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-Wolf's Bane
-
-THE STORY SO FAR...
-
-You are Grand Master Lone Wolf, the sole survivor
-of a massacre that wiped out the First Order of the
-Kai - the warrior elite of Sommerlund.
-
-It is the year MS 5080, thirty years since your brave
-kinsmen perished at the hands of the Darklords of
-Helgedad. These champions of evil, who were sent
-forth by Naar - the King of the darkness - to
-destroy the fertile world of Magnamund, have them-
-selves since been destroyed. You vowed to avenge
-the murder of the Kai and you kept your pledge,
-for it was you who brought about their downfall
-when alone you infiltrated their foul domain - the
-Darklands - and caused the destruction of their
-leader and the base of his power that was the
-infernal city of Helgedad.
-
-In the wake of their destruction, chaos befell the
-Darkland armies who had been poised to conquer
-all of Magnamund. This disorder escalated into a
-mutinous civil war, which allowed the freestate
-armies of Magnamund time in which to recover
-and launch a counter-offensive. Against
-the odds, a swift and total victory was secured over
-the feuding Darklands armies.
-
-For ten unbroken years peace has reigned in Som-
-merlund. Under your direction, the once-ruined
-monastery of the Kai has been rebuilt and restored
-to its former glory, and the task of teaching a New
-Order of Kai warriors the skills and proud traditions
-of your ancestors is also well established. The new
-generation of Kai recruits, all of whom were born
-during the era of war against the Darklords, possess
-strong latent Kai skills and all show exceptional
-promise. These skills will be nurtured and honed
-to perfection during their time at the monastery so
-that they may teach and inspire future generations,
-thereby ensuring the continued security of your
-homeland in future years.
-
-Your attainment of the rank of Kai Grand Master
-brought with it great rewards. Some, such as the
-restoration of the Kai and the undying gratitude of
-your fellow Somrnlending, could have been antici-
-pated. Yet there have also been rewards which you
-could not possibly have foreseen. The discovery
-that within you lay the potential to develop Kai
-Disciplines beyond those of the Magnakai (which
-were thought to be the ultimate that a Kai Master
-could aspire to) was truly a revelation. Your dis-
-covery, has inspired you to search for the wisdom
-and power that no Kai lord before you has ever
-possessed. In the name of your creator, the God
-Kai, and for the greater glory of Sommerlund and
-the Goddess Ishir, you have vowed to reach the
-very pinnacle of Kai perfection - to attain all of the
-Grand Master Disciplines and become the first Kai
-Supreme Master.
-
-With diligence and determination you set about the
-restoration of the Kai monastery and the training
-of the New Order recruits. Your efforts were soon
-rewarded and, within the space of two short years,
-the first raw recruits had graduated to become a
-cadre of gifted Kai Masters who, in turn, were able
-to commence the teaching of their skills to sub-
-sequent intakes of Kai novices. Readily the Kai Masters
-rose readily to their new-found responsibilities,
-leaving you free to devote more of your time to
-the pursuit and perfection of the Grand Master
-Disciplines. During this period you also received
-expert tutelage in the ways of magic from two of
-your most trusted friends and advisors: Guildmaster
-Banedon, leader of the Brotherhood of the Crystal
-Star, and Lord Rimoah, speaker for the High Coun-
-cil of the Elder Magi.
-
-In the deepest subterranean level of the monastery,
-one hundred feet below the Tower of the Sun, you
-ordered the excavation and construction of a special
-vault. In this magnificent chamber wrought of granite
-and gold, you placed the seven Lorestones of
-Nyxator - gems of Kai power which you
-had recovered during your quest for Kai
-knowledge. In this vault, bathed in the golden light
-of those radiant gems, you spent countless hours in
-pursuit of perfection. Sometimes alone, sometimes
-in the company of your two able advisors - Bane-
-don and Rimoah - you worked hard to develop
-your innate Grand Master disciplines, and grasp
-the fundamental secrets of Brotherhood and Old
-Kingdom Magic. During this time you noticed many
-remarkable changes taking place within your body;
-you became physically and mentally stronger, your
-five primary senses sharpened beyond all that
-you had experienced before, and, perhaps most
-remarkably, your body began to age at a much
-slower rate. Now for every five years that elapse
-you age but one year.
