The Claw of Naar is the evil wand of power used by Agarash the Damned during his ancient conquest of Magnamund. Legend held that it had been lost forever in the molten ruins of Naaros, but now it has resurfaced, and its dread return heralds a dawn of disaster for the peaceable nations of Magnamund. Your allies, the wise wizards of the Elder Magi, have the power and the means to destroy the accursed Claw. But they do not possess it. In Vampirium, you must venture into the hostile land of Bhanar and snatch the Claw from the clutches of the evil Autarch Sejanoz. Can you deliver the Claw safely to the Elder Magi
The Claw of Naar is the evil wand of power used by Agarash the Damned during his ancient conquest of Magnamund. Legend held that it had been lost forever in the molten ruins of Naaros, but now it has resurfaced, and its dread return heralds a dawn of disaster for the peaceable nations of Magnamund. Your allies, the wise wizards of the Elder Magi, have the power and the means to destroy the accursed Claw. But they do not possess it. In Vampirium, you must venture into the hostile land of Bhanar and snatch the Claw from the clutches of the evil Autarch Sejanoz. Can you deliver the Claw safely to the Elder Magi
Internet Edition published by Project Aon. 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 Errata.
@@ -118,7 +118,7 @@Wait here, Captain,
you say to Gildas. I must go to the ravine. I will return soon, I promise.
And with these words you leave the rangers and make your way to the steep gully where Cloud-dancer lay concealed before it was attacked. As you approach the ravine, your Kai tracking skills direct you towards a small metallic tube that lies hidden among the boulders.
Hurriedly you scoop up the tube, flip open its hinged lid, and shake a rolled piece of papyrus onto your palm. On this scrap of material is a hastily written message from Rimoah, telling you that the Claw of Naar must not be allowed to fall into the hands of Autarch Sejanoz. He urges you to find and destroy it.
-If this should prove impossible, you must take it to the city of Pensei. There you should make contact with Lord Ghadra, the Dessian envoy, and he will see to its destruction. He will also help you to return home to Sommerlund.
Having memorized its contents, you tear the scrap of papyrus into small pieces and swallow them to ensure that Rimoah
You inform them that Lord Rimoah has been forced to flee in order to save Cloud-dancer and his crew from the attacking horde. On hearing this they bow their heads in disappointment, fearing that they may never again see Rimoah, or their homeland of Siyen. Then you tell them about the message that Rimoah left behind and, despite their sadness, they each vow to help you capture the Claw of Naar.
Suddenly Ranger Yalin shouts a warning: the flying creatures are returning. Hurriedly you take cover among the rocks and watch as they circle above the pass. Your Kai instincts tell you that these beasts cannot survive for long beyond the mountain borders of the Doomlands, and soon your suspicions are confirmed when you see them returning north to Naaros. When the last of the creatures has disappeared, you beckon Gildas and his men to follow you down onto the mountain trail. Here you discover the bodies of two Imperial Guards who were caught by the rockslide ambush and crushed to death.
@@ -2112,7 +2112,7 @@Quickly you remove your pack and, to your dismay, you discover that it has been torn open by the blow you received just prior to your escape from the ruins.
-(In addition to the Claw of Naar, you have also lost 3 Backpack Items. You must now erase from your list of Backpack Items the Claw of Naar, plus any three Backpack Items of your choosing.)
+(In addition to the Claw of Naar, you have also lost 3 Backpack Items. You must now erase from your Action Chart the Claw of Naar, plus any three Backpack Items of your choosing.)
Cursing your bad fortune, you see the Xanon leave the ruins and join with the Autarch
Pick a number from the Random Number Table.
Behind the portrait you discover a safe embedded in a granite wall. There is a dial set near the middle of its iron door, and it is ringed with numerals ranging from 0 to 9. Your Sixth Sense reveals to you that by turning the dial consecutively to the correct three numbers, you will cause the lock to disengage and the door to the wall safe will open.
