X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=en%2Fxml%2F29tsoc.xml;h=105510797660381e4dcb4c9085064496ddd5eea7;hp=a8746c6f3d4f7ac65770348ed3d00a59641c5d4a;hb=e3a5f59c07f06fdde4e447333df2b36583525536;hpb=d7861bbb0bb68275e247457b172ac9ac2623db5e diff --git a/en/xml/29tsoc.xml b/en/xml/29tsoc.xml index a8746c6..1055107 100644 --- a/en/xml/29tsoc.xml +++ b/en/xml/29tsoc.xml @@ -12,7 +12,37 @@ - [Insert Title] + The Storms of Chai + Joe Dever + Joe Dever + + Joe Dever + + + &inclusion.joe.dever.bio.lw; + + Project Aon + XXXXXX + +

A visit to the fabulous court of Xo-lin is disrupted when news of an invasion arrives at the venerable emperors palace in Pensei. The evil Autarch Sejanoz of Bhanar has launched a sudden and devastating attack upon Xo-lins ancient realm. With the tyrants armies swarming across his borders, the aged Xo-lin is forced to flee his Imperial Palace and seek sanctuary in the distant city of Tazhan.

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In The Hunger of Sejanoz, your mission is to escort the aged emperor and his entourage safely across the Great Lissan Plain to Tazhan. Will you succeed in your perilous taskor will you and your charges fall victim to the merciless forces of the Autarch?

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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.

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+ + Text copyright 2016 Joe Dever. + Map copyright 2016 Francesco Mattioli. + Interior art copyright 2015 Giuseppe Camuncoli. + + +

+ Text copyright 2016 Joe Dever. + Map copyright 2016 Francesco Mattioli. + Interior art copyright 2015 Giuseppe Camuncoli. + Distribution of this Internet Edition is restricted under the terms of the Project Aon License. +

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Title Page - + - +
+ + Dedication + + + + + +

