X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=en%2Fxml%2F19wb.xml;h=b747b0faaa02a7b8ccaeffa1242a40cdd2ce42fa;hp=2b310b174bea0e1d67c69f24632106b3c7a77566;hb=08a17e0af1d88cc6b0f98055905b9acd29a8d466;hpb=62c975128a6678f63955314e974e1e6b83767ba3 diff --git a/en/xml/19wb.xml b/en/xml/19wb.xml index 2b310b1..b747b0f 100644 --- a/en/xml/19wb.xml +++ b/en/xml/19wb.xml @@ -144,7 +144,7 @@

You are Grand Master Lone Wolf, the sole survivor of a massacre that wiped out the First Order of the Kaithe warrior lite 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 themselves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domainthe Darklandsand caused the destruction of their leader and the base of his power that was the infernal city of Helgedad.

+

It is the year MS5080, 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 themselves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domainthe Darklandsand caused the destruction of their leader and the 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 Freeland 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 Darkland armies.

@@ -162,7 +162,7 @@

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 Gods war against Sommerlund and the Kai. The following three years were peaceful for your homeland, yet elsewhere on Magnamund the agents of Naar continued their insidious work. On several occasions your special skills were sought by envoys from foreign realms whose leaders were desperate to rid themselves of Naars 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 reception 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 disembarked on Anskaven quay. The crowd was 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 Anskaven, curtly ordered you to lay down your weapons. Not wishing to provoke these city troopers, you obeyed the command and allowed them to escort you to Baron Caldars castle where you felt sure their inglorious mistake would be swiftly punished.

+

In the summer of MS5080, 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 reception 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 disembarked on Anskaven quay. The crowd was 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 Anskaven, curtly ordered you to lay down your weapons. Not wishing to provoke these city troopers, you obeyed the command and allowed them to escort you to Baron Caldars 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 Ulnars 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.

@@ -186,7 +186,7 @@

The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Readers Handbook for details.

-

If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

+

If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

@@ -221,7 +221,7 @@

Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf. Lone Wolf Club Newsletter 28).

-

If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the +2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

+

If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the 2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

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.

@@ -628,7 +628,7 @@
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. 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.

Potion of Laumspur
-

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

+

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. It cannot be used to increase ENDURANCE points immediately prior to a 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.

Gold Crowns

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

@@ -656,13 +656,13 @@

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 opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 40.

-

He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of +10. (4030 = +10). +10 is noted on the Action Chart as the Combat Ratio.

+

He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of 10. (4030 = 10). 10 is noted on the Action Chart as the Combat Ratio.

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

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

    Example

    -

    The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +10. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

    +

    The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as 10. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

    • Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).
    • Doomwolf Pack loses 7 ENDURANCE points.
    • @@ -1135,7 +1135,7 @@

      You place your fingers lightly upon the squares and feel the tell-tale vibrations that are the key to deciphering the secret code. After only seconds you are able to determine that the first code is equal to the number of islands south of the Kirlundin island of Hemd.

      The second code is equal to the number of villages that lie on the highway between the cities of Toran and Anskaven.

      In order to discover the exact numbers that will open the portal, consult the map.

      -

      When you think you know the two-digit solution, turn to the entryturn to the entry that is the same number as your answer.

      + When you think you know the two-digit solution, turn to the entryturn to the entry that is the same number as your answer. If you cannot decipher the codes, turn instead to 242. @@ -2050,7 +2050,7 @@

      Despite your valiant efforts, you are unable to revive your mount and it dies of its wounds before reaching the ground. Unfortunately, you become entangled in its trailing wings and are unable to save yourself before the giant dragonfly smashes into the rim of the moat surrounding the tower. Death is mercifully swift.

      -

      Sadly, your life and your duel end here.

      + Sadly, your life and your duel end here.
      @@ -2090,7 +2090,7 @@

      You try to evade the crackling light that speeds towards you from the muzzle of the warriors spear, but the wounds and fatigue you have sustained conspire to dull your reactions. You are hit in the side by this white-hot beam and hurled high into the air. Suddenly an explosion of white light obliterates your senses and, in a horrifying instant, the light that is your life is snuffed out.

      -

      Tragically, your life and your duel with Wolfs Bane end here.

      + Tragically, your life and your duel with Wolfs Bane end here.
      @@ -2215,7 +2215,7 @@ 104 -

      In response to your prayer, you feel a warming sensation radiating through your body and your mind, leaving you physically and mentally refreshed and alert: restore 4 ENDURANCE paints.

