory animal he/she wishes to deter. The scent can only be detected by the targeted animal.</p></dd>
1076 <dt>Assimilance</dt>
1077 <dd><p>Kai Grand Master Superiors who possess this skill are able to create a noise and project it up to 15 yards away from their location. The noise is akin to the rumbling sound of thunder and it can be used to distract or divert an enemy<ch.apos/>s attention. This improved Discipline requires a degree of preparation and therefore it cannot be used during combat.</p></dd>
1079 <dd><p>Kai Grand Master Superiors who possess this Discipline are skilled in the use of all mechanical devices designed to measure and/or observe the cosmology of Magnamund. Such devices include sextants, astrolabes, and orreries.</p></dd>
1080 <dt>Herbmastery</dt>
1081 <dd><p>Kai Grand Master Superiors who have this Discipline are able to purify water, thereby making contaminated or briny water suitable for consumption. Roughly two pints of water per day can be purified using this skill alone. This daily total steadily increases as a Grand Master advances in rank.</p></dd>
1082 <dt>Elementalism</dt>
1083 <dd><p>Kai Grand Master Superiors who possess this skill are able to condense pure water out of the surrounding air. This water can be made to fall as a fine spray or as a sudden deluge. It can also be made to fill any suitable container or receptacle. Using this skill, Grand Master Superiors can create the equivalent of one large bucketful of fresh water.</p></dd>
1084 <dt>Bardsmanship</dt>
1085 <dd><p>Kai Grand Master Superiors who possess this Discipline are able to utilize their musical skills to pacify an excited or hostile animal.</p></dd>
1090 <section class="frontmatter" id="sentinel">
1091 <meta><title>Kai Grand Sentinel</title></meta>
1094 <p>If you are a New Order Kai who has attained the rank of Kai Grand Sentinel, you will now benefit from improvements to the following Grand Master Disciplines:</p>
1095 <dl class="paragraphed">
1096 <dt>Grand Weaponmastery</dt>
1097 <dd><p>Kai Grand Sentinels who possess this Discipline are, when physically parted from their Kai Weapon, able to detect its location. This power of detection will pass through solid objects, with the notable exception of lead. Accuracy and range of detection steadily increase as a Grand Master rises in rank.</p></dd>
1098 <dt>Grand Pathsmanship</dt>
1099 <dd><p>Kai Grand Sentinels who possess this skill are able to predict the weather accurately for the forthcoming 3 hours. The range of this ability is an area 10 square miles around the Kai Grand Sentinel. Duration and range steadily increase as a Kai Grand Master rises in rank.</p></dd>
1101 <dd><p>Kai Grand Sentinels who possess this Discipline are able to detect psychic residues left on an object by its owner. The more valuable the object is to its owner, the stronger will be the lingering psychic attachment. The majority of everyday or shared objects do not retain such residues.</p></dd>
1102 <dt>Herbmastery</dt>
1103 <dd><p>Through their knowledge and use of common plants, Kai Grand Sentinels who have this Discipline are able to make contaminated or rotten food fit for human consumption.</p></dd>
1104 <dt>Elementalism</dt>
1105 <dd><p>Kai Grand Sentinels who possess this skill are able to charge particles of air electrically around any man-sized or smaller object. The particles will automatically discharge and cause damage should the affected object be touched or opened. Kai Grand Sentinels are able to handle a charged object without discharging it.</p></dd>
1106 <dt>Bardsmanship</dt>
1107 <dd><p>Kai Grand Sentinels who possess this Discipline are able to use their singing or playing to counter a hostile sonic attack. The effective use and range of this sonic defence steadily increase as a Grand Master rises in rank.</p></dd>
1112 <section class="frontmatter" id="defender">
1113 <meta><title>Kai Grand Defender</title></meta>
1116 <p>If you are a New Order Kai who has attained the rank of Kai Grand Defender, you will now benefit from improvements to the following Grand Master Disciplines:</p>
1117 <dl class="paragraphed">
1118 <dt>Deliverance</dt>
1119 <dd><p>Kai Grand Defenders who possess this Discipline have the ability to repair the effects of natural decay in materials such as wood, stone, cloth, metal, etc. By touching the decaying object, a Kai Grand Defender is able to reverse damage caused by rot, rust, or mould.</p></dd>
1121 <dd><p>By use of this Discipline, a Kai Grand Defender is able to locate a known or familiar material object. Initially the range of this ability is limited to a 15-foot radius, however this distance steadily increases as a Kai Grand Master advances in rank.</p></dd>
1123 <dd><p>Kai Grand Defenders who possess this Discipline are skilled in the use of all common astrological devices used to predict future events. Such devices include cards, dice, and crystal spheres.</p></dd>
1124 <dt>Herbmastery</dt>
1125 <dd><p>Kai Grand Defenders who possess this Discipline are able to neutralize any poisonous toxins that may be present in organic materials such as plants, berries, and fruits. Through the use of this skill, the transformation of toxins can sometimes result in an increase in <typ class="attribute">ENDURANCE</typ> and/or <typ class="attribute">COMBAT SKILL</typ> when the previously poisonous matter is swallowed.</p></dd>
1126 <dt>Elementalism</dt>
1127 <dd><p>By using this Discipline, Kai Grand Defenders are able to summon up a dense, misty vapour to obscure themselves from both normal vision and infravision (night sight). This mist will occur within 5 feet of the Kai Grand Defender and will last for three to five minutes. Range and duration increase as a Grand Master rises in rank.</p></dd>
1128 <dt>Bardsmanship</dt>
1129 <dd><p>Kai Grand Defenders who possess this Discipline are able to use their musical skills to pacify (and/or implant a suggestion into the mind of) an intelligent creature within audible range. This improved Discipline is similar in effect to the Brotherhood Spell <spell>Mind Charm</spell> (Kai-alchemy).</p></dd>
1134 <section class="frontmatter" id="guardian">
1135 <meta><title>Kai Grand Guardian</title></meta>
1138 <p>If you are a New Order Kai who has attained the rank of Kai Grand Guardian, you will now benefit from improvements to the following Grand Master Disciplines:</p>
1139 <dl class="paragraphed">
1140 <dt>Assimilance</dt>
1141 <dd><p>Kai Grand Guardians who possess this skill are able to summon a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal vision and infravision. The duration of the fog increases as a Grand Master rises in rank.</p></dd>
1142 <dt>Herbmastery</dt>
1143 <dd><p>Kai Grand Guardians who possess this Discipline are able to use their advanced knowledge of Herbmastery to produce explosive compounds from simple organic materials.</p></dd>
1144 <dt>Elementalism</dt>
1145 <dd><p>Through the use of this Discipline, Kai Grand Guardians are able to protect themselves from the effects of storm-force winds by creating a sphere of calm air around their bodies. Initially this protective bubble lasts for one minute, but duration steadily increases as a Grand Master ascends in Kai rank.</p></dd>
1146 <dt>Grand Huntmastery</dt>
1147 <dd><p>Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability can be very useful when used to outdistance a pursuing enemy.</p></dd>
1149 <dd><p>Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.</p></dd>
1151 <dd><p>Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as <spell>Mindblend</spell>. This cloaking ability enables a Kai Grand Guardian to protect their mind and also prevent it from being detected by a hostile psychic probe.</p></dd>
1154 <p>Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:</p>
1156 <li><spell>Splinter</spell><ch.emdash/>This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.</li>
1157 <li><spell>Flameshaft</spell><ch.emdash/>This causes the tip of any Arrow, or Arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.</li>
1164 <section class="frontmatter" id="sunknight">
1165 <meta><title>Sun Knight</title></meta>
1168 <p>If you are a New Order Kai who has attained the rank of Sun Knight, you will now benefit from improvements to the following Grand Master Disciplines:</p>
1169 <dl class="paragraphed">
1170 <dt>Grand Weaponmastery</dt>
1171 <dd><p>Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, and Spear) with full effect, using only one hand.</p></dd>
1172 <dt>Grand Pathsmanship</dt>
1173 <dd><p>Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of three yards. The range and number of insects so affected increase considerably as a Grand Master rises in rank.</p></dd>
1174 <dt>Deliverance</dt>
1175 <dd><p>Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creature<ch.apos/>s body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing process takes place increases as a Grand Master rises in rank.</p></dd>
1177 <dd><p>Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.</p></dd>
1178 <dt>Grand Nexus</dt>
1179 <dd><p>Sun Knights who possess Mastery of this Discipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state, the only sense that a Sun Knight retains is the ability to hear.</p></dd>
1181 <dd><p>Sun Knights who have this Discipline are skilled in the art of chiromancy<ch.emdash/>the ability to tell fortunes from the skin creases and patterns found on the palms of hands.</p></dd>
1182 <dt>Bardsmanship</dt>
1183 <dd><p>Sun Knights who possess mastery of this Discipline are able to use their musical skills to launch sonic attacks against any individual within audible range. The effect of a sonic attack is dependent upon the target creature<ch.apos/>s sensitivity to sound (i.e. a deaf creature would be unaffected by such an attack).</p></dd>
1184 <dt>Kai-alchemy</dt>
1186 <p>Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood Spells:</p>
1188 <li><spell>Halt Missile</spell><ch.emdash/>This causes any projected or hurled missile (e.g. arrows, axes, crossbow bolts) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2<ch.endash/>3 seconds, allowing the Sun Knight time in which to move away from the missile<ch.apos/>s line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.</li>
1189 <li><spell>Strength</spell><ch.emdash/>By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> scores whilst fighting an enemy.</li>
1196 <p>The nature of additional improvements and how they affect your existing Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future <cite>Lone Wolf New Order</cite> books.</p>
1204 <section class="frontmatter" id="kaiwisdm">
1206 <title>New Order Wisdom</title>
1207 <link class="prev" idref="imprvdsc" />
1208 <link class="next" idref="sect1" />
1212 <p>You are about to embark upon a quest to help King Ryvin defeat sinister forces that threaten to destroy his ancient kingdom of Bor. You will encounter some powerful and cunning adversaries and your mission will be fraught with danger at every turn, so be on your guard at all times.</p>
1214 <p>During your mission, some of the material items that you find will be of use to you, but others may be red herrings of no real value at all. If you discover items during your mission, be selective in what you choose to keep. Pick your initial four Grand Master Disciplines with care for a wise choice will enable anyone to complete the quest, no matter how weak their initial <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> scores may be. Completion of previous <cite>Lone Wolf</cite> adventures (Books 1<ch.endash/>25) may be advantageous, but it is not essential for the successful completion of this <cite>New Order</cite> adventure.</p>
1216 <p>Grand Master, may the light of the Gods Kai and Ishir guide and protect you during your quest in the ancient kingdom of Bor.</p>
1218 <p>For Sommerlund and the Kai!</p>
1222 <section class="numbered" id="numbered">
1223 <meta><title>Numbered Sections</title></meta>
1228 <section class="numbered" id="sect1">
1229 <meta><title>1</title></meta>
1232 <p>Lone Wolf places the Sun-crystal in the palm of your hand, and then he closes your fingers around is multi-faceted surface. At once you sense that the gentle warmth of this artefact belies a tremendous power that is locked within its core. (Record the Sun-crystal on your <a idref="action">Action Chart</a> as a Special Item which you keep in the pocket of your tunic. You must discard another item in its favour if you already possess the maximum number of Special Items permissible.)</p>
1234 <illustration class="inline">
1236 <creator>Brian Williams</creator>
1238 <instance class="html" src="small1.png" width="386" height="150" mime-type="image/png"/>
1239 <instance class="html-compatible" src="small1.gif" width="386" height="150" mime-type="image/gif"/>
1240 <instance class="pdf" src="small1.pdf" width="386" height="150"/>
1243 <p><quote>The Sun-crystal will do you no harm, Grand Master. Only Shom<ch.apos/>zaa need have fear of its power,</quote> says Lord Rimoah, reassuringly.</p>
1244 <p><quote>How is this so?</quote> you ask.</p>
1245 <p><quote>The energy that permits the demon to exist in our world is drawn directly from the Plane of Darkness,</quote> explains Rimoah. <quote>There is an open channel between the creature and Naar<ch.apos/>s evil domain. It is a slender, ethereal link. This invisible conduit has kept the creature alive during its long entombment, yet soon it may prove to be its undoing, for it is this link to the Plane of Darkness that will trigger the Sun-crystal<ch.apos/>s cleansing powers. The merest touch of the crystal upon Shom<ch.apos/>zaa<ch.apos/>s foul hide will be enough to consign it to oblivion.</quote></p>
1246 <p>With your briefing now complete, Lone Wolf orders you to return to your chamber to make swift preparations for an immediate voyage to Bor. You collect your equipment and your Kai Weapon, say a hurried farewell to your fellow Grand Masters, and then race to the training park where Lord Rimoah is awaiting you in the boarding cage. Lone Wolf bids you good luck and godspeed as you step inside, and proudly you return his salute as the cage is winched up to the stern deck of <cite>Cloud-dancer</cite>. Rimoah gives the crew the command to depart and, as the great craft gets underway, you stand at the aft rail and watch as the frosted walls and towers of the Kai Monastery swiftly recede into the distance.</p>
1247 <p>Lord Rimoah invites you to accompany him to the captain<ch.apos/>s quarters where, to your surprise, you discover the cabin is empty; Banedon is not aboard. <quote>The Guildmaster is unable to travel with us,</quote> explains Rimoah, <quote>but he has placed his skyship and crew entirely at our disposal. We owe him a debt of gratitude, for time is against us and there can be no swifter way for us to reach our destination.</quote></p>
1248 <p>During the fourteen hours that it takes to travel by skycraft to Bor, Lord Rimoah tells you much about the kingdom of the dwarves, their long history, and their proud legends. You also learn that your destination is Boradon, the principal city of Bor, and you are intrigued to discover that in your native language this ancient Drodarin name has a somewhat evocative meaning: <quote>the Mountain of Blood</quote>.</p>
1249 <choice idref="sect240">To continue, <link-text>turn to 240</link-text>.</choice>
1253 <section class="numbered" id="sect2">
1254 <meta><title>2</title></meta>
1257 <p>You sense that the magical warhammer possesses properties to rival those of your Kai Weapon. The possession of such a weapon would be a great asset in combat. However, the cracks and holes that scar the lid of the tomb bear testimony to the fact that many others before you have tried to take this weapon, and they have all failed.</p>
1258 <choice idref="sect27">If you wish to continue with your attempt to break open the lid of Andarin<ch.apos/>s tomb, <link-text>turn to 27</link-text>.</choice>
1259 <choice idref="sect230">If you decide to leave the tomb untouched, <link-text>turn to 230</link-text>.</choice>
1263 <section class="numbered" id="sect3">
1264 <meta><title>3</title></meta>
1267 <p>As you struggle to hold on to Prince Leomin, you are struck many times by chunks of rock and other loose debris: lose 4 <typ class="attribute">ENDURANCE</typ> points.</p>