+ For Rob Gould + Cometh the hour, cometh the man. +

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+ + Acknowledgements + + + + + + + &inclusion.joe.dever.endowment; + +
+ Credits + + +
+
XML
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+ Jonathan Blake +
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Action Charts
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+ JC Alvarez + Jonathan Blake +
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Proofreading
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+ +
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Coordination
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Jonathan Blake
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+ + Timeline of Notable Events in Magnamund + + + + + +
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MS 5085 Bhanar and Chai
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The vampiric Autarch Sejanoz of Bhanar was destroyed. Khea-khan Xo-lin of Chai rallied the New Kingdom armies, defeated the invading Bhanarian army and pursued it deep into the Bhanarian homeland. Xo-lins son, General Zha-zhing, looted the city of Yua Tzhan and razed it to the ground. Very few of its citizens escaped alive. This has since become remembered as the Massacre of Yua Tzhan. Young Prince Kamada, Xo-Lins great-great-grandson, died during the winter. He was next in line for the throne of Chai because General Zha-zhing was the illegitimate son of Xo-lin.
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MS 5086 Bhanar and Chai
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The Chai army occupied eastern Bhanar, and all of its steam-powered engines and weapons of war were systematically destroyed. The aged Khea-khan Xo-lin of Chai died, and his only remaining son, Zha-zhing, acceded to the throne. Zha-zhings political rivals accused him of plotting and orchestrating the young prince Kadamas death in the preceding year for his personal gain. These accusations were never proven. Upon his inauguration he married Princess Myelsha of Mhytan. Chai forts along the border with Bhanar were attacked by Bhanarian irregulars in reprisal for the Massacre of Yua Tzhan. A treaty was signed between Chai and Mhytan (the Chai Sea Treaty). All Bhanarian shipping was denied access to the Chai Sea by Mhytanian and Chai men of war. The blockade soon suffocated Bhanarian resistance.
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MS 5086 Shadaki and Free Alliance of Southern Magnamund
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Zultan Zedoli seized the throne of Shadaki in a bloody uprising, and the state of Shadaki seceded from the Free Alliance of Southern Magnamundthe confederation of states which had emerged from the collapse of the Shadakine Empire of Shasarak the Wytch-king in MS 5057. Grey Star, the previous ruler of Shadaki, fled but he remained the Wizard Regent of the Free Alliance and set up his new capital in Port of Suhn.
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MS 5087 Bhanar and Chai
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Bhanarian resistance collapsed. Khea-khan Zha-zhing installed Overseer Klutan upon the throne of Bhanar. Klutan was a political puppet of Chai. The Chai army withdrew from eastern Bhanar. Khea-khan Zha-zhing had a son, Lao Tin.
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MS 5088 Vaduzhan, Bhanar and Chai
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Vaduzhan invaded south-western Bhanar. The capital city of Otavai fell to Vaduzian forces with little resistance. King Kardisa of Vaduzhan claimed the territories of former south-western Bhanar for his imperial throne. Chai chose not to oppose his claims. Overseer Klutan transferred his seat of power to the coastal city of Yua Klio near to the Chai border. Gradually he lost control over most of Bhanar.
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MS 5088 The Isle of Lorn
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The Shianti left the Isle of Lorn to reside with Goddess Ishir on the Plane of Light. Their final act upon Magnamund was to bequeath their island to the Order of the Kai. The handover was facilitated by their emissary, Grey Star.
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MS 5089 The Isle of Lorn, Shadaki, and the Free Alliance
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Lone Wolf travelled to the Isle of Lorn. Assisted by Grey Star and Guildmaster Banedon, he made plans for the construction of a second Kai Monastery. Zultan Zedoli of Shadaki declared their presence upon the Isle of Lorn an act of war. Shadaki mustered its army and attacked its southern neighbours: Korli and Forlu, members of the Free Alliance of Southern Magnamund. The Freelands sent troops to support the Free Alliance led by Grey Star, as did Lone Wolf. A cassel of Kai and three cassels of Sommlending marines fought in the War of the Sea of Winds. Shadaki was soundly defeated and forced to relinquish all of its territorial gains. Zultan Zedoli was assassinated before the year was out. Ulonga the Shaman, the evil necromancer who pulled the strings in Zedolis shadow, now overtly seized control of Shadaki with assistance from Sesketera, the notoriously cruel ruler of the city-state of Ghol-Tabras.
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MS 5090 Lencia and Nyras
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The Lencians were forced out of Nyras by Warmarshal Ranghor. King Sarnac III was killed. A civil war erupted in the Drakkarim nations as Ranghor and his former lieutenant, Ghangrim, wrestled for control.
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MS 5090 The Isle of Lorn
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Construction began on the new Kai Monastery on the Isle of Lorn. It would take ten years to complete. Most of the Grand Masters of the New Order helped in the building of this magnificent fortress.
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MS 5090 Shadaki
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Occasional border skirmishes between Shadaki and Korli persisted.
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MS 5091 Siyen
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A large number of Agarashi creatures (estimated at between 8,000-12,000) emerged from the Darkwall Mountains and invaded the Lucien Plain of Siyen. The city of Varedo was overrun and destroyed. The Siyenese army swiftly counter-attacked and forced the ravening horde back into its hidden mountain lairs.