-
-In the years since your victory over the Darklords,
-peace has reigned victorious and the peoples of
-the Free Kingdoms have rejoiced in the knowledge
-that the evil which once threatened to destroy them
-has been banished from the face of Magnamund.
-Men have readily exchanged their swords for hoes
-and their shields for ploughs, and now the only
-marching they do is along the ruts of their freshly
-furrowed fields. Few are the watchful eyes that scan
-the distant horizon in fear of what may appear,
-although there are still some who maintain their
-vigilance, for the agents of the Dark God Naar
-come in many guises and there are those upon
-Magnamund who wait quietly in the shadows for
-the chance to do his evil bidding.
-
-Already your new-found skills have been tested
-against Naar's agents and you have, on each
-occasion, acquitted yourself admirably. Yet your
-continuing victories have enraged the Dark God
-and inflamed his lust for vengeance. Three years
-earlier, you and your new Kai kinsmen achieved a
-glorious victory over a host of deadly Lavas. These
-dragon-like horrors were sent by Naar to destroy
-the Kai Monastery and lay waste to Sommerlund,
-and yet, despite their supernatural strength, they
-were defeated in battle by the sheer courage and
-skill of the New Order Kai who fought magnifi-
-cently under your leadership.
-
-After the ignominious defeat of his minions, Naar
-retreated to the Plane of Darkness to plot and
-scheme anew. Victory at the monastery had won
-for you a respite in the Dark God's war against
-Sommerlund and the Kai. The following three
-years were peaceful for your homeland, yet else-
-where on Magnamund the agents of Naar con-
-tinued their insidious work. On several occasions
-your special skills were sought by envoys from
-foreign realms whose leaders were desperate to rid
-themselves of Naar's minions. Courageously you
-undertook many of these dangerous missions and,
-by succeeding where no other mortal could, you
-brought fresh glories upon yourself and your fellow
-Kai.
-
-In the summer of MS 5080, during a return voyage
-by sea from a successful quest to distant Dessi, an
-act of sabotage very nearly wrecked the sailing ship
-that was transporting you home. Only fair weather
-and skilful repairs by the Sommlending crew saved
-the ship from being lost in the Gulf of Durenor.
-When the damaged craft limped into its home port
-of Anskaven, more than two weeks late, the recep-
-tion you received was far from welcoming. The
-normally cheerful seafaring folk of this busy port
-were in a strangely sullen mood. Clearly they all
-recognized you, yet none cheered as you disem-
-barked on Anskaven quay. The crowd were quietly
-hostile. Before you could determine their reasons,
-the uneasy silence was shattered by a troop of
-heavily-armoured cavalrymen who came galloping
-along the quayside, their gleaming swords drawn.
-The crowd scattered as the horsemen drew up in
-a circle around you. Their leader, a nervous young
-lieutenant whose coat bore the black eagle and
-three hearts motif of Avan Caldar, Baron of Ans-
-kaven, curtly ordered you to lay down your
-weapons. Not wishing to provoke these city troop-
-ers, you obeyed the command and allowed them
-to escort you to Baron Caldar's castle where you
-felt sure their inglorious mistake would be swiftly
-punished.
-
-Baron Caldar formally received you in the Great
-Hall of his castle. You had met previously on many
-state occasions at King Ulnar's court in Holmgard
-and had always held each other in high esteem.
-Yet Caldar, flanked by more than a dozen armed
-bodyguards, could barely bring himself to conceal
-his contempt. He spoke to you as if you were a
-hated criminal. You asked why you were being
-treated in such a manner, but your pleas fell on
-deaf ears. Without further explanation, he ordered
-that you be taken immediately to the dungeons
-and placed in irons.
-
-Later that evening, using your mental Kai Disci
-plines to help loosen the tight-lipped resolve of a
-dungeon guard, you learned the reasons for your
-apparent fall from grace.
-
-'You first arrived in Anskaven by ship eighteen days
-ago, as expected,' said the gaoler, in response to
-your psychic commands. 'Baron Caldar met you
-personally at the quayside and gave you a horse
-and six of his best troopers to escort you to Toran.