      +

      In response to your prayer, you feel a warming sensation radiating through your body and your mind, leaving you physically and mentally refreshed and alert: restore 4 ENDURANCE points.

      Confident that the divine Gods of Good are watching over you in this moment of truth, you throw open the doors and stride boldly into the hall beyond.

      Turn to 240.
      @@ -2894,7 +2894,7 @@

      Despite your desperate action, you continue to sink further into this dry bog until the soil closes in over your head. You draw upon your Magnakai Discipline of Nexus to ease the pain in your aching lungs, but this simply prolongs your life for a further fifteen minutes before the lack of air and the crushing weight of the morass combine to overwhelm you.

      -

      Tragically, your life and your duel end here.

      + Tragically, your life and your duel end here.
      @@ -3127,7 +3127,7 @@

      You pick up the ticking bomb and examine it carefully. Below the illuminated panel, which is counting down the seconds, you see four small windows which display a sequence of numbers. Beneath these windows are tiny buttons which, when pressed, change the numbers that are displayed. The third window in the sequence is blank and, when you concentrate upon it, your Kai senses reveal to you that by keying in the missing number in the sequence you will prevent the bomb from exploding.

      -

      Study the following sequence of numbers carefully. When you think you know the solution, turn to the entryturn to the entry that is the same as your answer.

      + Study the following sequence of numbers carefully. When you think you know the solution, turn to the entryturn to the entry that is the same as your answer. @@ -3529,7 +3529,7 @@

      The rasping growl of the metal wolf is steadily getting louder. The sinister sound makes your palms slick with cold sweat as you feverishly examine the door and the locking mechanism set into the wall nearby.

      The gemstone squares are sensitive devices which secure this door. By tapping upon each of them a correct number of times you will cause the lock to disengage and the door will open. You place your fingers lightly upon the squares and feel the tell-tale vibrations that are the key to deciphering their secret code. Aided by your Kai skills, you are able to determine that the first code is equal to the number of named Kirlundin Islands north of Egen. The second code is equal to the number of villages to the east of Ragadorn.

      In order to discover the exact numbers that will open the door, consult the map.

      -

      When you think you know the two-digit solution, turn to the entryturn to the entry that is the same number as your answer.

      + When you think you know the two-digit solution, turn to the entryturn to the entry that is the same number as your answer. If you cannot decipher the codes, turn instead to 134.
      @@ -3671,7 +3671,7 @@

      The shock of impact sends you tumbling helplessly into the gorge. You fall several hundred feet before you finally stop spinning, yet before you can unscramble your senses, you are struck from behind by the predatory dragonfly. White hot pain shoots through your body as you are impaled upon the tip of the creatures proboscis. You struggle to get free but your strength quickly deserts you. Mercifully, you are spared further agonies when you slip into unconsciousnessthe prelude to a sleep from which you never awaken.

      -

      Sadly, your life and your quest end here.

      + Sadly, your life and your quest end here.
      @@ -3680,7 +3680,7 @@

      You have leapt and scrambled your way to the base of the skull-rock, when suddenly a starburst of pain explodes in your head and the taste of blood fills your mouth. You fall face-first to the ground, breaking your nose on impact, but you are numb to the pain; a falling boulder has already snapped your neck in two.

      -

      Tragically, your life and your duel come to an end here.

      + Tragically, your life and your duel come to an end here.
      @@ -3947,7 +3947,7 @@

      This lock looks similar to that which operates the door to the temple of Avaros, yet there is one important difference. The mechanism of this lock is genuinely protected by a powerful spell, shielded also by magic to prevent its detection. Your unsuccessful attempt to open the portal triggers this spell and causes a massive bolt of electrical energy to be discharged through your fingers, along your outstretched arm, and deep into your body.

      A blinding flash of light obliterates your vision and an agonizing pain explodes in your chest. The pain quickly fades, but it is replaced by a terrifying numbness. You feel weightless, as if you are falling through deep space. Briefly you try to resist this sensation but it is no use. You are falling into a sleep from which you will never awaken.

      -

      Sadly, your life and your duel against Wolfs Bane end here.