1268 <p>Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud <onomatopoeia>Crack!</onomatopoeia> it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shom<ch.apos/>zaa<ch.apos/>s link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.</p>
1269 <choice idref="sect294">To continue, <link-text>turn to 294</link-text>.</choice>
1273 <section class="numbered" id="sect4">
1274 <meta><title>4</title></meta>
1277 <p>The moment you cease your sonic attack, the Brozal shudder as if they have suddenly awoken from some nightmarish dream. Their senses have been restored, and with them comes a blind fear of your deadly sonic skills. They turn and flee for their lives, crashing through the crops that line the southern perimeter of the clearing.</p>
1278 <p>You run towards the east and re-enter the tall wheat. Then carefully you skirt around the area of blazing crops before continuing your trek northwards. Soon you come to a muddy ditch which marks the boundary between the wheat fields and its neighbouring crop of barley. The cereal plants here are shorter, and you are able to catch sight of the roof of a Drodarin farmhouse less than 50 yards ahead.</p>
1279 <choice idref="sect73">If you wish to investigate this farmhouse, <link-text>turn to 73</link-text>.</choice>
1280 <choice idref="sect37">If you choose to avoid the farmhouse, <link-text>turn to 37</link-text>.</choice>
1284 <section class="numbered" id="sect5">
1285 <meta><title>5</title></meta>
1288 <p>You draw upon your mastery of psychic defences to create a <spell>Mindblend</spell> to shield yourself from the creature<ch.apos/>s probe. It fails to detect your living presence here and, with a petulant hiss, it signals to its minions to continue. When you can no longer hear the rasping sound of their clawed feet scraping the tunnel floor, you uncoil yourself and get to your feet.</p>
1289 <choice idref="sect144">If you wish to search the bodies that are lying in this tunnel, <link-text>turn to 144</link-text>.</choice>
1290 <choice idref="sect160">If you choose to explore the tunnel further, <link-text>turn to 160</link-text>.</choice>
1294 <section class="numbered" id="sect6">
1295 <meta><title>6</title></meta>
1298 <p>You draw upon your elemental skills to create a shield of hot air between you and the icy blast. You glimpse the air shimmering in front of your face, and then the deadly blast cuts through it with spectacular effect.</p>
1299 <p>Pick a number from the <a idref="random">Random Number Table</a>. If your current <typ class="attribute">ENDURANCE</typ> score is higher than 20, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.</p>
1300 <choice idref="sect97">If your total score is now 6 or lower, <link-text>turn to 97</link-text>.</choice>
1301 <choice idref="sect75">If it is 7 or higher, <link-text>turn to 75</link-text>.</choice>
1305 <section class="numbered" id="sect7">
1306 <meta><title>7</title></meta>
1309 <p>You speak the words of the Brotherhood Spell <spell>Lightning Hand</spell> and level your right arm at the creature<ch.apos/>s eyes. A bolt of blue-white flame leaps from your fingertips and arcs towards the beast, but as it nears its head, the creature slams its glowing fists together and catches it in mid-air. Instantly, your bolt explodes in a shower of sizzling sparks. The shock of this violent discharge stuns the creature and it recoils with a high-pitched shriek. But it quickly recovers, and then it comes lumbering towards you with both its fiery fists raised.</p>
1310 <p>Fearful that your missile<ch.apos/>s fate could be your own if you allow this creature to get too close, you retreat from the tomb and run across the chamber to the alcove. Quickly you pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. Taking hold of the stonework that frames the panel, you pull yourself towards the narrow gap. You are only halfway through the opening when two orbs of living flame leap from the creature<ch.apos/>s glowing fists and come arcing towards your spine.</p>
1311 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.</p>
1312 <choice idref="sect44">If your total score is now 0<ch.endash/>6, <link-text>turn to 44</link-text>.</choice>
1313 <choice idref="sect262">If it is 7<ch.endash/>8, <link-text>turn to 262</link-text>.</choice>
1314 <choice idref="sect30">If it is 9 or higher, <link-text>turn to 30</link-text>.</choice>
1318 <section class="numbered" id="sect8">
1319 <meta><title>8</title></meta>
1322 <p>The parapet of the barricade explodes as the icy bolt of energy slams into it with devastating effect. A section of timber penetrates your side and you are knocked to the ground by the force of the impact: lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
1323 <p>The War-thanes help you to get back on your feet, and defiantly you raise your Kai Weapon as the first wave of the Shom<ch.apos/>zaa horde reaches the barricade. The War-thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.</p>
1324 <combat><enemy>Shom<ch.apos/>zaa Horde (in battle-frenzy)</enemy><enemy-attribute class="combatskill">47</enemy-attribute><enemy-attribute class="endurance">45</enemy-attribute></combat>
1325 <p>This enemy is immune to Mindblast (but not Kai-surge).</p>
1326 <choice idref="sect100">If you win this combat, <link-text>turn to 100</link-text>.</choice>
1330 <section class="numbered" id="sect9">
1331 <meta><title>9</title></meta>
1334 <p>You leap across the bodies of your slain foes and run along the line of ore wagons towards the tunnel exit. A battle is now raging in the smelting cavern as the freed dwarves take their revenge upon their alien captors. In the chaos of this combat, you reach the stone channel at the point where it crosses the wagon track, and you duck behind a supporting pillar to avoid colliding with a trio of minions that are racing to join the battle. The exit is just 20 yards ahead and it appears to be open and unguarded.</p>
1335 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
1336 <choice idref="sect186">If the number you have picked is 4 or lower, <link-text>turn to 186</link-text>.</choice>
1337 <choice idref="sect302">If it is 5 or higher, <link-text>turn to 302</link-text>.</choice>
1341 <section class="numbered" id="sect10">
1342 <meta><title>10</title></meta>
1345 <p>You draw upon your Kai powers of Elementalism to cause a gust of air to blow away the priming powder from the cannon<ch.apos/>s touch-hole. One of the enemy places a burning taper to the hole, confident that the Throne of Andarin is about to be obliterated, but the cannon fails to fire when the primer does not ignite.</p>
1346 <choice idref="sect150"><link-text>Turn to 150</link-text>.</choice>
1350 <section class="numbered" id="sect11">
1351 <meta><title>11</title></meta>
1354 <p>For more than a mile you ride the torrid waters of this underground river. Its swift current takes you through a series of low, dark caverns, and steeply-sloping chutes, until you reach a place where it flows into a deeper, colder channel. Where the two rivers meet, the waters boil and seethe as they collide with a line of jagged, razor-edged rocks. Frantically you battle against the current as you are swept inexorably nearer to this treacherous reef.</p>
1356 <illustration class="inline">
1358 <creator>Brian Williams</creator>
1360 <instance class="html" src="small10.png" width="386" height="150" mime-type="image/png"/>
1361 <instance class="html-compatible" src="small10.gif" width="386" height="150" mime-type="image/gif"/>
1362 <instance class="pdf" src="small10.pdf" width="386" height="150"/>
1365 <choice idref="sect229">If you possess Elementalism and wish to use it, <link-text>turn to 229</link-text>.</choice>
1366 <choice idref="sect34">If you possess Kai-alchemy, have attained the Kai rank of Sun Knight, and wish to use your ability, <link-text>turn to 34</link-text>.</choice>
1367 <choice idref="sect338">If you do not possess either of these skills, or if you have yet to attain the required level of Kai Mastery, <link-text>turn instead to 338</link-text>.</choice>
1371 <section class="numbered" id="sect12">
1372 <meta><title>12</title></meta>
1375 <p>You wait patiently near the entrance to the weapons laboratory where you observe the enemy attempting in vain to master the deadly devices they have discovered here. The portcullised arch offers the only way out of this hall, and you decide that you must attempt to reach it at the first opportunity. Your chance comes after a few minutes when one of the Shom<ch.apos/>zaa minions na<ch.iuml/>vely scoops a clawful of sodium from a sealed clay pot, and then drops it into a pitcher of water. The resulting explosion decapitates the spawn-creature and creates a dense cloud of choking white smoke.</p>
1376 <p>Under cover of the smoke, you enter the hall and steal past the enemy undetected. You are able to reach the middle of the laboratory before you are forced to take cover among a stack of oak barrels to avoid the gaze of the creature on the platform.</p>
1377 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.</p>
1378 <choice idref="sect177">If your total score is now 6 or lower, <link-text>turn to 177</link-text>.</choice>
1379 <choice idref="sect228">If it is 7 or higher, <link-text>turn to 228</link-text>.</choice>
1383 <section class="numbered" id="sect13">
1384 <meta><title>13</title></meta>
1387 <p>You leap across the slab, but the heel of your boot grazes the stone as you land and it triggers the trap. A panel in the ceiling ahead falls away to reveal a line of sharpened bone arrow-tips, angled to fire along the passage. You hear a sudden <onomatopoeia>whoosh</onomatopoeia> of escaping gas; then a volley of deadly shafts come streaking through the dusty air. Hurriedly you dive to the ground in an attempt to avoid being skewered by this salvo of ivory arrows.</p>
1388 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
1389 <choice idref="sect239">If the number you have picked is 4 or lower, <link-text>turn to 239</link-text>.</choice>
1390 <choice idref="sect317">If it is 5<ch.endash/>7, <link-text>turn to 317</link-text>.</choice>
1391 <choice idref="sect291">If it is 8 or 9, <link-text>turn to 291</link-text>.</choice>
1395 <section class="numbered" id="sect14">
1396 <meta><title>14</title></meta>
1399 <p>You have taken just two steps into the cavern when suddenly you are engulfed by a length of steel-hard thread. This thin, sticky wire whips around your legs and yanks you to the ground. As you fall, you glimpse a large creature affixed to the ceiling. It resembles a huge black beetle, with mandibles and a shiny shell that covers a pair of membranous hind wings. The thread extends from a bony tube beneath this horror<ch.apos/>s gaping mouth. You struggle hard to break free from its deadly lasso, but the creature spins another length and loops it around your body. You gasp for air as this thread is pulled tighter.</p>
1400 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
1401 <choice idref="sect80">If the number you have picked is 0<ch.endash/>2, <link-text>turn to 80</link-text>.</choice>
1402 <choice idref="sect181">If it is 3 or higher, <link-text>turn to 181</link-text>.</choice>
1406 <section class="numbered" id="sect15">
1407 <meta><title>15</title></meta>
1410 <p>With great bravado, you throw back your head and treat the sneering lancers to a verse of the Sommlending national anthem. At first the Shom<ch.apos/>zaa Agarashi view your singing with some amusement, but when you begin to raise the pitch of your voice, they realize too late that you are singing a deadly song. The frequency of the sonic attack that you launch rises to a pitch far beyond the range of normal hearing, and it cuts into the lancers<ch.apos/> minds like a hot knife through butter.</p>
1411 <p>Pick a number from the <a idref="random">Random Number Table</a>. If your current <typ class="attribute">ENDURANCE</typ> points score is 20 or higher, deduct 1 from the number you have picked.</p>
1412 <choice idref="sect266">If your total score is now 4 or lower, <link-text>turn to 266</link-text>.</choice>
1413 <choice idref="sect113">If it is 5 or higher, <link-text>turn to 113</link-text>.</choice>
1417 <section class="numbered" id="sect16">
1418 <meta><title>16</title></meta>
1421 <p>Gradually you become aware of the fact that your vision is blurred, and you no longer have any feeling in your fingers and toes.</p>
1422 <choice idref="sect54">If you possess Deliverance, <link-text>turn to 54</link-text>.</choice>
1423 <choice idref="sect193">If you do not, <link-text>turn to 193</link-text>.</choice>
1427 <section class="numbered" id="sect17">
1428 <meta><title>17</title></meta>
1431 <p>When you arrive at the pit, you quickly pull aside the planks that lie strewn across the opening. Peering down into the darkness, you glimpse the tangled wreckage of a cage lying at the bottom of the shaft, 60 feet below. Some of the Shom<ch.apos/>zaa minions have now recovered their nerve and have regrouped at the edge of the quarry. Cautiously they begin to advance towards you, firing arrows as they move closer.</p>
1432 <choice idref="sect76">If you possess Kai-alchemy, <link-text>turn to 76</link-text>.</choice>
1433 <choice idref="sect180">If you do not possess this Discipline, <link-text>turn to 180</link-text>.</choice>
1437 <section class="numbered" id="sect18">
1438 <meta><title>18</title></meta>
1441 <p>The blazing tip of your Arrow hits and penetrates a powder keg. Moments later, there is a tremendous explosion as the platform is consumed by a searing ball of yellow and scarlet flame.</p>
1442 <choice idref="sect130"><link-text>Turn to 130</link-text>.</choice>
1446 <section class="numbered" id="sect19">
1447 <meta><title>19</title></meta>
1450 <p>You draw an Arrow and let it fly at the creature<ch.apos/>s eyes, but as your shaft whistles towards its vile head, the beast slams its glowing fists together and catches it in mid-air. Instantly, the wooden shaft bursts into flames. It burns fiercely for just a few seconds before crumbling away to ash.</p>
1451 <p>Fearful that the same thing will happen to you if you allow this creature to get too close, you retreat from the tomb and run across the chamber to the alcove. Quickly you pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. Taking hold of the stonework that frames the panel, you pull yourself towards the narrow gap. You are only halfway through the opening when two orbs of living flame leap from the creature<ch.apos/>s glowing fists and come arcing towards your spine.</p>
1452 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.</p>
1453 <choice idref="sect44">If your total score is now 0<ch.endash/>6, <link-text>turn to 44</link-text>.</choice>
1454 <choice idref="sect262">If it is 7<ch.endash/>8, <link-text>turn to 262</link-text>.</choice>
1455 <choice idref="sect30">If it is 9 or higher, <link-text>turn to 30</link-text>.</choice>
1459 <section class="numbered" id="sect20">
1460 <meta><title>20</title></meta>
1463 <p>You call upon your elemental skills to create a shield of hot air between you and the icy blast. You see the air shimmering in the tunnel ahead, and then the deadly blast cuts through it with spectacular effect.</p>
1464 <p>Pick a number from the <a idref="random">Random Number Table</a>. If your current <typ class="attribute">ENDURANCE</typ> score is higher than 24, add 2 to the number you have picked.</p>
1465 <choice idref="sect93">If your total score is now 4 or lower, <link-text>turn to 93</link-text>.</choice>
1466 <choice idref="sect343">If it is 5 or higher, <link-text>turn to 343</link-text>.</choice>
1470 <section class="numbered" id="sect21">
1471 <meta><title>21</title></meta>
1474 <p>Suddenly you remember the Bronze Disc that you found in the ransacked storage room, and you pull it from your tunic pocket. The dwarven runes engraved on its bronze surface are identical to the ones that embellish the door buttons. Confident that they hold the key to the opening of this portal, you press the three buttons in descending order: 3<ch.endash/>2<ch.endash/>1.</p>
1475 <choice idref="sect321"><link-text>Turn to 321</link-text>.</choice>
1479 <section class="numbered" id="sect22">
1480 <meta><title>22</title></meta>