-During your ride to that city, they say you mur-
-dered his men and burnt their bodies. On arriving
-at Toran, you tried to assassinate Banedon - the
-Guildmaster of the Brotherhood of the Crystal Star.
-He survived, yet much of the Guildmaster's Hall
-was destroyed by your doing. To cover your
-escape from the city, you poisoned the wells caus-
-ing hundreds of deaths. At first it was said that a
-Helghast had adopted your likeness to gain entry
-to the Guildhall, but Guildmaster Banedon refuted
-these claims. He is convinced that you are pos-
-sessed by the spirit of Naar. The Guildmaster dis-
-patched the Toran militia to spread this message
-across Somrnerlund. A few days later at the forest
-village of Dumf allow, near Tyso, the Fryearl of
-Durnfallow was murdered and his manor house
-was torched to the ground. The villagers say they
-saw you riding away from the blazing ruins, howl
-ing like a crazed wolf. The people are terrified by
-the thought that Naar has corrupted you - their
-greatest hero - and turned you against your own.
-They are scared and they are demanding swift jus-
-tice. King Ulnar has bowed to their will; he has
-sent all of his Border Rangers to Tyso with orders
-to find and kill you on sight.'
-
-The news of your alleged crimes comes as a bitter
-blow. You are sure that it is all the handiwork of
-an agent of Naar, and you resolve to find and
-vanquish this impostor at the first opportunity.
-However, as you cast your eyes around the damp
-walls of the castle dungeon, you can only pray to
-Ishir and Kai that the Baron and his guards will
-believe your story and allow you a chance to
-reclaim your honour.
-Wolf's Bane
-
-THE GAME RULES
-
-You keep a record of your adventure on the Action
-Chart that you will find in the front of this book.
-For ease of use, and for further adventuring, it is
-recommended that you photocopy these pages.
-
-For more than ten years, ever since the demise
-of the Darklords of Helgedad, you have devoted
-yourself to developing further your fighting prow-
-ess - COMBAT SKILL - and physical stamina - ENDUR-
-ANCE. Before you begin this Grand Master adven-
-ture you need to measure how effective your
-training has been. To do this take a pencil and,
-with your eyes closed, point with the blunt end of it on
-to the Random Number Table on the last page of
-the book. If you pick a 0 it counts as zero.
-
-The first number that you pick from the Random
-Number Table in this way represents your COMBAT
-SKILL. Add 25 to the number you picked and write
-the total in the COMBAT SKILL section of your Action
-Chart (ie if your pencil fell on the number 6 in
-the Random Number Table you would write in a
-COMBAT SKILL of 31). When you fight, your COMBAT
-SKILL will be pitted against that of your enemy. A
-high score in this section is therefore very desirable.
-
-The second number that you pick from the
-Random Number Table represents your powers of
-ENDURANCE. Add 30 to this number and write the
-total in the ENDURANCE section of your Action Chart
-(ie if your pencil fell on the number 7 on the
-Random Number Table you would have 37 ENDUR-
-ANCE points).
-
-If you are wounded in combat you will lose ENDUR-
-ANCE points. If at any time your ENDURANCE points
-fall to zero, you are dead and the adventure is over.
-Lost ENDURANCE points can be regained during the
-course of the adventure, but your number of
-ENDURANCE points can not rise above the number
-you have when you start an adventure.
-
-Playing Tip: You may use a 10-sided die instead
-of the Random Number Table if you find it easier.