      + Sadly, your life and your duel against Wolfs Bane end here.
      @@ -4045,9 +4045,9 @@

      By the time you reach the base of the temple, the storm is howling like a vengeful demon in your ears. Stinging blasts of hot, sand-laden wind whip your face mercilessly and you are forced to lean almost horizontally into the storm to maintain your balance. The storm is increasing in ferocity by the minute. You are sorely aware that you must find cover within an hour at most or you will perish in this hellish blizzard.

      An empty parapeted stairway ascends from the temples lowermost tier to the portal of its crowning tower. The parapet offers you protection from the wind and you climb the many steps bent over, almost on your hands and knees, in order to stay out of the abrasive storm. Before you ascend the last tier, you check to make sure that your adversary is not lying in ambush. The portal is now closed and you can sense no living creature nearby, yet you unsheathe your weapon from your belt and hold it ready in case danger should come from an unsuspected quarter.

      When you reach the portal, you discover that it comprises a seamless sheet of lead-lined iron, many inches thick. You detect a lingering aura of magic around its threshold which makes you wary that a trap may have been set. Yet when you summon your psychic skills to probe deeper, you sense otherwise. You detect that Wolfs Bane has deliberately cast an illusion of magic around this portal, no doubt in the hope that it will delay or deter you long enough for the storm to do its work. Confident that the door is not lethal, you examine it more closely. Set flush into the glassy surface of its surrounding arch, you discover an inscription above two squares of dull crimson gemstone. Your Sixth Sense reveals that tapping upon each square a correct number of times will cause the door to open. Cautiously you place your fingers lightly upon the squares and feel the gentle vibration of the doors locking mechanism. By concentrating on these vibrations you hope to be able to decipher its locking codes.

      -

      After several minutes you determine that the first code is equal to the ENDURANCE points score below which a Grand Master cannot use the Discipline of Kai-surge.

      +

      After several minutes you determine that the first code is equal to the ENDURANCE points score at which a Grand Master cannot use the Discipline of Kai-surge.

      The second code is equal to the number of villages that lie on the highway between the cities of Holmgard and Ragadorn.

      -

      In order to determine the numbers that will open the door to the temple, consult the map and games rules. When you think you know the two-digit solution, turn to the entryturn to the entry that is the same number as your answer.

      + In order to determine the numbers that will open the door to the temple, consult the map and games rules. When you think you know the two-digit solution, turn to the entryturn to the entry that is the same number as your answer. If you cannot decipher the codes, turn instead to 283. @@ -4078,7 +4078,7 @@ -

      When you think you know what the correct solution is, turn to the entryturn to the entry that is the same as your answer.

      + When you think you know what the correct solution is, turn to the entryturn to the entry that is the same as your answer. If you guess incorrectly, or if you cannot answer this puzzle, turn instead to 303. @@ -4280,7 +4280,7 @@

      With mounting dread, you watch as the seconds tick away. When the illuminated display reaches zero, there is a sun-like burst of light which totally obliterates your senses; it is the last light that you ever see. The bomb detonates and explodes with terrific force, destroying the dragonfly pens and several of the upper storeys of the tower.

      -

      Sadly, your struggle against Wolfs Bane has ended in defeat, leaving the way clear for Naars forces to invade and conquer Magnamund. Your life and your duel end here.

      + Sadly, your struggle against Wolfs Bane has ended in defeat, leaving the way clear for Naars forces to invade and conquer Magnamund. Your life and your duel end here.
      @@ -4682,7 +4682,7 @@

      You sprint towards the speeding wagon and hurl yourself towards its open cargo bay. But, disastrously, you misjudge your leap and crash headlong into the side of the hover-wagon, knocking yourself unconscious.

      The concussion you have sustained does not kill you, but it contributes indirectly to your death. Your body is seen lying in the avenue by Wolfs Bane, from one of the towers many watching posts, and he immediately dispatches a troop of Manoyds to capture and slay you. Sadly, they are brutally efficient servants and they obey his commands to the letter.

      -

      Tragically, your life and your duel end here.

      + Tragically, your life and your duel end here.
      @@ -4706,7 +4706,7 @@

      Within thirty seconds of both panels closing, all of the air is sucked out of this tiny metal cell. Your Magnakai Discipline of Nexus sustains you for a further ten minutes, during which precious little time you try everything possible to extricate yourself from this deadly vacuum. Unfortunately, your valiant efforts are to no avail. You are unable to penetrate the strange metal skin of this cell. Slowly, reluctantly, you succumb to the lack of oxygen until you drift off into a sleep from which you never awaken.