1483 <p>A cold shiver runs down your spine as you watch the mass of shrieking, wild-eyed horrors come charging across the cavern towards the Drodarin line. Their raw fury stands in stark contrast to the cool discipline of the War-thanes who wait to greet them with musket, cannon, and axe. Suddenly your eye is caught by a flash of blue light at the centre of the attacking horde. An icy blast of energy is launched and it strikes close to the cannon, freezing most of the crew. You magnify your vision and see a Shom<ch.apos/>zaa Agarashi commander leading the charge. As he runs he holds his claw outstretched in readiness to launch a second blast at the Drodarin cannon. If he is allowed to succeed, and the cannon is silenced, Prince Torfan<ch.apos/>s dwarves may be unable to turn back this determined attack.</p>
1484 <choice idref="sect256">If you possess a Bow and wish to use it, <link-text>turn to 256</link-text>.</choice>
1485 <choice idref="sect335">If you possess Kai-alchemy and wish to use it, <link-text>turn to 335</link-text>.</choice>
1486 <choice idref="sect72">If you possess Magi-magic and wish to use it, <link-text>turn to 72</link-text>.</choice>
1487 <choice idref="sect214">If you do not possess a Bow, nor either of these skills, or if you choose not to use them, <link-text>turn to 214</link-text>.</choice>
1491 <section class="numbered" id="sect23">
1492 <meta><title>23</title></meta>
1495 <p>You remove the Tinderbox from your Backpack and grip it tightly in your fist. As soon as the way is clear, you leap out from behind the shield and dash towards the cannon. The Agarashi commander sees you breaking cover; it halts and turns. Then, with a disdainful laugh, it raises its clawed hand and takes careful aim at your fleeing form.</p>
1496 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 2 to the number you have picked.</p>
1497 <choice idref="sect289">If your total score is now 3 or lower, <link-text>turn to 289</link-text>.</choice>
1498 <choice idref="sect175">If it is 4 or higher, <link-text>turn to 175</link-text>.</choice>
1502 <section class="numbered" id="sect24">
1503 <meta><title>24</title></meta>
1506 <p>The blow hurls you forward and you strike your forehead on a stalagmite before splashing into the mire: lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
1507 <p>Your senses are screaming <em>DANGER!</em> as you struggle to your knees and wipe the slime from your bloodied nose and mouth. You reach for your Kai Weapon, but its blade is barely out of the scabbard when Shom<ch.apos/>zaa leaps upon you and rakes you with his terrible claws.</p>
1508 <combat><enemy>Shom<ch.apos/>zaa</enemy><enemy-attribute class="combatskill">56</enemy-attribute><enemy-attribute class="endurance">50</enemy-attribute></combat>
1509 <p>This creature is immune to Mindblast (but not Kai-surge).</p>
1510 <choice idref="sect322">If you win the combat, <link-text>turn to 322</link-text>.</choice>
1514 <section class="numbered" id="sect25">
1515 <meta><title>25</title></meta>
1518 <p>Your blazing Arrow speeds towards the kegs, but the skeletal creature sees it approaching and it reacts swiftly to your deadly threat. It raises its clawed hand and launches an icy blast that freezes the Arrow in mid-air. Then the creature emits a loud, hellish shriek, and you feel a fiery pain welling up inside your skull as a powerful stream of destructive psychic energy batters your mind.</p>
1519 <p>Rapidly the pressure builds in your head until your skull feels fit to burst. Your vision is clouded by a scarlet haze, and you are unable to stifle a cry of pain as you drop your Bow and collapse to your knees: lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
1520 <p>Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shom<ch.apos/>zaa Agarashi stalking towards you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.</p>
1521 <combat><enemy>Shom<ch.apos/>zaa Agarashi</enemy><enemy-attribute class="combatskill">40</enemy-attribute><enemy-attribute class="endurance">30</enemy-attribute></combat>
1522 <choice idref="sect65">If you win this combat in three rounds or less, <link-text>turn to 65</link-text>.</choice>
1523 <choice idref="sect189">If you win the combat in four rounds or longer, <link-text>turn to 189</link-text>.</choice>
1527 <section class="numbered" id="sect26">
1528 <meta><title>26</title></meta>
1531 <p>The huge arachnid makes a vile chittering sound as it moves towards you. As it gets ready to pounce, you see that its fangs are coated with a sticky black venom.</p>
1533 <illustration class="float">
1535 <creator>Brian Williams</creator>
1536 <description>The huge arachnid gets ready to pounce.</description>
1538 <instance class="html" src="ill1.png" width="386" height="xxx" mime-type="image/png"/>
1539 <instance class="html-compatible" src="ill1.gif" width="386" height="xxx" mime-type="image/gif"/>
1540 <instance class="pdf" src="ill1.pdf" width="386" height="xxx" />
1543 <combat><enemy>Giant Steamspider</enemy><enemy-attribute class="combatskill">48</enemy-attribute><enemy-attribute class="endurance">45</enemy-attribute></combat>
1544 <p>This creature is immune to Mindblast (but not Kai-surge).</p>
1545 <choice idref="sect112">If you win the combat, <link-text>turn to 112</link-text>.</choice>
1549 <section class="numbered" id="sect27">
1550 <meta><title>27</title></meta>
1553 <p>You unsheathe your Kai Weapon and raise it in readiness to begin your attack upon the sediment that secures the lid of Andarin<ch.apos/>s tomb.</p>
1554 <combat><enemy>Tomb of Andarin</enemy><enemy-attribute class="combatskill">50</enemy-attribute><enemy-attribute class="endurance">50</enemy-attribute></combat>
1555 <p>Conduct this combat in the usual way. Any <typ class="attribute">ENDURANCE</typ> losses you may sustain are due to the fatigue you experience as you battle to break open the lid. You may not use any psychic attacks during this combat.</p>
1556 <choice idref="sect230">You may cease attacking the lid at any time (evade) by <link-text>turning to 230</link-text>.</choice>
1557 <choice idref="sect110">If you win the combat, <link-text>turn to 110</link-text>.</choice>
1561 <section class="numbered" id="sect28">
1562 <meta><title>28</title></meta>
1565 <p>As you lie hidden behind the empty powder barrel, you pray that its timbers are thick enough to protect you from enemy crossbow bolts.</p>
1566 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
1567 <choice idref="sect149">If the number you have picked is 0<ch.endash/>1 <link-text>turn to 149</link-text>.</choice>
1568 <choice idref="sect70">If it is 2<ch.endash/>7, <link-text>turn to 70</link-text>.</choice>
1569 <choice idref="sect98">If it is 8<ch.endash/>9, <link-text>turn to 98</link-text>.</choice>
1573 <section class="numbered" id="sect29">
1574 <meta><title>29</title></meta>
1577 <p>You dare not wait for the advancing horde to close in for, despite your formidable fighting skills, this enemy is heavily armed and you are greatly outnumbered. Fear ties a knot in the pit of your stomach as you unsheathe your Kai Weapon and set off towards the quarry<ch.apos/>s north wall at a run.</p>
1578 <p>Hurriedly you race towards the pit shaft at the base of the wall with the hope of reaching it before the horde can block your path. Their lizard-faced leader growls with anger when he sees you, and he shrieks a command to the archers in his ranks to let loose a volley of deadly arrows at your fleeing form.</p>
1579 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 1 to the number you have picked. If you possess Assimilance, add 2.</p>
1580 <choice idref="sect94">If your total score is now 5 or lower, <link-text>turn to 94</link-text>.</choice>
1581 <choice idref="sect297">If it is 6 or higher, <link-text>turn to 297</link-text>.</choice>
1585 <section class="numbered" id="sect30">
1586 <meta><title>30</title></meta>
1589 <p>The speeding fireballs explode harmlessly in the entrance as you make good your escape along this cobwebbed passage. In the distance, you glimpse the opening to a chamber that is crowded with objects that glitter enticingly in the half-light. When you magnify your vision, you realize with some amazement that you are running towards a secret Drodarin treasure vault.</p>
1590 <p>The sound of falling masonry alerts you to a renewed danger: the creature is attempting to pursue you. Chunks of crumbling plaster are being dislodged from the walls as the creature forces its bloated body along the narrow passageway.</p>
1591 <choice idref="sect223">If you possess Grand Pathsmanship, <link-text>turn to 223</link-text>.</choice>
1592 <choice idref="sect166">If you do not, <link-text>turn to 166</link-text>.</choice>
1596 <section class="numbered" id="sect31">
1597 <meta><title>31</title></meta>
1600 <p>Fragments of the icy blast penetrate your shield to pepper your face and chest with razor-sharp fragments: lose 2 <typ class="attribute">ENDURANCE</typ> points.</p>
1601 <p>Quickly you recover and draw your Kai Weapon as the first wave of the Shom<ch.apos/>zaa horde reaches the barricade. The War-thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.</p>
1602 <combat><enemy>Shom<ch.apos/>zaa Horde (in battle-frenzy)</enemy><enemy-attribute class="combatskill">47</enemy-attribute><enemy-attribute class="endurance">45</enemy-attribute></combat>
1603 <p>This enemy is immune to Mindblast (but not Kai-surge).</p>
1604 <choice idref="sect100">If you win this combat, <link-text>turn to 100</link-text>.</choice>
1608 <section class="numbered" id="sect32">
1609 <meta><title>32</title></meta>
1612 <p>You use your powerful mental defences to shield yourself from this psychic assault. The pain in your skull rapidly fades, and the creature howls with frustration when it senses that you have effectively countered its mind attack.</p>
1613 <p>With a petulant flick of its clawed limb, it signals to the nearest minions to close in and prevent your escape from the laboratory. To your dismay, you see that your route to the portcullised archway is now obstructed by a group of Agarashi minions. When they clumsily attempt to turn and aim a siege catapult and a two-wheeled field cannon towards your hiding place, you are suddenly struck by the icy realization that you must strike first if you are to have any chance of escaping from this laboratory alive.</p>
1614 <p>You look at the creature on the platform and suddenly you notice that it is standing beside a stack of wooden kegs. Branded on these kegs in Drodarin script are two words: Blasting Powder.</p>
1615 <choice idref="sect259">If you possess a Bow <em>and</em> Magi-magic, <em>and</em> have reached the rank of Kai Grand Guardian (or higher), <link-text>turn to 259</link-text>.</choice>
1616 <choice idref="sect184">If you possess Kai-alchemy and wish to use it, <link-text>turn to 184</link-text>.</choice>
1617 <choice idref="sect278">If you possess Elementalism and wish to use it, <link-text>turn to 278</link-text>.</choice>
1618 <choice idref="sect45">If you possess none of the above, or if you decide not to use any of them, <link-text>turn instead to 45</link-text>.</choice>
1622 <section class="numbered" id="sect33">
1623 <meta><title>33</title></meta>
1626 <p>As you descend, you hear a faint buzzing sound resonating from the rock-face. Rapidly this sound becomes an angry drone when the basket draws level with a cavity in the wall. Suddenly, a swarm of large wasp-like insects pour out of this hole and encircle the basket. The lower stripy sections of their bodies begin to glow as they gather together in a cloud and hover menacingly above you.</p>
1627 <p><quote>Antah wasps!</quote> exclaims Leomin, fearfully. You reach for your Kai Weapon, but as your hand closes around the hilt, the insects fire their stingers.</p>
1629 <illustration class="float">
1631 <creator>Brian Williams</creator>
1632 <description>A swarm of angry Antah wasps encircle your basket.</description>
1634 <instance class="html" src="ill2.png" width="386" height="xxx" mime-type="image/png"/>
1635 <instance class="html-compatible" src="ill2.gif" width="386" height="xxx" mime-type="image/gif"/>
1636 <instance class="pdf" src="ill2.pdf" width="386" height="xxx" />
1639 <combat><enemy>Antah Wasps</enemy><enemy-attribute class="combatskill">40</enemy-attribute><enemy-attribute class="endurance">30</enemy-attribute></combat>
1640 <p>These insects are immune to all psychic attacks.</p>
1641 <choice idref="sect174">If you win the combat, <link-text>turn to 174</link-text>.</choice>
1645 <section class="numbered" id="sect34">
1646 <meta><title>34</title></meta>
1649 <p>You struggle to speak the words of the Brotherhood Spell <spell>Strength</spell>. When you finally complete the intonation, you feel a surge of power flowing through every muscle of your body. Electrified by this energy, you are able to swim away from the jagged granite reef. You pass within a few yards of these deadly rocks, and then the cold water currents swirl you around and wash you up onto a shingle bank.</p>
1650 <choice idref="sect290">To continue, <link-text>turn to 290</link-text>.</choice>
1654 <section class="numbered" id="sect35">
1655 <meta><title>35</title></meta>
1658 <p>The dwarves of Bor are famed throughout Magnamund for their devotion to the technology of warfare. Drodarin engineers have for centuries produced ingenious weapons that utilize the power of explosive powders and inflammable fluids. The distant hall is one of King Ryvin<ch.apos/>s weapons laboratories, and it contains a vast assortment of bombards, siege engines, and other mechanical devices of war. It also contains a host of Shom<ch.apos/>zaa Agarashi who appear to be conducting experiments of their own, with devastatingly lethal results.</p>
1660 <illustration class="inline">
1662 <creator>Brian Williams</creator>
1664 <instance class="html" src="small8.png" width="386" height="150" mime-type="image/png"/>
1665 <instance class="html-compatible" src="small8.gif" width="386" height="150" mime-type="image/gif"/>
1666 <instance class="pdf" src="small8.pdf" width="386" height="150"/>
1669 <p>The tunnel shakes with the force of another explosion as you cautiously approach the entrance to the laboratory. Standing atop a wooden platform at the far side of the chamber, you see a thin skeletal creature, with charcoal-black skin and iridescent eyes. Like an orchestral conductor it issues directions to its minions scattered about the hall below. Many are killed carrying out the orders, yet they seem more afraid of incurring the creature<ch.apos/>s wrath than of being blown apart by their inept handling of Drodarin explosives. Below the platform you can see an archway with a stone ramp that descends to a lower level. This exit from the laboratory is protected by a heavy wooden portcullis, yet the gate is raised and the archway is clear. You note that the portcullis is operated by a single rope and pulley.</p>
1670 <p>Before you attempt to enter the hall, you consult the Bloodstone Andarin and see that the colours have become stronger since the last time you looked. Your Kai senses and the lights of this glowing gemstone both confirm that you are getting nearer to finding King Ryvin<ch.apos/>s sons.</p>
1672 <illustration class="inline">
1674 <creator>Brian Williams</creator>
1676 <instance class="html" src="small5.png" width="386" height="150" mime-type="image/png"/>
1677 <instance class="html-compatible" src="small5.gif" width="386" height="150" mime-type="image/gif"/>
1678 <instance class="pdf" src="small5.pdf" width="386" height="150"/>
1681 <choice idref="sect157">If you possess Telegnosis, <link-text>turn to 157</link-text>.</choice>
1682 <choice idref="sect12">If you do not, <link-text>turn to 12</link-text>.</choice>
1686 <section class="numbered" id="sect36">
1687 <meta><title>36</title></meta>
1690 <p>As you watch the manic behaviour of the Shom<ch.apos/>zaa Agarashi, you resolve to make an immediate attempt to reach the north tunnel on the far side of <quote>The Hub</quote>. The vast numbers of the enemy gathered here will make the task a difficult one, yet their crazed state of mind may yet be to your advantage.</p>
1691 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2. If you possess Kai-screen, add 1.</p>
1692 <choice idref="sect104">If your total score is now 1 or lower, <link-text>turn to 104</link-text>.</choice>
1693 <choice idref="sect168">If it is 2<ch.endash/>7, <link-text>turn to 168</link-text>.</choice>
1694 <choice idref="sect185">If it is 8 or higher, <link-text>turn to 185</link-text>.</choice>
1698 <section class="numbered" id="sect37">
1699 <meta><title>37</title></meta>