-
-If you have successfully completed any of the
-previous adventures In the Lone Wolf series
-(Books 1-18), you can carry your current
-scores of SKILL and ENDURANCE points
-over to Book 19. These scores may include
-Weaponmastery, Curing and Psi-surge
-bonuses obtained upon completion of Lone
-Wolf Kai (Books 1-5) or Magnakai (Books
-6-12) adventures. Only if you have completed
-these previous adventures will you benefit
-from the appropriate bonuses in the course
-of the Grand Master series. You may also
-carry over any Weapons and Backpack Items
-you had in your possession at the end of your
-last adventure, and these should be entered
-on your new Grand Master Action Chart (you
-are still limited to two Weapons, but you may
-now carry up to ten Backpack Items). How-
-ever, only the following Special Items may be
-carried over from the Lone Wolf Kai (Books
-1-5) and Magnakai (Books 6-12) series, to
-the Lone Wolf Grand Master series (13
-onwards):
-
-Crystal Star pendant Jewelled Mace
-Sommerswerd Silver Bow of Duadon
-Silver Helm Silver bracers
-Kagonite Chainmail Korlinium scabbard
-
-Wolf's Bane
-
-KAI AND MAGNAKAI DISCIPLINES
-
-During your distinguished rise to the rank of Kai
-Grand Master, you have become proficient in all
-of the basic Kai and Magnakai Disciplines. These
-Disciplines have provided you with a formidable
-arsenal of natural abilities which have served you
-well in the fight against the agents and champions
-of Naar, King of the Darkness. A brief summary of
-your skills is given below:
-
-Weaponmastery
-Proficiency with all close combat and missile
-weapons. Master of unarmed combat; no COMBAT
-SKILL loss when fighting bare-handed.
-
-Animal Control
-Communication with most animals; limited control
-over hostile ceatures. Can use woodland animals
-as guides and can block a non-sentient creature's
-sense of taste and smell.
-
-Curing
-Steady restoration of lost ENDURANCE points (to self
-and others) as a result of combat wounds. Neutral-
-ization of poisons, venoms and toxins. Repair of
-serious battle wounds.
-
-Invisibility
-Mask body heat and scent; hide effectively; mask
-sound during movement; minor alterations of
-physical appearance.
-
-Huntmastery
-Effective hunting of food in the wild; increased
-agility; intensified vision, hearing, smell and night
-vision.
-
-Pathmanship
-Read languages, decipher symbols, read footprints
-and tracks. Intuitive knowledge of compass points;
-detection of enemy ambush up to 500 yards; ability
-to cross terrain without leaving tracks; converse
-with sentient creatures; mask self from psychic
-spells of detection.
-
-Psi-surge
-Attack enemies using the powers of the mind; set
-up disruptive vibrations in objects; confuse
-enemies.
-
-Psi-screen
-Defence against hypnosis, supernatural illusions,
-charms, hostile telepathy and evil spirits. Ability to
-divert, and re-channel hostile psychic energy.
-
-Nexus
-Move small items by projection of mind power;
-withstand extremes of temperature; extinguish fire
-by force of will; limited immunity to flames, toxic
-gases, corrosive liquids.
-
-Divination
-Sense imminent danger, detect invisible or hidden
-enemy; telepathic communication; recognize
-magic-using and/or magical creatures; detect
-psychic residues; limited ability to leave body and
-spirit-walk.
-
-
-Wolf's Bane
-
-GRAND MASTER DISCIPLINES
-
-Now, through the pursuit of new skills and the
-further development of your inate Kai abilities,
-you have set out upon a path of discovery that no
-other Kai Grand Master has ever attempted with
-success. Your determination to become the first Kai
-Supreme Master, by acquiring total proficiency in
-all twelve of the Grand Master disciplines, is an
-awe-inspiring challenge. You will be venturing into
-the unknown, pushing back the boundaries of
-human limitation in the pursuit of greatness and
-the cause of Good. May the blessings of the gods
-Kai and lshir go with you on your brave and noble
-quest.
-
-In the years following the demise of the Darklords
-you have reached the rank of Kai Grand Defender,
-which means that you have mastered four of the
-Grand Master Disciplines listed below. It is up to
-you to choose which four disciplines these are. As
-all of the Grand Master Disciplines will be of use
-to you at some point during your adventure, pick
-your four skills with care. The correct use of a
-Grand Master Discipline at the right time could
-save your life. When you have chosen your four
-Disciplines, enter them in the Grand Master Disci-
-plines section of your Action Chart.
-
-
-Grand Weaponmastery
-This discipline enables a Grand Master to become
-supremely efficient in the use of all weapons. When
-you enter combat with one of your Grand Master
-weapons, you add 5 points to your COMBAT SKILL.