      -

      Sadly, your life and your duel end here.

      + Sadly, your life and your duel end here.
      @@ -4933,7 +4933,7 @@

      You place your fingers lightly upon the squares and feel the tell-tale vibrations that are the key to deciphering the secret code. After only seconds you are able to determine that the first code is equal to the number of islands south of the Kirlundin island of Hemd.

      The second code is equal to the number of villages that lie on the highway between the cities of Toran and Anskaven.

      In order to discover the exact numbers that will open the portal, consult the map.

      -

      When you think you know the two-digit solution, turn to the entryturn to the entry that is the same number as your answer.

      + When you think you know the two-digit solution, turn to the entryturn to the entry that is the same number as your answer. If you cannot decipher the codes, turn instead to 213. @@ -5362,7 +5362,7 @@ JC Alvarez / Jonathan Blake - + @@ -5370,7 +5370,7 @@ JC Alvarez / Jonathan Blake - + @@ -5378,7 +5378,7 @@ JC Alvarez / Jonathan Blake - + @@ -5874,13 +5874,13 @@

      (The Story So Far) Replaced elite with lite. Replaced freestate with Freeland. Replaced Naarthe King of the Darkness with Naar, the King of the Darkness,. Replaced monastery of the Kai with Monastery of the Kai. Replaced Kai lord with Kai Lord. Replaced both occurrences of new-found with newfound. Replaced Three years earlier with Three years ago. Replaced body; you with body: you. Replaced Darklands armies with Darkland armies. Replaced years peace with years, peace. Replaced crowd were with crowd was. Replaced Magnamund have with Magnamund, have.

      -

      (The Game Rules) Deleted 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.. Replaced both occurrences of ie with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Chart (you with Chart. (You. Replaced Items). with Items.). Replaced on to with onto. Replaced Grand Master series with Lone Wolf Grand Master series. Added Dagger of Vashna and Helshezag to the list of items permitted to be brought over from the Lone Wolf Kai and Lone Wolf Magnakai books in harmony with the Mongoose Publishing edition.

      +

      (The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages.. Replaced both occurrences of ie with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Chart (you with Chart. (You. Replaced Items). with Items.). Replaced on to with onto. Replaced Grand Master series with Lone Wolf Grand Master series. Added Dagger of Vashna and Helshezag to the list of items permitted to be brought over from the Lone Wolf Kai and Lone Wolf Magnakai books in harmony with the Collectors Edition.

      -

      (Grand Master Disciplines) Replaced gods Kai and Ishir with Gods Kai and Ishir. Replaced smell and with smell, and. Replaced footprints tracks with footprints and tracks. Replaced 500 yds with 500 yards. Replaced againsthypnosis with against hypnosis. Replaced venoms toxins with venoms, and toxins. Replaced gases, corrosive with gases, and corrosive. Replaced When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below. with When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Lone Wolf Grand Master series, means you are supremely efficient in the use of two of the weapons listed below. For each book that you complete in the Lone Wolf Grand Master series (Books 1320), you will gain mastery of an additional weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next Lone Wolf Grand Master book, you may choose an additional Weapon to gain mastery of. in harmony with the recent Mongoose Publishing editions. Replaced COMBAT SKILL with ENDURANCE. Replaced Magi-Magic with Magi-magic. Replaced battle magic with battle-magic. Replaced opposite and overleaf with below. Added the missing illustration to the Weaponmastery subheading. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced magi-magic with Old Kingdom. Replaced Old Kingdom spells with Old Kingdom Spells. Added 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. to the section on Grand Huntmastery. Replaced each occurrence of battle wounds with battle-wounds. Added Brian Williams Grand Master Disciplines illustrations from later books. Replaced will be of use with may be of use. Added If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 to any number that you pick from the Random Number Table, when using the Bow. from the Equipment section. Replaced Grand Master adventure with Lone Wolf Grand Master adventure. Replaced darkness, and have with darkness and have. Replaced plants, and have with plants and have. Replaced Duration, and the protection of his inanimate body, increase with Duration and the protection of his inanimate body increase.