1702 <p>You trek across five fields of barley before you come to the far side of this titanic cavern. Several cart tracks converge at the approach to a wide stone ramp that ascends to the mouth of an unguarded tunnel in the cavern wall. You climb the ramp and, as you enter this torchlit tunnel, you discover a number of broken weapons lying discarded on the ground. Among them you find 1 Arrow and a Sword that are still serviceable. (If you decide to keep them, adjust your <a idref="action">Action Chart</a> accordingly.)</p>
1703 <p>You follow the tunnel for several hundred yards until you come to a junction where a smaller passageway leads off to the right. A stone plaque that once indicated the name of this passage lies smashed in pieces. You are trying to put the pieces back together when suddenly you hear the sound of Brozal riders approaching along the main tunnel. Quickly you move into the shadowy passageway and use your camouflage skills to hide there as you wait for the riders to pass.</p>
1704 <p>While you are waiting, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
1705 <choice idref="sect283">To continue, <link-text>turn to 283</link-text>.</choice>
1709 <section class="numbered" id="sect38">
1710 <meta><title>38</title></meta>
1713 <p>You call upon Ishir to guide your arm as you draw back the crystal and hurl it at Shom<ch.apos/>zaa<ch.apos/>s head.</p>
1714 <p>Pick a number from the <a idref="random">Random Number Table</a>. If your current <typ class="attribute">ENDURANCE</typ> points score is 20 or lower, deduct 1 from the number you have picked. If your current <typ class="attribute">ENDURANCE</typ> points score is 30 or higher, add 1.</p>
1715 <choice idref="sect331">If your total score is now 7 or lower, <link-text>turn to 331</link-text>.</choice>
1716 <choice idref="sect121">If it is 8 or higher, <link-text>turn to 121</link-text>.</choice>
1720 <section class="numbered" id="sect39">
1721 <meta><title>39</title></meta>
1724 <p>The creature discharges an icy blast to counter your bolt, but it does not act swiftly enough to prevent your magic missile from striking the target, with devastating effect. It splits open a keg of powder and, in the next instant, there is a tremendous explosion as the platform is consumed by a searing blast of yellow and scarlet flame.</p>
1725 <choice idref="sect130"><link-text>Turn to 130</link-text>.</choice>
1729 <section class="numbered" id="sect40">
1730 <meta><title>40</title></meta>
1733 <p>The portal opens and four muscular minions stand before you, silhouetted in the glow of the torchlit tunnel that lies beyond the bronze door. These creatures are larger than those you have encountered so far, and their reptilian eyes glint with a malevolent light that betrays their intelligence and ruthless cunning. They snicker with delight as they raise their bladed weapons and attack you simultaneously.</p>
1734 <combat><enemy>Shom<ch.apos/>zaa Agarashi</enemy><enemy-attribute class="combatskill">44</enemy-attribute><enemy-attribute class="endurance">44</enemy-attribute></combat>
1735 <choice idref="sect167">If you win this combat, <link-text>turn to 167</link-text>.</choice>
1739 <section class="numbered" id="sect41">
1740 <meta><title>41</title></meta>
1743 <p>You scramble to your feet and climb across the corpses of the slain Shom<ch.apos/>zaa minions that are heaped before the barricade. Strong Drodarin hands reach out and grab you by the arms, and you are hauled bodily over the tangle of barrels and planks.</p>
1744 <p><quote>You sure ran pretty!</quote> says a bearded War-thane, as he slaps you heartily on the shoulder.</p>
1745 <p><quote>You just lost me ten Ain,</quote> says another, jokingly. <quote>I bet old Borin that y<ch.apos/>wouldn<ch.apos/>t make it!</quote></p>
1746 <p>These battle-hardened defenders are clearly impressed by your courage, and they are not too proud to show it. But then a gruff cry from the far end of the line sends them hurrying back to their positions: <quote>Here they come again!</quote></p>
1747 <p>A grey-bearded warrior, his arm bandaged in a makeshift sling, takes hold of your sleeve and pulls you away from the barricade as the Shom<ch.apos/>zaa Agarashi launch another assault. He ushers you into the Throne Chamber of Andarin and, as you accompany him, he tugs something from your Backpack: it is the shaft of an enemy arrow. Your pack prevented this missile from penetrating your spine. (The arrow damaged one item. Erase any item of your choosing from your list of Backpack Items.)</p>
1748 <choice idref="sect190">To continue, <link-text>turn to 190</link-text>.</choice>
1752 <section class="numbered" id="sect42">
1753 <meta><title>42</title></meta>
1756 <p>The blazing wall of flame is being fuelled by powerful Drodarin incendiaries, and the temperatures they are generating are far higher than your Magnakai Discipline of Nexus can withstand.</p>
1757 <choice idref="sect182">If you possess Grand Nexus, <link-text>turn to 182</link-text>.</choice>
1758 <choice idref="sect69">If you do not possess this Grand Master Discipline, <link-text>turn to 69</link-text>.</choice>
1762 <section class="numbered" id="sect43">
1763 <meta><title>43</title></meta>
1766 <p>As the icy blast speeds nearer, you throw yourself down behind the barricade to avoid being hit.</p>
1767 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current <typ class="attribute">ENDURANCE</typ> score is 10 or lower, deduct 1.</p>
1768 <choice idref="sect8">If your total score is now 4 or less, <link-text>turn to 8</link-text>.</choice>
1769 <choice idref="sect226">If it is 5 or more, <link-text>turn to 226</link-text>.</choice>
1773 <section class="numbered" id="sect44">
1774 <meta><title>44</title></meta>
1777 <p>A terrific force hits you in the middle of your back and hurls you head-first along the narrow passageway. Pick a number from the <a idref="random">Random Number Table</a>. (In this instance 0 = 10.)</p>
1778 <p>The number you have picked equals the number of <typ class="attribute">ENDURANCE</typ> points you lose as a result of being hit in the back by two balls of sorcerous fire.</p>
1779 <choice idref="sect336">If you have survived your wounds, <link-text>turn to 336</link-text>.</choice>
1783 <section class="numbered" id="sect45">
1784 <meta><title>45</title></meta>
1787 <p>You draw upon your Magnakai Discipline of Nexus and focus this power upon a large, oil-filled lantern which hangs directly above the platform. By the force of your will alone, you attempt to cause the lantern to tilt and spill some of its blazing fuel onto the kegs below. Unfortunately, the creature senses the danger and it counters your attempt to tip the lantern by freezing it solid with a blast of ice-magic. Then it shrieks at a group of Shom<ch.apos/>zaa Agarashi, and immediately they close in on you with their swords drawn. You unsheathe your Kai Weapon and hold it ready, steeling yourself to meet their determined advance.</p>
1788 <combat><enemy>Shom<ch.apos/>zaa Agarashi</enemy><enemy-attribute class="combatskill">40</enemy-attribute><enemy-attribute class="endurance">32</enemy-attribute></combat>
1789 <choice idref="sect65">If you win this combat in three rounds or less, <link-text>turn to 65</link-text>.</choice>
1790 <choice idref="sect189">If you win the combat in four rounds or longer, <link-text>turn to 189</link-text>.</choice>
1794 <section class="numbered" id="sect46">
1795 <meta><title>46</title></meta>
1798 <p>A piercing pain lances through your head as Shom<ch.apos/>zaa<ch.apos/>s inaudible cry invades your mind: lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
1799 <p>Hurriedly, you call upon your Magnakai Discipline of Psi-screen to erect a defensive wall against this sonic attack, and gradually the pain subsides.</p>
1800 <choice idref="sect154"><link-text>Turn to 154</link-text>.</choice>
1804 <section class="numbered" id="sect47">
1805 <meta><title>47</title></meta>
1808 <p>The fog fails to slow the Shom<ch.apos/>zaa lancers and they come charging through the vapours undeterred. Sensing that you cannot reach the cover of the tall crops before they press home their attack, you halt and spin around to face this enemy. Coolly you unsheathe your Kai Weapon and brace yourself to meet their determined charge.</p>
1809 <combat><enemy>Shom<ch.apos/>zaa Agarashi Lancers</enemy><enemy-attribute class="combatskill">44</enemy-attribute><enemy-attribute class="endurance">40</enemy-attribute></combat>
1810 <choice idref="sect55">If you win this combat, <link-text>turn to 55</link-text>.</choice>
1814 <section class="numbered" id="sect48">
1815 <meta><title>48</title></meta>
1818 <p>You drag yourself into the passageway, and as you get closer to the clean air of the main tunnel, you feel your strength slowly returning.</p>
1819 <p>Pick a number from the <a idref="random">Random Number Table</a>. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9), deduct 2 <typ class="attribute">ENDURANCE</typ> points from your current score. If the number you have picked is even (i.e. 2, 4, 6, 8, or 0), deduct 3 <typ class="attribute">ENDURANCE</typ> points.</p>
1820 <choice idref="sect220">If you have survived your close encounter with Zaxx, you can leave the passage and continue along the main tunnel by <link-text>turning to 220</link-text>.</choice>
1824 <section class="numbered" id="sect49">
1825 <meta><title>49</title></meta>
1828 <p>You hurl yourself along the tunnel to avoid being caught by the falling rocks, and your lightning-swift reactions save you from being crushed to death. However, you do not escape unscathed.</p>
1829 <p>You are hit by several jagged chunks of granite and suffer wounds to your torso and legs: lose 4 <typ class="attribute">ENDURANCE</typ> points.</p>
1830 <choice idref="sect246">To continue, <link-text>turn to 246</link-text>.</choice>
1834 <section class="numbered" id="sect50">
1835 <meta><title>50</title></meta>
1838 <p>The rock creature stops in mid-stride and turns towards Prince Leomin. As his crushing feet tread a slow, deliberate path towards the prince<ch.apos/>s head, you unsheathe your Kai Weapon and rush forward in a desperate attempt to halt the creature.</p>
1840 <illustration class="float">
1842 <creator>Brian Williams</creator>
1843 <description>You unsheathe your Kai Weapon in a desperate attempt to halt the rock-creature.</description>
1845 <instance class="html" src="ill3.png" width="386" height="xxx" mime-type="image/png"/>
1846 <instance class="html-compatible" src="ill3.gif" width="386" height="xxx" mime-type="image/gif"/>
1847 <instance class="pdf" src="ill3.pdf" width="386" height="xxx" />
1850 <combat><enemy>Rock Golem</enemy><enemy-attribute class="combatskill">40</enemy-attribute><enemy-attribute class="endurance">70</enemy-attribute></combat>
1851 <p>This being is immune to all psychic attacks. If the Kai Weapon you wield is <quote>Magnara</quote>, you will benefit from the bonus gained due to its unique properties.</p>
1852 <choice idref="sect74">If you win the combat, <link-text>turn to 74</link-text>.</choice>
1856 <section class="numbered" id="sect51">
1857 <meta><title>51</title></meta>
1860 <p>Your eye falls upon a two-wheeled field cannon which stands 20 yards from the portcullis. Its bronze muzzle is fashioned in the likeness of a dragon<ch.apos/>s mouth, with a serpent-like tail that winds back along its barrel to the touch-hole. You magnify your vision and you are able to see that the cannon is primed, loaded, and set ready to fire. If you could reach the cannon and set a light to its touch-hole, it would discharge its shot straight at the portcullis.</p>
1862 <illustration class="inline">
1864 <creator>Brian Williams</creator>
1866 <instance class="html" src="small3.png" width="386" height="150" mime-type="image/png"/>
1867 <instance class="html-compatible" src="small3.gif" width="386" height="150" mime-type="image/gif"/>
1868 <instance class="pdf" src="small3.pdf" width="386" height="150"/>
1871 <choice idref="sect23">If you possess a Tinderbox, <link-text>turn to 23</link-text>.</choice>
1872 <choice idref="sect243">If you do not possess this item, <link-text>turn to 243</link-text>.</choice>
1876 <section class="numbered" id="sect52">
1877 <meta><title>52</title></meta>
1880 <p>Your escape is slowed by the tangle of bodies underfoot. You have covered barely 50 yards when suddenly you hear an angry shriek echoing in the tunnel. With mounting dread, you glance over your shoulder to see a dozen Shom<ch.apos/>zaa Agarashi in hot pursuit. They are led by a thin creature with ebony skin and iridescent eyes. It takes aim with its skeletal claw, and then it fires a blast of frigid energy which builds momentum as it comes streaking along the tunnel.</p>
1881 <choice idref="sect61">If you possess Kai-alchemy and wish to use it, <link-text>turn to 61</link-text>.</choice>
1882 <choice idref="sect188">If you possess Magi-magic and wish to use it, <link-text>turn to 188</link-text>.</choice>
1883 <choice idref="sect20">If you possess Elementalism and wish to use it, <link-text>turn to 20</link-text>.</choice>
1884 <choice idref="sect274">If you possess none of these skills, or if you choose not to use any of them, <link-text>turn to 274</link-text>.</choice>
1888 <section class="numbered" id="sect53">
1889 <meta><title>53</title></meta>
1892 <p>You draw upon your Grand Master Discipline to help you determine the correct order in which the buttons should be pressed. With the tip of your index finger you trace the outline of each rune and detect that the first button in the unlocking sequence is 3.</p>
1893 <choice idref="sect21">If you possess a Bronze Disc, <link-text>turn to 21</link-text>.</choice>
1894 <choice idref="sect281">If you do not possess this Special Item, <link-text>turn to 281</link-text>.</choice>
1898 <section class="numbered" id="sect54">
1899 <meta><title>54</title></meta>
1902 <p>Your mastery of the Kai healing skills alerts you to the first symptoms of Zaxx poisoning. This mine chamber is filled with Zaxx<ch.emdash/>an invisible, scentless, highly poisonous gas. It forms in pockets within the granite mountains of Bor and Boden, and for centuries it has been the bane of all Drodarin miners. Your Discipline is slowing its insidious effects, but you are not immune to its toxins: lose 2 <typ class="attribute">ENDURANCE</typ> points.</p>
1903 <p>Forewarned by your healing skills, you leave this chamber and return quickly to the main tunnel.</p>
1904 <choice idref="sect220">To continue along the main tunnel, <link-text>turn to 220</link-text>.</choice>
1908 <section class="numbered" id="sect55">
1909 <meta><title>55</title></meta>
1912 <p>As the last of their riders falls from the saddle, the Brozal steeds turn and flee for their lives. You sheathe your weapon and call upon your Magnakai Discipline of Animal Control to command one of these fleeing mounts to calm itself. Responding to your mental suggestion, it slows rapidly to a halt.</p>
1913 <p>You summon the Brozal to approach you and it responds again with calm obedience. Deftly you climb onto the creature<ch.apos/>s scaly back and settle yourself in the saddle; then you turn it towards the east and urge it to enter the tall wheat. Carefully you skirt around the area of blazing crops before turning again, this time to the north.</p>
1914 <p>The Brozal lopes through the yellow stalks with a swift and easy gait, and you cover ground at a far swifter pace than would be possible on foot. But when you come unexpectedly to a muddy ditch, a boundary between the wheat and a neighbouring crop of barley, the Brozal misses its footing. It stumbles badly and you are thrown headlong from the saddle.</p>
1915 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 1 to the number you have picked.</p>
1916 <choice idref="sect92">If your total score is now 4 or lower, <link-text>turn to 92</link-text>.</choice>
1917 <choice idref="sect122">If it is 5 or higher, <link-text>turn to 122</link-text>.</choice>
1921 <section class="numbered" id="sect56">
1922 <meta><title>56</title></meta>
1925 <p>You are able to cause the lantern to rock from side to side until it begins to drip burning oil onto the powder kegs. The creature is unaware of the danger until it is too late. One burning drop of oil falls through an open bung-hole, and in an instant, the platform is consumed by a thunderous ball of flame.</p>
1926 <choice idref="sect130"><link-text>Turn to 130</link-text>.</choice>