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MS 5091 The Isle of Lorn
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The Freelands Alliance provided 1,000 workers to help with the construction of the Kai Monastery of Lorn.
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MS 5091 Shadaki
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All incursions by Shadaki into Korli ceased.
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MS 5091 Sommerlund
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King Ulnar V of Sommerlund and his two daughters, Crown Princess Imelda and Princess Madelon, died in unexplained circumstances in the Kings Keep of Holmgard. Kai Grand Master Firestone was killed attempting to protect them. The party responsible for these tragic murders was never found but the fact someone could strike in the heart of Sommerlund greatly worried Supreme Master Lone Wolf. King Tor IV, son of Crown Princess Imelda, acceded to the throne of Sommerlund.
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MS 5092 Lunarlia
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The town of Jaroc, in southern Lunarlia, was attacked and destroyed by a large force (estimated at between 7,000-10,000) of Agarashi from the Doomlands of Naaros.
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MS 5092 Stornlands
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The War of the Warrens erupted between Eldenora and Delden following the assassination of Lord Vandyan of Eldenora.
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MS 5093 Starn
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Mt. Vost was besieged by a large horde of unnamed creatures (estimated at between 12,000-15,000) from out of the Kraknalorg Chasm. The Giants of Starn received military aid from Boden which broke the siege and sent the horde fleeing back into the chasm. The southern borderlands of Starn (namely the Shadow Grails and the Tsuzeloi Hills) have since been heavily patrolled by the rangers of Boden and Starn.
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MS 5093 Stornlands
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End of the War of the Warrens between Eldenora and Delden. Eldenora won the war, gaining territory and tribute from defeated King Loarn of Delden.
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MS 5094 Kasland and Cincoria
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Several skirmishes occurred between Kasland border patrols and creatures encroaching upon Kasland territory from out of the Kraknalorg Chasm. In northern Cincoria, several of its timberland settlements were destroyed by similar creatures from the chasm.
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MS 5095 Vassagonia
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Zakhan Jaraza acceded to the throne of Vassagonia. Peace treaties were signed between Vassagonia and the Lastlands. The new Zakhan formerly renounced all Vassagonian territorial claims to Cloeasia in perpetuity.
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MS 5095 Magador
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President Kadharian was assassinated and control of Magador was seized by Marshall Luthos Vorgada, a senior Magadorian army officer.
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MS 5095 Sommerlund
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A record harvest was reported.
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MS 5096 Magador and Ogia
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Magador allied to Ogia and their joint armies attacked Talestria. Palmyrion supported Talestria with military assistance and they won a decisive joint victory over Magador and Ogia at the Second Battle of Luukos.
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MS 5097 The Danarg and Talestria
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The Talestrian border with the Danarg Swamp was violated. Dozens of incursions were reported of swamp creatures hunting well beyond their usual confines of the Danarg. The Talestrian Army was deployed to contain the encroachments.
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MS 5098 Lencia, Nyras and Nyvoz
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In the Drakkarim Homelands, Warlord Ghangrim and his Nadziranim allies were pushed back into Nyvoz. Drakkar Warmarshal Ranghor oversaw the construction of ironclad warships at Zeegazad. King Telnac of Lencia ordered the construction of a shipyard at Newton on the River Doun.
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MS 5098 Kasland
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Archduke Chalamis of Kasland died in mysterious circumstances. He was succeeded by Archduchess Larena.
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MS 5098 Sommerlund
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Rich new gold seams were discovered in the south-eastern reaches of the Maaken Mines. The Sommlending Crown reaped huge rewards from this new-found gold. King Tor IV doubled the size of the regular Sommlending Army of the South, and increased the size of all the Sommlending fleets.
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MS 5099 The Isle of Lorn
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A Shadakine plot to destroy the Kai Monastery of Lorn was foiled by Lone Wolf and the New Order Kai. Kai Grand Master Bright Star sacrificed himself to save the new Monastery.
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MS 5099 Stornlands
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Acolytes of Vashna were sighted numerous times throughout the year, mostly in Delden, Eldenora, and Salony.
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MS 5100 The Isle of Lorn
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The Kai Monastery of Lorn was completed on the fifth day of the New Year. At the inaugural ceremony, the God Kai appeared to Supreme Master Lone Wolf. He gave his praises, his blessings, and a sombre warning that Magnamund would soon suffer assault by the forces of Naar.
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MS 5100 Sommerlund