-The rank of Kai Grand Defender, with which you
-begin the Grand Master series, means you are skil-
-led in two of the weapons listed opposite and over-
-leaf.
-
-Spear
-Dagger
-Mace
-Short Sword
-Warhammer
-Bow
-Quarterstaff
-Broadsword
-Axe
-Sword
-
-Animal Mastery
-Grand Masters have considerable control over hos-
-tile, non-sentient creatures. Also, they have the
-ability to converse with birds and fishes, and use
-them as guides.
-
-Deliverance (Aduanced Curing)
-Grand Masters are able to use their healing power
-to repair serious battle wounds. If, whilst in combat,
-their ENDURANCE is reduced to 8 points or less,
-they can draw upon their mastery to restore 20
-ENDURANCE points. This ability can only be used
-once every 20 days.
-
-Assimilance (Aduanced Invisibility)
-Grand Masters are able to effect striking changes
-to their physical appearance, and maintain these
-changes over a period of a few days. They have
-also mastered advanced camouflage techniques
-that make them virtually undetectable in an open
-landscape.
-
-Grand Huntmastery
-Grand Masters are able to see in total darkness,
-and have greatly heightened senses of touch and
-taste.
-
-Grand Pathsmanship
-Grand Masters are able to resist entrapment by
-hostile plants, and have a super-awareness of
-ambush, or the threat of ambush, in woods and
-dense forests.
-
-Kai-surge
-When using their psychic ability to attack an
-enemy, Grand Masters may add 8 points to their
-COMBAT SKILL. For every round in which Kai-surge
-is used, they need only deduct 1 ENDURANCE 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 Combat Skill without loss of ENDURANCE
-points. (Kai-surge, Psi-surge, and Mindblast cannot
-be used simultaneously.)
-
-Grand Masters cannot use Kai-surge if their ENDUR-
-ANCE score falls to 6 points or below.
-
-Kai-screen
-In psychic combat, Grand Masters are able to con-
-struct mind fortresses capable of protecting them-
-selves and others. The strength and capacity of
-these fortresses increases as a Grand Master
-advances in rank.
-
-Grand Nexus
-Grand masters are able to withstand contact with
-harmful elements such as flames and acids, for
-upwards of an hour in duration. This ability
-increases as a Grand Master advances in rank.
-
-Telegnosis (Advanced Divination)
-This discipline enables a Grand Master to spirit-
-walk for far greater lengths of time, and with far
-fewer ill effects. Duration, and the protection of
-his inanimate body, increases as a Grand Master
-advances in rank.
-
-Magi-Magic
-Under the tutelage of Lord Rimoah, you have been
-able to master the rudimentary skills of battle
-magic, as taught to the Vakeros - the native war-
-riors of Dessi. These skills include the use of basic
-magi-magic spells such as Shield, Power Word, and
-Invisible Fist. As you advance in rank, so will your
-knowledge and mastery of Old Kingdom Magic
-increase.
-
-Kai-alchemy
-Under the tutelage of Guildmaster Banedon, you
-have mastered the elementary spells of Left-
-handed Magic, as practised by the Brotherhood
-of the Crystal Star. These spells iclude Lightning
-Hand, Levitation, and Mind Charm. As you
-advance in rank, so will your Knowledge and mas-
-tery of Left-Handed Magic increase, enabling you
-to craft new Kai weapons and artefacts
-
-If you successfully complete the mission as set in
-Book 19 of the Lone Wolf Grand Master series,
-you may add a further Grand Master Discipline of
-your choice to your Action Chart in Book 20.
-For every Grand Master Discipline you possess, in
-excess of the original four Disciplines you begin
-with, you may add 1 point to your basic COMBAT
-SKILL score and 2 points to your basic ENDURANCE
-points score. These bonus points, together with
-your extra Grand Master Discipline(s), your original
-four Grand Master Disciplines, and any Special
-Items that you have found and been able to keep
-during your adventures, may then be carried over
-and used in the next Grand Master adventure,
-which is called: THe Curse of Naar
-
-
-
-
-
-
-
-
-
-Wolf's Bane
-
-GRAND MASTER'S WISDOM
-
-You are about to face an adversary who possesses
-skills and abilities commensurate with your own.