1930 <section class="numbered" id="sect57">
1931 <meta><title>57</title></meta>
1934 <p>The icy bolt smashes into your shield-spell and explodes in a great cloud of steam. As the vapour clears, you unsheathe your Kai Weapon in readiness to meet the first wave of the attacking Shom<ch.apos/>zaa horde.</p>
1935 <p>The horde hit the barricade and the War-thanes fight them with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the enemy are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.</p>
1936 <combat><enemy>Shom<ch.apos/>zaa Horde (in battle-frenzy)</enemy><enemy-attribute class="combatskill">47</enemy-attribute><enemy-attribute class="endurance">45</enemy-attribute></combat>
1937 <p>This enemy is immune to Mindblast (but not Kai-surge).</p>
1938 <choice idref="sect100">If you win this combat, <link-text>turn to 100</link-text>.</choice>
1942 <section class="numbered" id="sect58">
1943 <meta><title>58</title></meta>
1946 <p>Your vision swims in and out of focus as you stagger drunkenly to your feet. Drawing upon your Magnakai curing skills, you staunch the flow of blood that is trickling into your eyes from your wounded scalp. As your sight clears, you see Captain Vagel lying trapped beneath the overturned chariot. Arrows thud into the ground as you scramble to his side and attempt to drag him free. But your valiant effort is in vain; he is mortally injured and close to death. You place your hands upon his chest and use your healing skills in a final effort to save his life. Briefly he responds. His eyelids flicker open and he raises a broken hand to point towards the north wall of the quarry.</p>
1947 <p><quote>Go that way<ch.ellips/>throne chamber<ch.ellips/>ten miles<ch.ellips/></quote> he gasps. These are his final words.</p>
1948 <p>You magnify your vision and see the entrance to a vertical pit shaft located at the base of the quarry wall. It is partially hidden by a heap of sawn timbers.</p>
1949 <choice idref="sect161"><link-text>Turn to 161</link-text>.</choice>
1953 <section class="numbered" id="sect59">
1954 <meta><title>59</title></meta>
1957 <p>The flailing fist glances your shoulder and burns deep into your flesh: lose 4 <typ class="attribute">ENDURANCE</typ> points. Gritting your teeth against the agonizing pain of this wound, you roll away from the door and scramble for the cover of Andarin<ch.apos/>s tomb.</p>
1958 <p>Suddenly the portal bursts open and slams against the wall with a tremendous crash. An icy trickle of fear runs down your back when you peek over the tomb and look upon the squat creature that is now framed in the doorway. It has a bloated, veined body and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills the marrow in your bones. As it advances into the chamber with its arms outstretched, you swallow hard with disbelief when you stare at its white-hot fists. They are flaring and pulsating like two great balls of fiery plasma.</p>
1959 <choice idref="sect212">If you wish to attack this creature, <link-text>turn to 212</link-text>.</choice>
1960 <choice idref="sect79">If you wish to attempt to evade it, <link-text>turn to 79</link-text>.</choice>
1964 <section class="numbered" id="sect60">
1965 <meta><title>60</title></meta>
1968 <p>The War-thanes of King Ryvin<ch.apos/>s army capture <quote>The Hub</quote> and smash the Shom<ch.apos/>zaa horde as it flees there in chaos from its defeat at the barricade. Then the army arrives, marching in double file through the north tunnel and into the cavern. Prince Torfan orders the barricade to be opened, and a joyful reunion of brother-warriors takes place before the Throne of Andarin.</p>
1969 <p>Lord Rimoah emerges from among the ranks of the Drodarin, and he beams with joy when he sees that you are alive. Warmly he clasps your hand in friendship and respect, and he praises you for the success of your mission.</p>
1970 <p><quote>The Kai should be proud to count you among their number,</quote> he says, reverently. <quote>Your victory here has brought great honour upon you, your country, and your noble order.</quote></p>
1971 <choice idref="sect350"><link-text>Turn to 350</link-text>.</choice>
1975 <section class="numbered" id="sect61">
1976 <meta><title>61</title></meta>
1979 <p>You raise your hands and hurriedly recite the words of the Brotherhood Spell <spell>Counterspell</spell>. The air shimmers with heat as the spell takes effect. When the deadly blast of ice passes through this scorching air, it is quickly transformed into a stream of tepid water.</p>
1980 <p>Your effective use of magic to counter the icy attack unsettles the Shom<ch.apos/>zaa Agarashi commander. His nerve breaks and he turns to flee with his minions following closely on his heels. Soon they have disappeared from sight and a deathly silence descends upon the tunnel.</p>
1981 <choice idref="sect144">If you wish to search the bodies that are lying in this tunnel, <link-text>turn to 144</link-text>.</choice>
1982 <choice idref="sect160">If you choose to explore the tunnel further, <link-text>turn to 160</link-text>.</choice>
1986 <section class="numbered" id="sect62">
1987 <meta><title>62</title></meta>
1990 <p>You rush from your hiding place beneath the stone channel and sprint towards the tunnel<ch.apos/>s mouth. Aided by your camouflage skills, you are able to escape from the smelting cavern without being seen by the Shom<ch.apos/>zaa minions.</p>
1991 <choice idref="sect270">To continue, <link-text>turn to 270</link-text>.</choice>
1995 <section class="numbered" id="sect63">
1996 <meta><title>63</title></meta>
1999 <p>The basket lands at the base of the shaft and you see a freshly-excavated tunnel stretching away to the east. You leave the basket and, as you follow the prince, you notice that the walls of this passage are layered with a fibrous mineral that shimmers like strands of polished silver. Now you understand what tempted Leomin to defy ancient Drodarin lore and mine the lower levels of Bor, for these are strands of pure korlinium<ch.emdash/>the rarest of minerals. You feel its raw energy revitalizing you as you walk along the tunnel (restore 3 <typ class="attribute">ENDURANCE</typ> points), yet you cannot help but conclude how foolish it was of Leomin to succumb to his temptation. For centuries the goodly power of this mineral has acted like the bars of a prison, keeping Shom<ch.apos/>zaa and its horde secure.</p>
2000 <p>At length you arrive at a small cavern where a section of wall has collapsed.</p>
2001 <p><quote>That is where the Shom<ch.apos/>zaa horde emerged,</quote> says Leomin, pointing to the gaping hole. Mining tools litter the floor of this chamber, and you see a wider passage leading off to the south. It is laid with track for wagons to carry away the korlinium ore. When you magnify your vision, you see a group of Shom<ch.apos/>zaa Agarashi at the far end of this passage.</p>
2002 <choice idref="sect101">If you possess Kai-alchemy and wish to use it, <link-text>turn to 101</link-text>.</choice>
2003 <choice idref="sect247">If you do not, <link-text>turn to 247</link-text>.</choice>
2007 <section class="numbered" id="sect64">
2008 <meta><title>64</title></meta>
2011 <p>Prompted by the warnings of your Kai Sixth Sense, you speak the words of the Brotherhood Spell <spell>Sense Evil</spell> and focus your powers upon the lever, the alcove, and its surrounding wall. You detect that there is indeed a concentration of evil nearby, but suddenly you realize that it is nowhere near the alcove wall. The evil is in the passageway leading to the door of the chamber<ch.ellips/>and it is approaching fast!</p>
2012 <choice idref="sect99">If you wish to pull the lever, <link-text>turn to 99</link-text>.</choice>
2013 <choice idref="sect134">If you wish to rush across the chamber and bolt the door shut, <link-text>turn to 134</link-text>.</choice>
2017 <section class="numbered" id="sect65">
2018 <meta><title>65</title></meta>
2021 <p>Your swift dispatch of the Shom<ch.apos/>zaa Agarashi sends a shock wave through the others. Nervously they back away, despite the hysterical shrieking of their cadaverous commander who orders them to attack you <foreign xml:lang="fr">en masse</foreign>. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels and observe the Shom<ch.apos/>zaa minions as they mill about in confusion.</p>
2022 <p>Suddenly their commander recaptures their attention by freezing two luckless minions to death with an icy blast. When he then commands the portcullis to be lowered to prevent your escape, a zealous minion rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps, and you watch with horror as the portcullis comes crashing down to seal off the exit.</p>
2023 <choice idref="sect320"><link-text>Turn to 320</link-text>.</choice>
2027 <section class="numbered" id="sect66">
2028 <meta><title>66</title></meta>
2031 <p>By the use of your improved mastery of Assimilance, you are able to create a thunderous sound and project it directly above the heads of the Shom<ch.apos/>zaa Agarashi guards. Fearing that the roof of the cavern is about to collapse upon them, they drop their spears and dive for the shelter of the tunnel. As they hit the ground, you leave the shadows and set off towards the archway at a run, building speed rapidly as you draw closer. With a mighty leap you clear their bodies and land in the cavern beyond.</p>
2032 <p>Without looking back, you scramble to your feet and race towards the barricade. You are halfway across the chamber when, to your surprise and relief, you note that the only Shom<ch.apos/>zaa minions who now occupy this hall are those lying dead on the ground around you. Your Kai Sixth Sense tells you that you are no longer in any immediate danger, and so you slow your pace as you approach the barricade.</p>
2033 <choice idref="sect315"><link-text>Turn to 315</link-text>.</choice>
2037 <section class="numbered" id="sect67">
2038 <meta><title>67</title></meta>
2041 <p>You follow this brick-lined tunnel for a mile before you reach a cavern that is filled with heat and noise. At its centre there stands a huge smelting furnace belching scarlet fire and evil-smelling gases. Great iron chutes feed the furnace with a stream of crushed ore, and from a vent at its base you see a river of molten copper flowing away along a great stone channel. The wagon track enters the cavern and passes beneath the channel before disappearing into a tunnel in the far wall.</p>
2043 <illustration class="inline">
2045 <creator>Brian Williams</creator>
2047 <instance class="html" src="small2.png" width="386" height="150" mime-type="image/png"/>
2048 <instance class="html-compatible" src="small2.gif" width="386" height="150" mime-type="image/gif"/>
2049 <instance class="pdf" src="small2.pdf" width="386" height="150"/>
2052 <p>Twenty of Shom<ch.apos/>zaa<ch.apos/>s minions occupy this smelting chamber where, with wicked glee, they amuse themselves by torturing dwarven warriors whom they have captured in battle. A wretched prisoner is hung from a chain and dangled above the blazing furnace until he succumbs to the heat and poisonous fumes. Then the body is fed to the fires and another is hoisted aloft to take his place.</p>
2053 <p>To the left of the entrance archway you can see an iron prison cage. It contains more than fifty dwarves destined for the furnace.</p>
2054 <choice idref="sect222">If you wish to try to release these dwarven prisoners, <link-text>turn to 222</link-text>.</choice>
2055 <choice idref="sect153">If you choose to attempt to reach the exit to this cavern without being seen, <link-text>turn instead to 153</link-text>.</choice>
2059 <section class="numbered" id="sect68">
2060 <meta><title>68</title></meta>
2063 <p>You enter the tunnel and follow the newly-laid wagon track to a junction where a smaller passage leads off to the right. The entrance to this smaller tunnel is blocked by a criss-cross of timbers. An iron sign is fixed to one of the planks, but its Drodarin runescript has been eaten away by acid. When you look closer, you determine that the sign was defaced by Shom<ch.apos/>zaa himself. Traces of the acid are identical to the corrosive fluid that ate through Prince Leomin<ch.apos/>s armour.</p>
2064 <choice idref="sect138">If you possess Deliverance and have attained the rank of Kai Grand Defender or higher, <link-text>turn to 138</link-text>.</choice>
2065 <choice idref="sect308">If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, <link-text>turn to 308</link-text>.</choice>
2069 <section class="numbered" id="sect69">
2070 <meta><title>69</title></meta>
2073 <p>You offer up a prayer to Ishir before you get ready to attempt to forge a way through this white-hot wall of fire. With fear running cold in your veins, you close your eyes, lower your head, and then sprint towards the roaring fire like a charging bull. You hit the flaming wall and you are consumed by its terrible, searing heat. But you do not falter or lose your footing, and within a few seconds, you emerge from it to crash headlong into a sea of soft, cool barley.</p>
2074 <p>Miraculously, you have suffered only minor burns to the exposed parts of your body (lose 3 <typ class="attribute">ENDURANCE</typ> points), but when you prise open your eyes and take stock of your clothes and equipment, you quickly discover that every item you are wearing is on fire.</p>
2075 <choice idref="sect326">If you possess Elementalism and have attained the rank of Kai Grand Master Superior or higher, <link-text>turn to 326</link-text>.</choice>
2076 <choice idref="sect235">If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, <link-text>turn to 235</link-text>.</choice>
2080 <section class="numbered" id="sect70">
2081 <meta><title>70</title></meta>
2084 <p>The Shom<ch.apos/>zaa minions fire their crossbows at your hiding place and only one of them hits its mark. Unfortunately, this bolt passes through the empty barrel and wounds your thigh: lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
2085 <choice idref="sect280">To continue, <link-text>turn to 280</link-text>.</choice>
2089 <section class="numbered" id="sect71">
2090 <meta><title>71</title></meta>
2093 <p>Patiently you wait at the entrance to the weapons laboratory, where you observe the enemy attempting in vain to master the deadly devices they have discovered here. The portcullised arch offers the only way out of this hall, and you decide that you must attempt to reach it at the first opportunity. Your chance comes after a few minutes when one of the Shom<ch.apos/>zaa minions na<ch.iuml/>vely scoops a clawful of sodium from a sealed clay pot, and then drops it into a pitcher of water. The resulting explosion decapitates the spawn-creature and creates a dense cloud of choking white smoke.</p>
2094 <p>Under cover of the smoke, you enter the hall and steal past the enemy undetected. You are able to reach the middle of the laboratory before you are forced to take cover among a stack of oak barrels to avoid the gaze of the creature on the platform.</p>
2095 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.</p>
2096 <choice idref="sect334">If your total score is now 4 or lower, <link-text>turn to 334</link-text>.</choice>
2097 <choice idref="sect251">If it is 5 or higher, <link-text>turn to 251</link-text>.</choice>
2101 <section class="numbered" id="sect72">
2102 <meta><title>72</title></meta>
2105 <p>You shape your mouth to utter the Old Kingdom power-word and get ready to direct its energy at the Shom<ch.apos/>zaa commander: <spell>Gloar!</spell></p>
2106 <p>The force of your spell-word hurtles across the cavern and strikes the creature with devastating effect. Its skull shatters, and its limp body collapses to the ground to be trampled under the feet of its slavering horde.</p>
2107 <choice idref="sect244">To continue, <link-text>turn to 244</link-text>.</choice>
2111 <section class="numbered" id="sect73">
2112 <meta><title>73</title></meta>
2115 <p>As you approach the stone-built farmhouse, your Kai tracking skills detect that the Shom<ch.apos/>zaa lancers have already paid this dwelling a visit. Its oak door is hanging off its hinges, its windows are broken, and splintered furniture lies scattered throughout the rooms of the ground floor. Few items of any value remain intact.</p>
2116 <p>Among the wreckage of the kitchen you discover enough food for 2 Meals, a Jug of Vinegar, and a Candle. You also discover a concealed drawer beneath its refectory table. This compartment contains 2 Potions of Laumspur (they each restore 4 <typ class="attribute">ENDURANCE</typ> points when swallowed following combat).</p>