      +

      (Grand Master Disciplines) Replaced gods Kai and Ishir with Gods Kai and Ishir. Replaced smell and with smell, and. Replaced footprints tracks with footprints and tracks. Replaced 500 yds with 500 yards. Replaced againsthypnosis with against hypnosis. Replaced venoms toxins with venoms, and toxins. Replaced gases, corrosive with gases, and corrosive. Replaced When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below. with When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Lone Wolf Grand Master series, means you are supremely efficient in the use of two of the weapons listed below. For each book that you complete in the Lone Wolf Grand Master series (Books 1320), you will gain mastery of an additional weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next Lone Wolf Grand Master book, you may choose an additional Weapon to gain mastery of. in harmony with the Collectors Editions. Replaced COMBAT SKILL with ENDURANCE. Replaced Magi-Magic with Magi-magic. Replaced battle magic with battle-magic. Replaced opposite and overleaf with below. Added the missing illustration to the Weaponmastery subheading. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced magi-magic with Old Kingdom. Replaced Old Kingdom spells with Old Kingdom Spells. Added 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. to the section on Grand Huntmastery. Replaced each occurrence of battle wounds with battle-wounds. Added Brian Williams Grand Master Disciplines illustrations from later books. Replaced will be of use with may be of use. Added If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 to any number that you pick from the Random Number Table, when using the Bow. from the Equipment section. Replaced Grand Master adventure with Lone Wolf Grand Master adventure. Replaced darkness, and have with darkness and have. Replaced plants, and have with plants and have. Replaced Duration, and the protection of his inanimate body, increase with Duration and the protection of his inanimate body increase.

      -

      (Equipment) Replaced Before you set off on your long journey home to Sommerlund you took with you a map of Northern Magnamund with You have in your possession a map of Sommerlund and the Wildlands, since the original text was clearly erroneously copied directly from Book 18. Deleted (see the inside front cover of this book). Replaced safe-keeping with safekeeping. Replaced BROADSWORD with Broadsword. Replaced BOW with Bow. Replaced QUIVER with Quiver. Replaced six arrows with six Arrows. Replaced DAGGER with Dagger. Replaced SWORD with Sword. Replaced 2 MEALS with 2 Meals (Meals). Replaced ROPE with Rope. Replaced POTION OF LAUMSPUR with Potion of Laumspur. Replaced AXE with Axe. Replaced all occurrences of arrow with Arrow. Replaced occurrences of bow with Bow. Replaced adds 3 points with adds 5 points. Replaced quiver with Quiver. Replaced that may have with they may have. Replaced (eg Gold Dagger with (e.g. Gold Dagger. Added section for How to Use Gold Crowns that reads: These are always carried in the Belt Pouch. It will hold a maximum of fifty crowns.. Replaced combat, therefore with combat; therefore. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Grand Weaponmastery with a Bow with Grand Weaponmastery with Bow. Replaced the illustration of the Short Sword with that of a Sword. Replaced a sword or an axe with a Sword or an Axe. Replaced weapons with Weapons. Replaced weapon with Weapon. Deleted If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 to any number that you pick from the Random Number Table, when using the Bow.. Replaced record these on your Weapons List with record these on your Action Chart for clarity. Added You may only use one Weapon at a time in combat. in harmony with the recent Mongoose Publishing edition.

      +

      (Equipment) Replaced Before you set off on your long journey home to Sommerlund you took with you a map of Northern Magnamund with You have in your possession a map of Sommerlund and the Wildlands, since the original text was clearly erroneously copied directly from Book 18. Removed (see the inside front cover of this book). Replaced safe-keeping with safekeeping. Replaced BROADSWORD with Broadsword. Replaced BOW with Bow. Replaced QUIVER with Quiver. Replaced six arrows with six Arrows. Replaced DAGGER with Dagger. Replaced SWORD with Sword. Replaced 2 MEALS with 2 Meals (Meals). Replaced ROPE with Rope. Replaced POTION OF LAUMSPUR with Potion of Laumspur. Replaced AXE with Axe. Replaced all occurrences of arrow with Arrow. Replaced occurrences of bow with Bow. Replaced adds 3 points with adds 5 points. Replaced quiver with Quiver. Replaced that may have with they may have. Replaced (eg Gold Dagger with (e.g. Gold Dagger. Added section for How to Use Gold Crowns that reads: These are always carried in the Belt Pouch. It will hold a maximum of fifty crowns.. Replaced combat, therefore with combat; therefore. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Grand Weaponmastery with a Bow with Grand Weaponmastery with Bow. Replaced the illustration of the Short Sword with that of a Sword. Replaced a sword or an axe with a Sword or an Axe. Replaced weapons with Weapons. Replaced weapon with Weapon. Removed If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 to any number that you pick from the Random Number Table, when using the Bow.. Replaced record these on your Weapons List with record these on your Action Chart for clarity. Added You may only use one Weapon at a time in combat. in harmony with the Collectors Edition. Added It cannot be used to increase ENDURANCE points immediately prior to a combat. in harmony with the Collectors Edition.