The first number in the sequence is equal to the levels of Kai rank a Sun Prince is superior to a Grand Thane.
The second number is equal to the original total of rangers in Gildas
The third number is equal to twice the number of islands in the Northern Gulf of the Chai Sea.
+The third number is equal to twice the number of islands in the northern gulf of the Chai Sea.
You quickly lose yourselves in a maze of passageways that take you deep into the heart of the city
You quickly lose yourselves in a maze of passageways that take you deep into the heart of the city
Gildas draws your attention to the lowly tavern before which you stand. There is a narrow alley that leads to stables located at the rear. Stealthily you approach the stable doors, and when you test them with the sole of your boot, you discover they are firmly locked.
You speak the words of the Brotherhood Spell
You speak the words of the Brotherhood Spell
Gildas raises his arm and signals to his men to follow as he jumps his horse across the stone wall of an ancient hall. You follow his lead and, once you are inside, you dismount and corral your horse with the others in a corner of this site. Then you draw your weapon in readiness to confront the approaching Xanon. The rangers prepare their bows and take up positions along the north and east-facing walls. You choose a place close to Gildas and watch with mounting fear as the Xanon come charging out of the surrounding grassland. As you watch their approach, your Sixth Sense detects that these fearsome creatures have been spawned by an evil sorcery.
+Gildas raises his arm and signals to his men to follow as he jumps his horse across the stone wall of an ancient hall. You follow his lead and, once you are inside, you dismount and corral your horse with the others in a corner of this site. Then you draw your Weapon in readiness to confront the approaching Xanon. The rangers prepare their bows and take up positions along the north and east-facing walls. You choose a place close to Gildas and watch with mounting fear as the Xanon come charging out of the surrounding grassland. As you watch their approach, your Sixth Sense detects that these fearsome creatures have been spawned by an evil sorcery.
You utter the words of the Old Kingdom Spell
You utter the words of the Old Kingdom Spell
The power of your spell hits the beast squarely in the chest and sends it somersaulting sideways, out of control. With a sickening
(Title Page) Replaced VAMPIRIUM
with Vampirium
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with Vampirium
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with Claw of Naar
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(The Story so FarMS5084
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(Improved Grand Master Disciplines) Replaced each occurrence of eg
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with i.e.
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with Psi-surge, or
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with lava, and
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with Brotherhood Spell
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with Improved Grand Master Disciplines
. Inserted A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a
into the description of the Kai-blast, taken from Lone Wolf Club Newsletter No.24. Replaced 0
= 1) and the resultant total equals the damage inflicted.arrow, or arrow-like
with Arrow, or Arrow-like
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with Lone Wolf New Order series
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with Time duration
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with wooden Weapon
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(New Order Wisdom) Replaced gods Kai and Ishir
with Gods Kai and Ishir
. Italicised Lone Wolf
when referring to the series. Replaced New Order adventure
with New Order adventure
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(New Order Wisdom) Replaced gods Kai and Ishir
with Gods Kai and Ishir
. Italicised Lone Wolf
when referring to the series. Replaced New Order adventure
with New Order adventure
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with Claw of Naar
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(70) Replaced Kai mastery
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(72) Replaced Backpack Items List
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since the Claw of Naar is a Special Item.
(75) Replaced Brotherhood spell
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(83) Replaced loathe to
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(86) Replaced come a squad
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(86) Replaced come a squad
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as the Red Key is a Backpack Item (cf. Section 76).
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in the puzzle. Replaced Gildas
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with continue, turn to 18
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(199) Replaced Brotherhood spell
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with continue, turn to 18
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with the closest creature
since the specific target had not yet been stated.
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(304) Replaced sixth sense
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with continue, turn to 18
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(330) Replaced Old Kingdom spell
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with onrushing
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with continue, turn to 18
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with
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with the closest of the onrushing creatures
since the specific target had not yet been stated.
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(334) Replaced squad are
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