2117 <p>You are preparing to leave when suddenly your keen ears detect a faint bubbling sound. It is coming from beneath a trapdoor set into the middle of the kitchen floor.</p>
2118 <choice idref="sect217">If you wish to open the trapdoor and investigate the source of this curious sound, <link-text>turn to 217</link-text>.</choice>
2119 <choice idref="sect332">If you choose to leave the farmhouse, <link-text>turn to 332</link-text>.</choice>
2123 <section class="numbered" id="sect74">
2124 <meta><title>74</title></meta>
2127 <p>As the rock golem crumbles to dust, you rush to Prince Leomin<ch.apos/>s side and try to revive him with your Magnakai Curing skills. The healing warmth of your powers pass through your hands and into his body, and his eyelids flicker open as his consciousness stirs. (The healing of Leomin<ch.apos/>s wounds costs you 2 <typ class="attribute">ENDURANCE</typ> points.)</p>
2128 <p>When his senses return, firstly he retrieves his battle-axe from the floor, and then he turns to offer you his thanks. Suddenly his eyes widen and he gasps with shock: Shom<ch.apos/>zaa is approaching silently behind you. Leomin grabs you by the tunic and pulls you aside as he raises his battle-axe in readiness to hurl it at Shom<ch.apos/>zaa<ch.apos/>s hideous form. But before he can release the axe, he is felled by a stream of clear fluid intended for you. It strikes his chest and boils as it eats through his crimson breastplate. With a heart-rending scream he collapses to the ground, mortally wounded.</p>
2130 <illustration class="float">
2132 <creator>Brian Williams</creator>
2133 <description>With a heart-rending scream Leomin collapses, mortally wounded.</description>
2135 <instance class="html" src="ill4.png" width="386" height="xxx" mime-type="image/png"/>
2136 <instance class="html-compatible" src="ill4.gif" width="386" height="xxx" mime-type="image/gif"/>
2137 <instance class="pdf" src="ill4.pdf" width="386" height="xxx" />
2140 <p>You wrench the Sun-crystal from your pocket and turn to confront Shom<ch.apos/>zaa, your arm poised ready to throw your deadly device. But already the fell creature has retreated and taken cover among the stalagmites. You run to the stone ramp to scan the cavern, and your Kai Sixth Sense alerts you to his hiding place. His body is hidden, but the top of his ghastly head can be seen protruding above a stalagmite less than 30 feet from where you stand.</p>
2141 <choice idref="sect38">If you wish to throw the Sun-crystal at Shom<ch.apos/>zaa<ch.apos/>s head, <link-text>turn to 38</link-text>.</choice>
2142 <choice idref="sect272">If you wish to attempt to get a clearer view of Shom<ch.apos/>zaa before you hurl the Sun-crystal, <link-text>turn to 272</link-text>.</choice>
2146 <section class="numbered" id="sect75">
2147 <meta><title>75</title></meta>
2150 <p>As the icy bolt passes through the wall of hot air, it is transformed into a cloud of harmless water vapour. Your effective use of your Kai Mastery to counter the creature<ch.apos/>s attack shocks the watching minions. Nervously they back away, defying the hysterical shrieking of their cadaverous commander who orders them to attack you <foreign xml:lang="fr">en masse</foreign>. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels and observe the Shom<ch.apos/>zaa minions as they mill about in confusion.</p>
2151 <p>Suddenly their commander recaptures their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent your escape, a zealous minion rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps, and you watch with horror as the portcullis comes crashing down to seal off the exit.</p>
2152 <choice idref="sect320"><link-text>Turn to 320</link-text>.</choice>
2156 <section class="numbered" id="sect76">
2157 <meta><title>76</title></meta>
2160 <p>You speak the words of the Brotherhood Spell <spell>Levitation</spell> and step into the yawning pit. The spell prevents you from falling and, for a few moments, you stand suspended in mid-air. Then you begin to rise as the spell takes full effect. Immediately you recite the arcane words which counter it and, by so doing, you are able to make a controlled descent to the base of the pit shaft.</p>
2161 <p>When your feet alight upon the roof of the elevator cage, you cancel the spell and jump to the floor of a small cavern. The alien sound of your attackers<ch.apos/> voices can be heard echoing down the shaft from above. They have reached the edge of the pit and some are loosing off arrows in the hope of hitting you by chance. Promptly you step away from the cage as the first of their missiles ricochet off its buckled iron roof.</p>
2162 <choice idref="sect131"><link-text>Turn to 131</link-text>.</choice>
2166 <section class="numbered" id="sect77">
2167 <meta><title>77</title></meta>
2170 <p>Through your advanced mastery of herbcraft, you are able to neutralize the poisons in the Ashexa fungus. When you swallow a potion of Ashexa it will restore 5 <typ class="attribute">ENDURANCE</typ> points. You do not need to consume an equal quantity of Laumspur to benefit from its effects.</p>
2171 <p>Unless you have already done so, you may keep some of the Ashexa that is growing here. There is enough for 2 potions.</p>
2172 <choice idref="sect221">To continue, <link-text>turn to 221</link-text>.</choice>
2176 <section class="numbered" id="sect78">
2177 <meta><title>78</title></meta>
2180 <p>You draw upon your advanced psychic abilities to launch a rapid volley of energy bolts at these axe-wielding horrors. Your attack rips through their rudimentary minds and instantly paralyses their limbs. As they crumple to the ground, you stretch out your arm and set your light to the cannon<ch.apos/>s touch-hole. The powder ignites with a flash, and a great tongue of flame roars from the muzzle.</p>
2181 <choice idref="sect210">To continue, <link-text>turn to 210</link-text>.</choice>
2185 <section class="numbered" id="sect79">
2186 <meta><title>79</title></meta>
2189 <p>You run to the alcove and pull the lever. It clicks down and a secret panel in the wall slides open to reveal a narrow passage. Hurriedly you take hold of the stonework that frames the panel, and you pull yourself towards the passageway. But you are only halfway through the opening when two orbs of white-hot fire leap from the creature<ch.apos/>s glowing fists and come roaring towards your spine.</p>
2190 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.</p>
2191 <choice idref="sect44">If your total score is now 0<ch.endash/>5, <link-text>turn to 44</link-text>.</choice>
2192 <choice idref="sect262">If it is 6<ch.endash/>8, <link-text>turn to 262</link-text>.</choice>
2193 <choice idref="sect30">If it is 9 or higher, <link-text>turn to 30</link-text>.</choice>
2197 <section class="numbered" id="sect80">
2198 <meta><title>80</title></meta>
2201 <p>The creature spins another loop of thread around your chest, and your vision fades as the last of the air is expelled from your lungs: lose 6 <typ class="attribute">ENDURANCE</typ> points.</p>
2202 <p>You are beginning to lose consciousness when the crushing coils of thread are suddenly loosened. As you gasp air into your burning lungs, your vision begins to clear and you see the reason why the torture has stopped.</p>
2203 <choice idref="sect165"><link-text>Turn to 165</link-text>.</choice>
2207 <section class="numbered" id="sect81">
2208 <meta><title>81</title></meta>
2211 <p>You draw upon your elemental powers and focus them at a large oil-filled lantern which hangs directly above the platform. You summon a gust of wind to buffet this lantern in the hope that it will cause some of its blazing fuel to splash onto the kegs below.</p>
2212 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
2213 <choice idref="sect56">If the number you have picked is 0<ch.endash/>3, <link-text>turn to 56</link-text>.</choice>
2214 <choice idref="sect111">If it is 4<ch.endash/>9, <link-text>turn to 111</link-text>.</choice>
2218 <section class="numbered" id="sect82">
2219 <meta><title>82</title></meta>
2222 <p>As you land the killing blow upon the last of the Shom<ch.apos/>zaa Agarashi guards, you leap over its falling body and run towards the barricade. You are halfway across the chamber when, to your surprise and relief, you note that the only Shom<ch.apos/>zaa minions who now occupy this hall are those lying dead on the ground around you.</p>
2223 <p>Your Kai Sixth Sense tells you that you are no longer in any immediate danger, and you slow your pace as you approach the throne chamber barricade.</p>
2224 <choice idref="sect315"><link-text>Turn to 315</link-text>.</choice>
2228 <section class="numbered" id="sect83">
2229 <meta><title>83</title></meta>
2232 <p>The lancers shriek maniacally as they come galloping across the flattened crops, their spears and lances lowered in readiness to run you through.</p>
2233 <choice idref="sect276">If you possess Elementalism, have attained the rank of Kai Grand Defender or higher, and you now wish to use this ability, <link-text>turn to 276</link-text>.</choice>
2234 <choice idref="sect155">If you possess Assimilance, have attained the rank of Kai Grand Guardian or higher, and you now wish to use this ability, <link-text>turn to 155</link-text>.</choice>
2235 <choice idref="sect128">If you possess neither of these skills, or if you have yet to attain the required level of Kai Mastery, <link-text>turn instead to 128</link-text>.</choice>
2239 <section class="numbered" id="sect84">
2240 <meta><title>84</title></meta>
2243 <p>You snatch the Phosphor Bomb from your Backpack and hurl it into the trench. It explodes with a searing flash, peppering the Shom<ch.apos/>zaa minions with fragments of glass and white-hot metal. The few who survive the explosion are soon lost in a cloud of blinding white smoke.</p>
2244 <choice idref="sect129"><link-text>Turn to 129</link-text>.</choice>
2248 <section class="numbered" id="sect85">
2249 <meta><title>85</title></meta>
2252 <p>You hit the ground and tumble head over heels across the rocky red soil. It is a bruising fall, but your natural agility saves you from colliding with an ore wagon and you come to a halt a few feet from the quarry<ch.apos/>s edge: lose 1 <typ class="attribute">ENDURANCE</typ> point.</p>
2253 <choice idref="sect254">To continue, <link-text>turn to 254</link-text>.</choice>
2257 <section class="numbered" id="sect86">
2258 <meta><title>86</title></meta>
2261 <p>You pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. As you are peering along this gloomy little tunnel, suddenly the door bursts open and slams against the wall.</p>
2262 <p>An icy trickle of fear runs down your spine when you turn to look upon the squat creature that is now framed in the doorway. It has a bloated, veined body and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills the marrow in your bones. It advances into the chamber with its arms outstretched, as if it is walking in its sleep; then it levels these arms at your chest and you see that the creature<ch.apos/>s fists are glowing like two balls of red-hot plasma.</p>
2264 <illustration class="float">
2266 <creator>Brian Williams</creator>
2267 <description>A squat, bloated, forked-tongued creature approaches.</description>
2269 <instance class="html" src="ill5.png" width="386" height="xxx" mime-type="image/png"/>
2270 <instance class="html-compatible" src="ill5.gif" width="386" height="xxx" mime-type="image/gif"/>
2271 <instance class="pdf" src="ill5.pdf" width="386" height="xxx" />
2274 <choice idref="sect273">If you wish to attack this creature, <link-text>turn to 273</link-text>.</choice>
2275 <choice idref="sect159">If you wish to evade the creature by entering the secret passage, <link-text>turn to 159</link-text>.</choice>
2279 <section class="numbered" id="sect87">
2280 <meta><title>87</title></meta>
2283 <p>You utter the Old Kingdom power-word and direct its energy at this formidable barrier: <spell>Gloar!</spell></p>
2284 <p>The hammer force of your spell-word hits the door with no effect. Several times you repeat the power-word, but every attempt to open the door by this method fails. This magically-sealed portal cannot be opened by any means, except by the use of its crystal runestone key.</p>
2285 <p>Reluctantly you admit defeat, and return to the basket to make your way back to the cavern at the entrance to Shom<ch.apos/>zaa<ch.apos/>s hive.</p>
2286 <choice idref="sect319"><link-text>Turn to 319</link-text>.</choice>
2290 <section class="numbered" id="sect88">
2291 <meta><title>88</title></meta>
2294 <p>You are able to cause the lantern to rock from side to side until it begins to drip burning oil onto the powder kegs. The creature is unaware of the danger until it is too late. One burning drop of oil falls through an open bung-hole, and in an instant, the platform is consumed by a thunderous ball of flame.</p>
2295 <choice idref="sect130"><link-text>Turn to 130</link-text>.</choice>
2299 <section class="numbered" id="sect89">
2300 <meta><title>89</title></meta>
2303 <p>The onrushing blast of ice strikes you in mid-air, and you suffer severe frostbite to your legs and feet: lose 4 <typ class="attribute">ENDURANCE</typ> points.</p>
2304 <p>Your Magnakai Discipline of Nexus thaws your frozen limbs and spares you from suffering permanent damage. But upon hitting the ground, you find that you are unable to move immediately. When at last the feeling returns to your legs, you drag yourself back to your feet and see the creature and its slavering horde rushing along the tunnel towards you. Quickly you unsheathe your Kai Weapon to meet their determined attack.</p>
2305 <combat><enemy>Shom<ch.apos/>zaa Agarashi <ch.ampersand/> Commander</enemy><enemy-attribute class="combatskill">50</enemy-attribute><enemy-attribute class="endurance">55</enemy-attribute></combat>
2306 <p>You cannot evade this combat<ch.emdash/>you must fight these creatures to the death.</p>
2307 <choice idref="sect324">If you win the fight, <link-text>turn to 324</link-text>.</choice>
2311 <section class="numbered" id="sect90">
2312 <meta><title>90</title></meta>
2315 <p>Before pressing any of the buttons, you attempt to use your Magnakai Discipline of Nexus to see if the locking mechanism of this great door can be manipulated by the power of your mind. Unfortunately, you quickly discover that the lock is protected by an ancient spell of shielding that negates all psychic magic. In order to open this portal you must now decide the order in which you will press the three buttons.</p>
2316 <choice idref="sect123">If you choose: 1<ch.endash/>2<ch.endash/>3, <link-text>turn to 123</link-text>.</choice>
2317 <choice idref="sect132">If you choose: 1<ch.endash/>3<ch.endash/>2, <link-text>turn to 132</link-text>.</choice>
2318 <choice idref="sect213">If you choose: 2<ch.endash/>1<ch.endash/>3, <link-text>turn to 213</link-text>.</choice>
2319 <choice idref="sect231">If you choose: 2<ch.endash/>3<ch.endash/>1, <link-text>turn to 231</link-text>.</choice>
2320 <choice idref="sect312">If you choose: 3<ch.endash/>1<ch.endash/>2, <link-text>turn to 312</link-text>.</choice>
2321 <choice idref="sect321">If you choose: 3<ch.endash/>2<ch.endash/>1, <link-text>turn to 321</link-text>.</choice>
2325 <section class="numbered" id="sect91">
2326 <meta><title>91</title></meta>
2329 <p>The blow throws you forward and you scrape your jaw on a stalagmite before splashing into the mire: lose 1 <typ class="attribute">ENDURANCE</typ> point.</p>
2330 <p>Your senses are screaming <em>DANGER!</em> as you struggle to your knees and wipe the slime from your bloodied mouth. Instinctively you reach for your Kai Weapon, but its blade is barely out of the scabbard when Shom<ch.apos/>zaa leaps upon you and rakes you with his terrible claws.</p>
2332 <illustration class="float">
2334 <creator>Brian Williams</creator>
2335 <description>Shom<ch.apos/>zaa leaps upon you and rakes you with his terrible claws.</description>
2337 <instance class="html" src="ill6.png" width="386" height="xxx" mime-type="image/png"/>
2338 <instance class="html-compatible" src="ill6.gif" width="386" height="xxx" mime-type="image/gif"/>
2339 <instance class="pdf" src="ill6.pdf" width="386" height="xxx" />