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Lone Wolf returned to Sommerlund to prepare the Kai Order for a new dawn of darkness. He also sent Kai Master Red Bear and three Kai Aspirants to Talestria.
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MS 5100 Kalte
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All Sommlending and Durenese trading links with Ljuk were severed without warning by the Ice Barbarians. Sommlending traders had their cargoes seized before they were run out of the Kalte trading post. Two Northlands Trading Company ships were commandeered at anchor off the Ljuk Ice Shelf by Ice Barbarian war parties. Their cargoes were seized and the crews were brutally murdered. The Kalte barbarian warlord, Tvortana, united all of the disparate tribes of the northern wastes for the first time. With their unanimous consent, he claimed for himself the title Grand Brumalmarc of the Icelands.
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MS 5100 Salony
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The seceding town of Amory was besieged and captured by an army of mercenary companies led by Prince Darthon of Rhem. Duke Lortha, the evil Highborn of Amory, was brutally slain.
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MS 5100 Lencia
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King Telnac was warned by the Telchoi of an impending Agarashi uprising and he called off his crusade against the Drakkarim. The Drakkarim perceived this as a sign of weakness and launched a swift invasion of Lencia. After Vadera and Westhaven were razed to the ground and King Telnac was killed on the battlefield, Warmarshal Ranghor claimed the throne of Lencia. Prince Sarnac, heir to crown of Lencia, was able to flee from Helmstorm and went into exile.
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MS 5100 The Darklands
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The Lake of Blood surrounding the ruins of Helgedad self-extinguished.
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MS 5101 Dessi
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Shortly after the Feast of Fehmarn, the Chasm of Gorgoron was rocked by violent earthquakes. When finally the quakes subsided, swarms of Agarashi arose from the chasm and infiltrated the jungle realm of Dessi.
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MS 5101 Kalte, Sommerlund, and Durenor
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The newly declared Grand Brumalmarc of the Icelands, Tvortana, with Nadziranim aid, unlocked the Vagadyn Gate, a Shadow Gate located beneath the Ice Fortress of Ikaya and released the Ice Demons that had not managed to pass through this ethereal corridor before it was sealed millennia ago. These powerful creatures of evil brought an early and unnatural winter to Sommerlund and Durenor. The Kaltersee froze over and the Ice Barbarians swept down and invaded northern Sommerlund and northern Durenor. Supreme Master Lone Wolf, King Tor IV of Sommerlund, and King Danan I of Durenor lead the armies that destroyed most of the Ice Demons, and then defeated the Ice Barbarians, sending them fleeing back to their frigid wilderness. The victory was won at the cost of the heroic self-sacrifice of King Tor IV. The unnatural winter ended as swiftly as it had begun. Sommerlund endured three months of flooding before all of the melt waters declined and the natural cycle of the seasons resumed once more. King Haigh V acceded to the throne of Sommerlund and married Princess Emyla of Talestria.
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MS 5101 Lencia
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Prince Sarnac, at the head of a united Freelands force, attacked Helmstorm and liberated it from the Drakkarim. Sarnac was crowned King Sarnac IV of Lencia before he led his forces from Helmstorm to face the Drakkarim who had rallied to the north of the capital. Lencian and Drakkarim armies fought at the Battle of Grimstone Valley. Ranghor was vanquished when troops from Kasland arrived to reinforce the Lencians late on the second day of the battle.
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MS 5101 Eru
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An Eruan Pathfinder reported that Ghangrims Nadziranim had constructed a machine that would devastate the Freelands.
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MS 5101 Western Tentarias
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The Invasion of Darke began. The city fell to the united forces of Eru, Lencia, Kasland, Boden and Bor. King Sarnac IV renamed the city Gamir, its ancient Lencian title. Sarnac pressed on through Nyras and Nyvoz, intent on taking Kagorst and wiping out the remaining Drakkarim threat. Sarnac rode to victory and razed Kagorst.
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MS 5101 Skaror
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Frequent and violet earthquakes tore open the borderland between the Darklands and Skaror in the southern foothills of the Ogshezar Mountains. A deep chasm, two hundred miles long and of unknown depth, appeared and destroyed the ancient Darklord city of Cragmantle. It stretched from the ruins of Cragmantle on the Skaror border, all the way to the abandoned Darklands city of Nadgazad.
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MS 5101 Bhanar
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The remote Bhanarian city of Bakhasa was seized by a Nadziranim sorcerer named Zashnor.
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MS 5101 Maakengorge
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The Maakengorge opened further, extending the vast chasm by twenty five miles to the east. The ruins of Maaken were completely leveled by the violent aftershocks, and very few buildings in the Free State of Casiorn were left standing.
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MS 5101 Stornlands
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Thousands of Acolytes of Vashna began to make pilgrimage to the Maakengorge.
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MS 5102 Chai
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Khea-khan Zha-zhing died (aged 58) on the Feast of Fehmarn. His son, Lao Tin (aged 16), became the new Khea-khan of Chai.
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+ + The Story So Far<ch.ellips/> + + + + + + + +
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+ + The Game Rules + + + + + + +