-Even though you have returned to Sommerlund,
-the land of your birth, you should remain wary and
-on guard at all times. Your enemy is cunning
-and ruthless; you can expect no quarter from him
-whatsoever.
-
-Some of the things you will encounter during
-your adventure will be of use to you in this and
-future Lone Wolf books, while others may be red
-herrings of no real value at all. If you discover
-items, be selective in what you choose to keep.
-
-Pick your four Grand Master Disciplines with care
-for a wise choice will enable any player to complete
-the quest, no matter how weak their initial COMBAT
-SKILL and ENDURANCE scores may be. Successful
-completion of previous Lone Wolf adventures,
-although an advantage, is not essential for the com-
-pletion of this Grand Master adventure.
-
-May the light of Kai and Ishir be your guide as you
-strive to defeat the agents of Naar.
-
-For Sommerlund and the Kai!Wolf's Bane
-
-EQUIPMENT
-
-Before you set off on your long journey home to
-Sommerlund, you took with you a map of Northern
-Magnamund (see the inside front cover of this
-book) and a pouch of gold. To find out how much
-gold is in the pouch, pick a number from the
-Random Number Table and add 20 to the number
-you have picked. The total equals the number of
-Gold Crowns inside the pouch, and you should
-now enter this number in the 'Gold Crowns' sec-
-tion of your Action Chart.
-
-If you have successfully completed any of the
-previous Lone Wolf adventures (Books 1-18),
-you may add this sum to the total sum of
-Crowns you already possess. Fifty Crown is
-the maximum you can carry, but additional
-Crowns can be left in safe-keeping at your
-monastery.
-
-You can take four items from the list below,
-again adding to these, if necessary, any you
-may already possess from previous adven-
-tures (remember, you are still limited to two
-Weapons, but you may now carry a maximum
-of ten Backpack items).
-
-BROADSWORD (Weapons)
-BOW (Weapons)
-QUIVER (Special Items) This contains six arrows;
-record them on your Weapons List.
-DAGGER (Weapons)
-SWORD (Weapons)
-2 MEALS (Meals) Each Meal takes up one space in
-your Backpack.
-ROPE (Backpack Item)
-POTION OF LAUMSPUR (Backpack Item) This potion restores
-4 ENDURANCE points to your total when
-swallowed after combat. There is enough for only
-one dose.
-AXE (Weapons)
-
-List the four items that you choose on your Action
-Chart, under the appropriate headings, and make
-a note of any effect that may have on your ENDUR-
-ANCE points or COMBAT SKILL.
-
-Equipment - How to use it
-
-Weapons
-The maximum number of weapons that you can
-carry is two. Weapons aid you in combat. If you
-have the Grand Master Discipline of Grand Wea
-ponmastery and a correct weapon, it adds 5 points
-to your COMBAT SKILL. If you find a weapon during
-your adventure, you may pick it up and use it.
-
-Bows and Arrows
-During your adventure there will be opportunities
-to use a bow and arrow. If you equip yourself with
-this weapon, and you possess at least one arrow,
-you may use it when the text of a particular section
-allows you to do so. The bow is a useful weapon
-for it enables you to hit an enemy at a distance.
-However, a bow cannot be used in hand-to-hand
-combat, therefore it is recommended that you also
-equip yourself with a close combat weapon, such
-as a sword or an axe.
-
-In order to use a bow you must possess a quiver
-and at least one arrow. Each time the bow is used,
-erase an arrow from your Action Chart. A bow
-cannot, of course, be used if you exhaust your
-supply of arrows, but the opportunity may arise
-during your adventure for you to replenish your
-stock of arrows.
-
-If you have the Discipline of Grand Weaponmas-
-tery with a bow, you may add 3 points to any
-number you choose from the Random Number
-Table, when using the bow.
-
-Backpack Items
-
-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
-items which you may decide to keep. You
-may exchange or discard them at any point when
-you are not involved in combat.