2342 <combat><enemy>Shom<ch.apos/>zaa</enemy><enemy-attribute class="combatskill">56</enemy-attribute><enemy-attribute class="endurance">50</enemy-attribute></combat>
2343 <p>This creature is immune to Mindblast (but not Kai-surge).</p>
2344 <choice idref="sect322">If you win the combat, <link-text>turn to 322</link-text>.</choice>
2348 <section class="numbered" id="sect92">
2349 <meta><title>92</title></meta>
2352 <p>You crash down heavily among the barley stalks and injure your neck and shoulder: lose 3 <typ class="attribute">ENDURANCE</typ> points. Freed from your mental control, the Brozal scrambles to its feet and lopes away along the muddy ditch. By the time you have recovered your senses, the creature has disappeared back into the wheat field.</p>
2353 <p>The surrounding barley is a younger and shorter crop, and you are able to see the roof of a Drodarin farmhouse less than 50 yards to the north.</p>
2354 <choice idref="sect73">If you wish to investigate this farmhouse, <link-text>turn to 73</link-text>.</choice>
2355 <choice idref="sect37">If you choose to avoid the farmhouse, <link-text>turn to 37</link-text>.</choice>
2359 <section class="numbered" id="sect93">
2360 <meta><title>93</title></meta>
2363 <p>The icy blast punches through the wall of hot air and strikes your left hand, spinning you to the ground: lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
2364 <p>Your Magnakai Discipline of Nexus thaws your frozen fingers and saves you from sustaining permanent damage. But when you struggle to your feet, you find yourself confronted by the creature and its slavering horde. Quickly you unsheathe your Kai Weapon as they race forward and attack.</p>
2365 <combat><enemy>Shom<ch.apos/>zaa Agarashi <ch.ampersand/> Commander</enemy><enemy-attribute class="combatskill">50</enemy-attribute><enemy-attribute class="endurance">55</enemy-attribute></combat>
2366 <p>You cannot evade this combat<ch.emdash/>you must fight these creatures to the death.</p>
2367 <choice idref="sect324">If you win the fight, <link-text>turn to 324</link-text>.</choice>
2371 <section class="numbered" id="sect94">
2372 <meta><title>94</title></meta>
2375 <p>An agonizing pain engulfs your right leg when an arrow hits and penetrates deep into your thigh: lose 5 <typ class="attribute">ENDURANCE</typ> points. You fight to stay on your feet, but your wounded leg buckles beneath your weight and drags you unwillingly to the ground. Gritting your teeth against the pain, you wrench the shaft from your leg and force yourself to stand. By the use of your Magnakai curing skills, you are then able to numb the agony of your wound and force yourself onwards.</p>
2376 <p>On reaching the pit, you quickly pull aside the planks that lie strewn across the opening. Peering down into the darkness, you glimpse the tangled wreckage of a cage lying at the bottom of the shaft, 60 feet below. The Shom<ch.apos/>zaa minions are closing in, firing as they advance. When a second arrow rips the sleeve of your tunic, you quickly decide that you must climb down the shaft to avoid being struck again.</p>
2377 <choice idref="sect76">If you possess Kai-alchemy, <link-text>turn to 76</link-text>.</choice>
2378 <choice idref="sect180">If you do not possess this Discipline, <link-text>turn to 180</link-text>.</choice>
2382 <section class="numbered" id="sect95">
2383 <meta><title>95</title></meta>
2386 <p>Carefully you examine the walls and floor and detect no other exits, other than the passage by which you entered the treasure vault. But that way is now impassable. Following its destruction, the ashes of the slain creature have become steadily hotter. A searing radiation fills the passageway, and this deadly energy forces you to abandon all hope of making an escape by that route.</p>
2387 <p>You are beginning to fear that you may be trapped, until you notice that the vault<ch.apos/>s domed ceiling is obscured by a cloud of steam. Using your Kai skills, you peer through the vapours and detect a hole at the apex of the dome through which the steam is emerging. By climbing onto the statue of Ishir and raising both arms, you are able to take hold of a metal flange encircling the hole. Confident that you have found a way out, you haul yourself up and begin climbing along a rough stone duct. This slippery conduit leads to another hole, located in the roof of a rocky cavern where steam is bubbling from the surface of a hot spring.</p>
2388 <p>Gingerly you drop down to the floor of this humid cavern and take stock of your new surroundings.</p>
2389 <p>Through the thick, billowing vapours you glimpse an underground river which divides the cavern in two. Its warm waters enter through a fissure in the south wall, and flow away through a natural tunnel in the west wall. You are approaching the muddy bank when suddenly a huge dark shape comes looming out of the steam. You can barely stifle a scream of terror when you find yourself staring into the venomous maw of a gigantic steamspider.</p>
2390 <choice idref="sect187">If you possess a Jug of Vinegar, <link-text>turn to 187</link-text>.</choice>
2391 <choice idref="sect26">If you do not possess this item, <link-text>turn to 26</link-text>.</choice>
2395 <section class="numbered" id="sect96">
2396 <meta><title>96</title></meta>
2399 <p>You say the words of the Brotherhood Spell <spell>Net</spell> and point your right hand at the group of Shom<ch.apos/>zaa Agarashi that are gathered at the rear of the cannon. A gout of sticky fluid gushes from your palm and you direct this stream at the creatures, entrapping them in several layers of sticky fibrous strands.</p>
2400 <choice idref="sect198"><link-text>Turn to 198</link-text>.</choice>
2404 <section class="numbered" id="sect97">
2405 <meta><title>97</title></meta>
2408 <p>The icy bolt is deflected by the wall of hot air, but it strikes your legs and inflicts severe frostbite to your calves and feet: lose 4 <typ class="attribute">ENDURANCE</typ> points.</p>
2409 <p>Your Magnakai Discipline of Nexus thaws your frozen limbs and saves you from sustaining permanent damage to your feet and toes, but you are unable to move your legs effectively and you topple backwards to the ground.</p>
2410 <p>Before the Shom<ch.apos/>zaa Agarashi can rally themselves and attack you while you lie helpless upon the floor, you crawl away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels and observe the enemy milling in confusion. While you are watching them, you use your Kai healing skills to restore all feeling to your frost-numbed feet.</p>
2411 <p>Suddenly their commander galvanizes their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent you from escaping, a zealous Agarashi rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps, and you watch with horror as the portcullis comes crashing down to seal off the exit.</p>
2412 <choice idref="sect320"><link-text>Turn to 320</link-text>.</choice>
2416 <section class="numbered" id="sect98">
2417 <meta><title>98</title></meta>
2420 <p>The Shom<ch.apos/>zaa minions fire their crossbows at your hiding place and only one of them hits its mark. This bolt passes through the empty barrel and grazes your shoulder: lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
2421 <choice idref="sect280">To continue, <link-text>turn to 280</link-text>.</choice>
2425 <section class="numbered" id="sect99">
2426 <meta><title>99</title></meta>
2429 <p>The lever clicks down and a secret panel in the wall slides open to reveal a narrow passage. As you are peering along this gloomy tunnel, suddenly the heavy chamber door bursts open and slams against the wall.</p>
2430 <p>An icy trickle of fear runs down your back when you turn to look upon the squat creature that is now framed in the doorway. It has a bloated, veined body and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills you to the bone. It advances into the chamber with its arms outstretched, as if it is walking in its sleep. Then it turns and points its arms at you, and its clenched fists begin to glow like two balls of red-hot plasma.</p>
2431 <p>You take hold of the stonework that frames the secret panel and pull yourself towards the narrow passageway. You are only halfway through the opening when two orbs of living flame leap from the creature<ch.apos/>s glowing fists and come arcing towards your spine.</p>
2432 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.</p>
2433 <choice idref="sect44">If your total score is now 0<ch.endash/>1, <link-text>turn to 44</link-text>.</choice>
2434 <choice idref="sect262">If it is 2<ch.endash/>3, <link-text>turn to 262</link-text>.</choice>
2435 <choice idref="sect30">If it is 4 or higher, <link-text>turn to 30</link-text>.</choice>
2439 <section class="numbered" id="sect100">
2440 <meta><title>100</title></meta>
2443 <p>A cheer erupts to your left as the Shom<ch.apos/>zaa horde falters and falls back in confusion on that flank. Drodarin marksmen hastily reload their muskets and let loose a parting volley to speed them on their way. But as the smoke from their firearms clears, you see that the battle is going against Prince Torfan<ch.apos/>s War-thanes on the right flank of the barricade. The cannon, and Leomin<ch.apos/>s battle-standard, have both been captured by a dozen Shom<ch.apos/>zaa Agarashi. You watch with mounting horror as the enemy turn the captured cannon around and point it at the Throne of Andarin, and your fears are compounded when you sense that the gun is primed, loaded, and set ready to fire.</p>
2444 <choice idref="sect96">If you possess Kai-alchemy and wish to use it, <link-text>turn to 96</link-text>.</choice>
2445 <choice idref="sect10">If you possess Elementalism and wish to use it, <link-text>turn to 10</link-text>.</choice>
2446 <choice idref="sect176">If you possess Kai-surge and wish to use it, <link-text>turn to 176</link-text>.</choice>
2447 <choice idref="sect328">If you possess none of these skills, or if you choose not to use any of them, <link-text>turn to 328</link-text>.</choice>
2451 <section class="numbered" id="sect101">
2452 <meta><title>101</title></meta>
2455 <p>You recite the words of the Brotherhood Spell <spell>Sense Evil</spell> and instantly you detect the presence of Shom<ch.apos/>zaa. The fell creature is lurking somewhere beyond the hole in the cavern wall. You try to focus the spell, to determine where exactly he can be found, but all your efforts are in vain. The energy of the raw korlinium is disrupting the power of your spell.</p>
2456 <choice idref="sect247">To continue, <link-text>turn to 247</link-text>.</choice>
2460 <section class="numbered" id="sect102">
2461 <meta><title>102</title></meta>
2464 <p>You draw an Arrow to your Bow and send it arcing across the quarry to strike the lizard-faced creature squarely in the chest. The beast spins around, staggers backwards, and then emits a chilling scream before collapsing to the ground. Upon hearing their leader<ch.apos/>s death-cry, the minions turn and run as if gripped by a blind panic. You seize this chance to break cover and race towards the pit shaft at the base of the quarry<ch.apos/>s north wall.</p>
2465 <choice idref="sect17"><link-text>Turn to 17</link-text>.</choice>
2469 <section class="numbered" id="sect103">
2470 <meta><title>103</title></meta>
2473 <p>For more than a mile you ride the torrid waters of this underground river. Its swift current takes you through a series of low, dark caverns, and steeply-sloping chutes. During one of many rapid descents, your Backpack is torn and you lose one item. (Erase from your Backpack one item of your own choice.)</p>
2474 <p>Soon you reach a place where the river flows into a deeper, colder channel. Where the two rivers meet, the water boils and seethes as it collides with a line of jagged, razor-edged rocks. Frantically you battle against the converging currents as you are swept inexorably nearer to this treacherous reef.</p>
2476 <illustration class="inline">
2478 <creator>Brian Williams</creator>
2480 <instance class="html" src="small10.png" width="386" height="150" mime-type="image/png"/>
2481 <instance class="html-compatible" src="small10.gif" width="386" height="150" mime-type="image/gif"/>
2482 <instance class="pdf" src="small10.pdf" width="386" height="150"/>
2485 <choice idref="sect229">If you possess Elementalism and wish to use it, <link-text>turn to 229</link-text>.</choice>
2486 <choice idref="sect34">If you possess Kai-alchemy, have attained the Kai rank of Sun Knight, and wish to use your ability, <link-text>turn to 34</link-text>.</choice>
2487 <choice idref="sect338">If you do not possess either of these skills, or if you have yet to attain the required level of Kai Mastery, <link-text>turn instead to 338</link-text>.</choice>
2491 <section class="numbered" id="sect104">
2492 <meta><title>104</title></meta>
2495 <p>Drawing upon your Kai camouflage skills, you enter the chamber and steal around the perimeter of the horde by using the shadows of its rough-hewn circular wall. It is not until you dash across the entrance to the west tunnel that you are seen and the alarm is raised. You fight valiantly, slaying a dozen of the enemy before the Shom<ch.apos/>zaa commanders freeze you into unconsciousness with a volley of icy blasts. Sadly, it is a sleep from which you never awaken.</p>
2496 <deadend>Your life and your mission end here in <quote>The Hub</quote>.</deadend>
2500 <section class="numbered" id="sect105">
2501 <meta><title>105</title></meta>
2504 <p>You cast your eye along a line of war engines that are parked beside the shield, and at the far end of the line you see an oil lamp resting on a workbench. As you stare at the flickering lamp, a bold idea begins to take shape in your mind<ch.apos/>s eye.</p>
2505 <p>Carefully you tear a strip of cloth from the hem of your jacket, twist it into a taper, and grip it firmly in your fist. Then you begin to make your way slowly towards the workbench. You reach it without being detected by the minions, and here you soak the end of your cloth taper with lamp oil and set it alight. As soon as the way is clear, you leap up from behind the bench and dash towards the cannon, the burning taper held before you at arm<ch.apos/>s length.</p>
2506 <p>Suddenly the Agarashi commander sees you running across the hall. With a disdainful laugh, it raises its clawed hand and takes careful aim at your fleeing form.</p>
2507 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 2 to the number you have picked.</p>
2508 <choice idref="sect289">If your total score is now 5 or lower, <link-text>turn to 289</link-text>.</choice>
2509 <choice idref="sect175">If it is 6 or higher, <link-text>turn to 175</link-text>.</choice>
2513 <section class="numbered" id="sect106">
2514 <meta><title>106</title></meta>
2517 <p>You shape your mouth to utter an Old Kingdom power-word, and you get ready to direct its concussive energy at this formidable creature: <spell>Gloar!</spell></p>
2518 <p>The force of your spell-word hits and stuns the beast, but it inflicts no lasting damage. Angered by your attempt to wound it, the creature quickens its pace and comes lumbering towards you with both its arms raised. Fearful that it will crush your skull between its white-hot fists if you allow it to get too close, you retreat from the tomb and run across the chamber to the alcove. Quickly you pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. Taking hold of the stonework which frames the panel, you pull yourself towards the narrow gap. You are only halfway through the opening when two orbs of living flame leap from the creature<ch.apos/>s glowing fists and come arcing towards your spine.</p>
2519 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.</p>
2520 <choice idref="sect44">If your total score is now 0<ch.endash/>6, <link-text>turn to 44</link-text>.</choice>
2521 <choice idref="sect262">If it is 7<ch.endash/>8, <link-text>turn to 262</link-text>.</choice>
2522 <choice idref="sect30">If it is 9 or higher, <link-text>turn to 30</link-text>.</choice>
2526 <section class="numbered" id="sect107">
2527 <meta><title>107</title></meta>
2530 <p>The bolt grazes your scalp and knocks you backwards to the ground: lose 1 <typ class="attribute">ENDURANCE</typ> point.</p>
2531 <choice idref="sect282">To continue, <link-text>turn to 282</link-text>.</choice>
2535 <section class="numbered" id="sect108">
2536 <meta><title>108</title></meta>