      -

      (Rules for Combat) Deleted on the inside back cover of this book. Replaced combat.) with combat).. Replaced until ENDURANCE points with until the ENDURANCE points. Replaced reduced to zero with reduced to zero or below. Replaced the one with the zero score with that combatant. Replaced points reduced with points possibly reduced. Replaced on the page after the Random Number Table with in the back of this book.

      +

      (Rules for Combat) Removed on the inside back cover of this book. Replaced combat.) with combat).. Replaced until ENDURANCE points with until the ENDURANCE points. Replaced reduced to zero with reduced to zero or below. Replaced the one with the zero score with that combatant. Replaced points reduced with points possibly reduced. Replaced on the page after the Random Number Table with in the back of this book.

      (Levels of Grand Mastership) Replaced rank and titles with ranks and titles.

      @@ -5897,7 +5897,7 @@

      (14) Replaced Brotherhood spell with Brotherhood Spell.

      (15) Replaced enemyWolfs Bane with enemy, Wolfs Bane,.

      (17) Replaced imbedded with embedded. Replaced Magi-magic, and with Magi-magic and. Replaced Bow, and with Bow and. Replaced Kai-alchemy, and with Kai-alchemy and. Replaced skills, or have with skills, have.

      -

      (18) Deleted at the front of this book.

      +

      (18) Removed at the front of this book.

      (19) Replaced Monastery with monastery.

      (21) Replaced emaciated Drakkarim with emaciated Drakkar.

      (23) Replaced side, then with side, and then.

      @@ -6021,7 +6021,7 @@

      (206) Replaced potions of Laumspur with Potions of Laumspur. Replaced sixth sense with Sixth Sense.

      (208) Replaced Kai mastery with Kai Mastery.

      (209) Replaced Old Kingdom battle spell with Old Kingdom Battle-spell. Replaced Old Kingdom spell with Old Kingdom Spell. Replaced quiver with Quiver. Replaced each occurrence of bow with Bow. Replaced each occurrence of arrow with Arrow.

      -

      (210) Replaced Kirlundin islands with Kirlundin Islands. Deleted at the front of this book.

      +

      (210) Replaced Kirlundin islands with Kirlundin Islands. Removed at the front of this book.

      (211) Replaced entrance, Follow with entrance. Follow.

      (212) Replaced Kai mastery with Kai Mastery.

      (215) Replaced line of deserted mud huts look with line of deserted mud huts looks.

      @@ -6043,7 +6043,7 @@

      (244) Replaced Kai mastery with Kai Mastery.

      (246) Replaced clay tile roof with clay-tile roof.

      (249) Replaced still-warm with still warm. Replaced Clasp (if with Clasp. (If. Replaced tunic). with tunic.).

      -

      (251) Deleted at the front of this book. Replaced sixth senses reveal with Sixth Sense reveals. Replaced reveals that by tapping upon each square a correct number of times you will with reveals that tapping upon each square a correct number of times will.

      +

      (251) Removed at the front of this book. Replaced sixth senses reveal with Sixth Sense reveals. Replaced reveals that by tapping upon each square a correct number of times you will with reveals that tapping upon each square a correct number of times will. Replaced score below which with score at which for clarity.

      (252) Replaced turn to the page with turn to the entry for clarity and consistency.

      (255) Replaced cries, flee with cries. Flee.

      (256) Replaced 14 with 04.

      @@ -6087,7 +6087,7 @@

      (317) Replaced Kai mastery with Kai Mastery. Replaced Kai-alchemy, and with Kai-alchemy and.

      (318) Replaced sixth sense with Sixth Sense.

      (319) Replaced Brotherhood spell with Brotherhood Spell.

      -

      (320) Deleted at the front of this book.

      +

      (320) Removed at the front of this book.

      (322) Replaced arrow with Arrow.

      (323) Replaced Grand mastery skills with Grand Master skills. Replaced reign in your steed with rein in your steed. Replaced northern quarter with North Quarter.

      (324) Replaced briney with briny. Replaced find, and with find and in the illustration caption.