-
-Any item that may be of use, and which can be
-picked up on your adventure and entered on your
-Action Chart is given either initial capitals (eg Gold
-Dagger, Magic Pendant), or is clearly identified as
-a backpack item. Unless you are told that it is a
-Special Item, carry it in your Backpack.
-
-Special Items
-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 adven
-ture is twelve.
-
-
-Food
-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 ENDURANCE points. However, if you have
-chosen the Discipline of Grand Huntmastery, you
-will not need to tick off a Meal when instructed to
-eat.
-
-Potion of Laumspur
-This is a healing potion that can restore 4 ENDUR
-ANCE 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.
-
-
-Wolf's Bane
-
-RULES FOR COMBAT
-
-There will be occasions during your adventure
-when you have to fight an enemy. The enemy's
-COMBAT SKILL and ENDURANCE points are given in
-the text. Lone Wolf's aim in the combat is to kill
-the enemy by reducing his ENDURANCE points to
-zero while losing as few ENDURANCE points as possi-
-ble himself
-
-At the start of a combat, enter Lone Wolf's and
-the enemy's ENDURANCE points in the appropriate
-boxes on the 'Combat Record' section of your
-Action Chart.
-
-The sequence for combat is as follows:
-
-1. Add any extra points gained through your
- Grand Master Disciplines and Special Items to
- your current COMBAT SKILL total.
-
-2. Subtract the COMBAT SKILL of your enemy from
- this total. The result is your Combat Ratio.
- Enter it on the Action Chart.
-
- Example
- Lone Wolf (COMBAT SKILL 32) is attacked by a
- pack of Doomwolves (COMBAT SKILL 30). He is
- taken by surprise and is not given the oppor-
- tunity of evading their attack. Lone Wolf has the
- Grand Master Discipline of Kai-surge to which
- the Doomwolves are not immune, so Lone Wolf
- adds 8 points to his COMBAT SKILL, giving him a
- total COMBAT SKILL of 40.
-
- He subtracts the Doomwolf pack's COMBAT SKILL
- from his own, giving a Combat Ratio of +10.
- (40 - 30 = + 10). +10 is noted on the Action Chart
- as the Combat Ratio.
-
-3. When you have your Combat Ratio, pick a
- number from the Random Number Table.
-
-4. Turn to the COMBAT RESULTS TABLE on the inside
- back cover of this book. Along the top of the
- chart are shown the Combat Ratio numbers.
- Find the number that is the same as your
- Combat Ratio and cross-reference it with the
- random number that you have picked. (The
- random numbers appear on the side of the
- chart.) You now have the number of ENDURANCE
- points lost by both Lone Wolf and his enemy
- in this round of combat. (E represents points
- lost by the enemy; LW represents points lost by
- Lone Wolf.)
-
- Example
- The Combat Ratio between Lone Wolf and the
- Doomwolf Pack has been established as +10. If
- the number taken from the Random Number Table
- is a 2, then the result of the first round of combat
- is:
-
- Lone Wolf loses 3 ENDURANCE points (plus an
- additional 1 point for using Kai-surge. This loss
- is in addition to the loss suffered as a result of
- combat.)
- Doomwolf Pack loses 9 ENDURANCE points.
-
-5. On the Action Chart, mark the changes in
- ENDURANCE points to the participants in the
- combat.
-
-6. Unless otherwise instructed, or unless you have
- an option to evade, the next round of combat now
- starts.
-
-7. Repeat the sequence from Stage 3.
-
-This process of combat continues until ENDURANCE
-points of either the enemy or Lone Wolf are
-reduced to zero, at which point the one with the
-zero score is declared dead. If Lone Wolf is dead,
-the adventure is over. If the enemy is dead, Lone
-Wolf proceeds but with his ENDURANCE points
-reduced.
-
-A summary of Combat Rules appears on the
-page after the Random Number Table.
-
-Evasion of combat
-During your adventure you may be given the
-chance to evade combat. If you have already
-engaged in a round of combat and decide to evade,
-calculate the combat for that round in the usual
-manner. All points lost by the enemy as a result of
-that round are ignored, and you make your escape.
-Only Lone Wolf may lose ENDURANCE points during
-that round (but then thatis the risk of running
-away!). You may only evade if the text of that par-
-ticular section allows you to do so.