2539 <p>You draw your Kai Weapon and wait patiently until both guards have turned their backs, and then you leap from cover and rush forward to attack them. Your first blow shatters the creature<ch.apos/>s skull, and your second sends the remaining minion sprawling to the ground. This creature is mortally wounded, yet before it expires, it is able to emit a shrill cry of alarm that alerts the other Shom<ch.apos/>zaa minions to your presence in the smelting cavern.</p>
2540 <p>The dwarves are stunned by your sudden appearance, but they quickly recover and seize their chance to escape from the cage. A hand reaches through the bars and the bolt is pulled. Then the door bursts open and out they pour with a blood-curdling yell. You move aside to avoid being trampled as they rush to the ore wagons and arm themselves with rocks and tools. The torturers abandon their grisly work and come running towards the prison cage with their weapons raised. Three of these heartless minions target you. As they move in for the kill, you rush forward to counter their frenzied attack.</p>
2541 <combat><enemy>Shom<ch.apos/>zaa minions</enemy><enemy-attribute class="combatskill">38</enemy-attribute><enemy-attribute class="endurance">42</enemy-attribute></combat>
2542 <choice idref="sect9">If you win the combat, <link-text>turn to 9</link-text>.</choice>
2546 <section class="numbered" id="sect109">
2547 <meta><title>109</title></meta>
2550 <p>You learn that the princes and their bodyguard of War-thanes have held the throne chamber for six days. They have no food or water, and it is only the radiant power of the throne that has sustained them. Prince Leomin knows the precise location of Shom<ch.apos/>zaa<ch.apos/>s lair and he will lead you to it. You agree to go with him while Prince Torfan remains here to command the defence of the throne chamber.</p>
2551 <p>Leomin takes you to a stone door set flush into the curving marble wall. A grizzled old warrior sits guard at this portal, and clutched in his vein-covered hands is a glowing runestone. Your Kai senses detect that this door is sealed by an Old Kingdom Spell that has prevented Shom<ch.apos/>zaa<ch.apos/>s horde from gaining entry to the chamber by this way. Prince Leomin unsheathes his battle-axe and motions you to draw your weapon before the door is opened.</p>
2552 <p><quote>Shom<ch.apos/>zaa abandoned his attempt to batter down this portal two days past,</quote> he says. <quote>But there may be some of his spawn-kind waiting in the corridor outside. Best be on our guard, Kai Lord.</quote></p>
2553 <p>Leomin nods to the old warrior and he responds by touching the runestone to the door. There is a faint tinkling sound, and then the portal slides open and you follow the prince as he steps through the opening into the darkened passageway beyond. The portal slides shut behind your back with hardly a sound. Instinctively you scan your new surroundings for signs of the enemy, and quickly discover that Leomin was right to be cautious. More than a dozen Shom<ch.apos/>zaa Agarashi have been left here to guard the portal. Only by chance have you chosen a time to leave the chamber when these creatures are asleep.</p>
2554 <p>Leomin points to the end of the wide corridor, to a place where a circular shaft descends to a lower level. A large basket, suspended by a rope and pulley, hangs above this shaft. The prince beckons you to follow as he tiptoes around the sleeping creatures and approaches the basket. You are halfway along the corridor when suddenly one of the Shom<ch.apos/>zaa Agarashi awakens and shrieks in alarm. You respond by racing towards the distant shaft, but within a matter of seconds, all of the sleeping creatures are on their feet and rushing from all sides to block your escape. You must fight them.</p>
2556 <illustration class="float">
2558 <creator>Brian Williams</creator>
2559 <description>Creatures attack you on all sides as you try to make your escape.</description>
2561 <instance class="html" src="ill7.png" width="386" height="xxx" mime-type="image/png"/>
2562 <instance class="html-compatible" src="ill7.gif" width="386" height="xxx" mime-type="image/gif"/>
2563 <instance class="pdf" src="ill7.pdf" width="386" height="xxx" />
2566 <combat><enemy>Shom<ch.apos/>zaa Agarashi</enemy><enemy-attribute class="combatskill">42</enemy-attribute><enemy-attribute class="endurance">44</enemy-attribute></combat>
2567 <p>You may add 5 to your <typ class="attribute">COMBAT SKILL</typ> for the duration of this combat, for Prince Leomin is fighting by your side.</p>
2568 <choice idref="sect258">If you win the combat, <link-text>turn to 258</link-text>.</choice>
2572 <section class="numbered" id="sect110">
2573 <meta><title>110</title></meta>
2576 <p>There is a loud <onomatopoeia>Crack!</onomatopoeia> as the seal of grime is finally broken, and then a flood of golden light washes over you when the lid of the tomb tips over and crashes onto the floor.</p>
2577 <p>With a growing sense of awe, you reach into the tomb and lift the golden warhammer from beside King Andarin<ch.apos/>s cinerary urn. You admire its finely-crafted lines and perfect balance, and you sense that this weapon was forged by ancient magical fires.</p>
2578 <p>If you wish to keep the Andarin Warhammer, record it on your <a idref="action">Action Chart</a> as a Special Item. In combat against any enemy it will give you a bonus of +5 to your <typ class="attribute">COMBAT SKILL</typ>. If you wish, you may use this magical warhammer as an alternative to your Kai Weapon.</p>
2579 <choice idref="sect230">To continue, <link-text>turn to 230</link-text>.</choice>
2583 <section class="numbered" id="sect111">
2584 <meta><title>111</title></meta>
2587 <p>The lantern begins to rock from side to side, but the squeak of its rusty chain captures the creature<ch.apos/>s attention. It looks to the lantern, and then it looks to your hiding place among the barrels and instantly it detects you. The creature emits a loud, hellish shriek, and you feel a fiery pain welling up inside your skull as a powerful stream of destructive psychic energy batters your mind. Rapidly the pressure builds in your head until your skull feels fit to burst. Your vision is clouded by a scarlet haze, and you are unable to stifle a cry of pain as you collapse to your knees: lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
2588 <p>Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shom<ch.apos/>zaa Agarashi closing in on you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.</p>
2589 <combat><enemy>Shom<ch.apos/>zaa Agarashi</enemy><enemy-attribute class="combatskill">40</enemy-attribute><enemy-attribute class="endurance">30</enemy-attribute></combat>
2590 <choice idref="sect65">If you win this combat in three rounds or less, <link-text>turn to 65</link-text>.</choice>
2591 <choice idref="sect189">If you win the combat in four rounds or longer, <link-text>turn to 189</link-text>.</choice>
2595 <section class="numbered" id="sect112">
2596 <meta><title>112</title></meta>
2599 <p>As you strike your killing blow, the giant steamspider rears up on its hairy legs and topples backwards into the river. For a few moments its loathsome carcass is buoyed along on the current; then slowly it sinks beneath the foaming waters and disappears from view.</p>
2600 <p>You keep your weapon to hand as cautiously you explore the cavern. You are wary that there may be other creatures lurking in the depths of its craggy hollows, waiting to attack. However, you soon discover that the cavern had only one occupant and it is now empty.</p>
2601 <p>The only exit is the natural tunnel in the west wall through which the underground river flows away. Carefully you test the water and discover that it is hot, although not unbearably so. You resolve to try to escape from the cavern by way of this river, and before you lower yourself into its steamy water, you make sure that all of your weapons and equipment are secure. Upon entering the river you are carried away by the swift current and swept beneath the tunnel<ch.apos/>s low arch.</p>
2602 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
2603 <choice idref="sect103">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 103</link-text>.</choice>
2604 <choice idref="sect11">If it is 5<ch.endash/>9, <link-text>turn to 11</link-text>.</choice>
2608 <section class="numbered" id="sect113">
2609 <meta><title>113</title></meta>
2612 <p>The Shom<ch.apos/>zaa lancers shriek with pain as your sonic assault racks their vulnerable minds. However, before they succumb to its power, the inaudible pitch of your voice-attack causes an unexpected reaction. It destroys all sense of caution and, in a sudden blaze of fury, they urge their mounts forward and attack you.</p>
2613 <combat><enemy>Shom<ch.apos/>zaa Agarashi Lancers <em>(in battle-frenzy)</em></enemy><enemy-attribute class="combatskill">48</enemy-attribute><enemy-attribute class="endurance">40</enemy-attribute></combat>
2614 <p>This enemy is now immune to all forms of psychic attack.</p>
2615 <choice idref="sect55">If you win the combat, <link-text>turn to 55</link-text>.</choice>
2619 <section class="numbered" id="sect114">
2620 <meta><title>114</title></meta>
2623 <p>As you battle to keep a grip on Prince Leomin, you are hit by chunks of rock and other loose debris: lose 2 <typ class="attribute">ENDURANCE</typ> points.</p>
2624 <p>Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud <onomatopoeia>Crack!</onomatopoeia> it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shom<ch.apos/>zaa<ch.apos/>s link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.</p>
2625 <choice idref="sect294">To continue, <link-text>turn to 294</link-text>.</choice>
2629 <section class="numbered" id="sect115">
2630 <meta><title>115</title></meta>
2633 <p>You call upon your improved Discipline to summon a fog that will obscure the exit from this cavern. The sudden appearance of a thick white mist rising out of the dry ground causes alarm among the Shom<ch.apos/>zaa minions. They abandon their grisly work at the furnace and come rushing to investigate this strange, inexplicable fog. But before they can block your way, you rush from your hiding place beneath the stone channel and enter the dense mist. Guided by your Kai senses, you are able to pass through the mist and escape into the tunnel unhindered.</p>
2634 <choice idref="sect270"><link-text>Turn to 270</link-text>.</choice>
2638 <section class="numbered" id="sect116">
2639 <meta><title>116</title></meta>
2642 <p>Your pulse races as you watch the mass of shrieking, wild-eyed horrors come charging across the cavern towards the Drodarin line. Their raw fury stands in stark contrast to the cool discipline of the War-thanes who wait to greet them with musket, cannon, and axe. Suddenly your eye is caught by a flash of blue light near the middle of the attacking horde, and your stomach heaves when you see an icy bolt of energy come streaking directly towards your section of the barricade.</p>
2643 <choice idref="sect303">If you possess Kai-alchemy and wish to use it, <link-text>turn to 303</link-text>.</choice>
2644 <choice idref="sect269">If you possess Magi-magic and wish to use it, <link-text>turn to 269</link-text>.</choice>
2645 <choice idref="sect287">If you possess Elementalism and wish to use it, <link-text>turn to 287</link-text>.</choice>
2646 <choice idref="sect43">If you possess none of these skills, or if you choose not to use any of them, <link-text>turn to 43</link-text>.</choice>
2650 <section class="numbered" id="sect117">
2651 <meta><title>117</title></meta>
2654 <p>You soon realize that the crumpled bronze lid will not wedge the chamber door shut indefinitely. Three further heavy blows strike against the portal, and with each one, the lid slips and the door inches open.</p>
2655 <choice idref="sect245">If you wish to retreat to the middle of the chamber and take cover behind Andarin<ch.apos/>s tomb, <link-text>turn to 245</link-text>.</choice>
2656 <choice idref="sect86">If you wish to hurry back to the alcove and pull the concealed lever, <link-text>turn to 86</link-text>.</choice>
2660 <section class="numbered" id="sect118">
2661 <meta><title>118</title></meta>
2664 <p>You examine the lid of the tomb and find that it is cemented firmly into position by centuries of grime. In order for you to lift the lid, you will first have to break through these layers of encrusted sediment.</p>
2665 <choice idref="sect341">If you possess Kai-alchemy and have attained the Kai rank of Sun Knight, <link-text>turn to 341</link-text>.</choice>
2666 <choice idref="sect299">If you possess the Kai Weapon <quote>Magnara</quote> and wish to use it, <link-text>turn to 299</link-text>.</choice>
2667 <choice idref="sect2">If you are not a Sun Knight who possesses Kai-alchemy, or if you do not possess the Kai Weapon <quote>Magnara</quote>, <link-text>turn instead to 2</link-text>.</choice>
2671 <section class="numbered" id="sect119">
2672 <meta><title>119</title></meta>
2675 <p>Your blazing Arrow speeds towards the kegs, but the skeletal creature sees it approaching and it reacts swiftly to your deadly threat. It raises its clawed hand and launches an icy blast that freezes the Arrow in mid-air. Then it shrieks at a group of Shom<ch.apos/>zaa Agarashi, and immediately they close in on you with their swords drawn. You shoulder your Bow and unsheathe your Kai Weapon, steeling yourself to meet their determined advance.</p>
2676 <combat><enemy>Shom<ch.apos/>zaa Agarashi</enemy><enemy-attribute class="combatskill">40</enemy-attribute><enemy-attribute class="endurance">32</enemy-attribute></combat>
2677 <choice idref="sect65">If you win this combat in three rounds or less, <link-text>turn to 65</link-text>.</choice>
2678 <choice idref="sect189">If you win the combat in four rounds or longer, <link-text>turn to 189</link-text>.</choice>
2682 <section class="numbered" id="sect120">
2683 <meta><title>120</title></meta>
2686 <p>You hit the ground and tumble head over heels across the rocky red soil until an ore wagon brings you to a sudden and painful halt. The collision opens a wound above your right ear that leaves you stunned and bleeding: lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
2687 <choice idref="sect58">To continue, <link-text>turn to 58</link-text>.</choice>
2691 <section class="numbered" id="sect121">
2692 <meta><title>121</title></meta>
2695 <p>The Sun-crystal arcs over the top of the stalagmite and glances Shom<ch.apos/>zaa<ch.apos/>s head. Instantly, there is a blinding flash that makes you cover your face with your hands. This searing light is followed almost immediately by a deafening implosion which sucks a whirlwind of air and loose rock into its spinning core. You throw yourself upon Prince Leomin and pin him to the ground as air and slime and debris are sucked from this cavern into the whirling vortex of the implosion.</p>
2697 <illustration class="inline">
2699 <creator>Brian Williams</creator>
2701 <instance class="html" src="small1.png" width="386" height="150" mime-type="image/png"/>
2702 <instance class="html-compatible" src="small1.gif" width="386" height="150" mime-type="image/gif"/>
2703 <instance class="pdf" src="small1.pdf" width="386" height="150"/>
2706 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
2707 <choice idref="sect114">If the number you have chosen is 0<ch.endash/>3, <link-text>turn to 114</link-text>.</choice>
2708 <choice idref="sect3">If it is 4<ch.endash/>6, <link-text>turn to 3</link-text>.</choice>
2709 <choice idref="sect232">If it is 7<ch.endash/>9, <link-text>turn to 232</link-text>.</choice>
2713 <section class="numbered" id="sect122">
2714 <meta><title>122</title></meta>
2717 <p>You fall into the ripe barley and its sharp stalks cut your face and hands: lose 1 <typ class="attribute">ENDURANCE</typ> point. Freed from your mental control, the Brozal scrambles away along the muddy ditch in a desperate bid to escape. Before you can command it to return, it has disappeared back into the vast sea of wheat.</p>
2718 <p>Wearily you turn and head north on foot. The surrounding barley is a young crop, and you are able to see the roof of a Drodarin farmhouse peeking above it, less than 50 yards distant.</p>
2719 <choice idref="sect73">If you wish to investigate this farmhouse, <link-text>turn to 73</link-text>.</choice>
2720 <choice idref="sect37">If you choose to avoid the farmhouse, <link-text>turn to 37</link-text>.</choice>