-
-
-
-
-Wolf's Bane
-
-LEVELS OF KAI GRAND MASTERSHIP
-
-The following table is a guide to the rank and titles
-you can achieve at each stage of your journey
-along the Road of Kai Grand Mastership. As you
-complete each adventure successfully in the Lone
-Wolf Grand Master series, you will gain an
-additional Grand Master Discipline and progress
-towards the pinnacle of Kai perfection - to become
-a Kai Supreme Master.
-
- No. of Grand
-Master Disciplinies
- acquired Grand Master Rank
-
- 1 Kai Grand Master Senior
- 2 Kai Grand Master Superior
- 3 Kai Grand Sentinel
- 4 Kai Grand Defender - You
- begin the Lone Wolf Grand
- Master adventures at this level of
- Mastery
- 5 Kai Grand Guardian
- 6 Sun Knight
- 7 Sun Lord
- 8 Sun Thane
- 9 Grand Thane
- 10 Grand Crown
- 11 Sun Prince
- 12 Kai Supreme Master
-
-Wolf's Bane
-
-IMPROVED GRAND MASTER
-DISCIPLINES
-
-As you rise through the higher levels of Kai Grand
-Mastery you will find that your Disciplines will
-steadily improve. For example, if you possess the
-Discipline of Grand Nexus when you reach the
-Grand Master rank of Grand Thane, you will be
-able to pass freely through Shadow Gates and
-explore the nether realms of Aon and the Daziarn
-Plane.
-
-If you are a Grand Master who has reached the
-rank of Grand Crown, you will now benefit from
-improvements to the following Grand Master Disci
-plines:
-
-Grand Weaponmastery
-Kai Grand Crowns with this discipline are consum-
-mate masters of unarmed combat. When fighting
-bare-handed ie, without any weapons, they may
-add 3 points to their COMBAT SKILL.
-
-Animal Mastery
-Grand Crowns with this ability are able to plant in
-the mind of any animal the image of their most
-feared predator or adversary. Under the influence
-of this illusion the animal will believe, with all of
-its senses, that it is being confronted by such a
-creature instead of a Kai Grand Crown.
-
-Grand Pathsmanship
-Grand Crowns with this skill are able to create
-a clear passageway through dense undergrowth,
-forest, or jungle. Once having passed through this
-passageway, the plant material will revert to its
-normal state. This skill can also be employed by a
-Kai Grand Crown against magical foliage, or to
-counter any plant material ranged against him by
-an enemy.
-
-Kai-screen
-Grand Crowns who possess mastery of this Disci
-pline are able to mask the goodly aura which radi
-ates naturally from their minds and bodies.
-Additionally, Grand Crowns can deliberately alter
-these auras to give a false impression of themselves
-to creatures who are sensitive to such psychic
-auras.
-
-Grand Nexus
-Grand Crowns who possess this Discipline are able
-to speak a Kai Power Word - a holy utterance
-which will cause physical and psychic damage to
-any single creature within a radius of thirty feet.
-The degree of damage so caused, and the resultant
-drain upon a Grand Crown's reserves of ENDUR
-ANCE, are dependent upon individual circum
-stances. The power and range of this skill increases
-as a Grand Master rises in rank.
-
-Kai-alchemy
-Grand Masters who have reached the rank of
-Grand Crown are able to use the following
-Brotherhood spells:
-
-Teleport - By casting this spell, Kai Grand Crowns
-can transport themselves physically to any place
-which they can see with their own eyes. The spell
-will carry the caster, his equipment and clothing
-to his chosen sighted destination. It cannot be used
-on any other living creature and it will not transport
-any other living creature along with the caster. Use
-of this spell will cost the caster between 1 and 5
-ENDURANCE points every time it is used. This cost
-reduces as a Kai Grand Master increases in rank.
-
-See Illusion - Using this spell, a Kai Grand Crown
-is able to detect an illusion and know immediately
-its true identity or purpose.
-
-The nature of any additional improvements and
-how they affect your Grand Master Disciplines will
-be noted in the 'Improved Grand Master Disci
-plines' section of future Lone Wolf books.