If you have completed any previous Lone Wolf New Order 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).

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You keep a record of your adventure on the Action Chart.

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During the years you have spent in training at the Kai Monastery, you have devoted yourself to further developing your fighting prowess (COMBAT SKILL) and physical stamina (ENDURANCE). Before you begin this New Order 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 Random Number Table. If you pick a 0 it counts as zero.

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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 (i.e. if your pencil fell on the number 7 in the Random Number Table you would write in a COMBAT SKILL of 32). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore desirable.

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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 (i.e. if your pencil fell on the number 8 on the Random Number Table you would have 38 ENDURANCE points).

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If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points cannot rise above the number you have when you start an adventure.

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If you have successfully completed previous adventures in the Lone Wolf New Order series (Books 2127), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to this adventure. 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 Action Chart.

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Playing Tip: You may use a 10-sided die instead of the Random Number Table if you find it more convenient.

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+ + Your Kai Name + + + + + +

It has long been the tradition of your lite warrior caste to bestow a new name upon each young novice when they complete their first years 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.

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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 Random Number Table 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 Random Number Table 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.

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Table ATable B
(Kai name prefix)(Kai name suffix)
0 = Swift0 = Blade
1 = Sun1 = Fire
2 = True2 = Hawk
3 = Bold3 = Heart
4 = Moon4 = Friend
5 = Sword5 = Star
6 = Wise6 = Dancer
7 = Storm7 = Helm
8 = Rune8 = Strider
9 = Brave9 = Shield
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+ + New Order Kai Grand Master Disciplines + + + + + + +

Details about the Kai Weapon appear in the next section of the game rules.

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+ + Kai and Magnakai Disciplines + + + +

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:

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Weaponmastery
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You are proficient with all close combat and missile weapons. You are a master of unarmed combat and suffer no COMBAT SKILL loss when fighting bare-handed.

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Animal Control
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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 creatures sense of taste and smell.

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Curing
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You are able to restore ENDURANCE points lost as a direct result of combat. You may restore 1 ENDURANCE point for every numbered section of the book you pass through in which you are not involved in further combat. The maximum number of ENDURANCE points that can be restored in this way is limited to 10 per adventure.

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You also possess the ability to heal the wounds of others, and you can neutralize the harmful effects of most poisons, venoms, and toxins.

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Invisibility
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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.

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Huntmastery
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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.

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Pathsmanship
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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.

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Psi-surge
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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.

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Psi-screen
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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.

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Nexus
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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.

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Divination
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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 (spirit-walk) for short periods.

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+ + New Order Kai Grand Master Disciplines + + + +

After years of martial training and study at the Kai Monastery, and by the rigorous practice of the teachings of your illustrious mentorKai Supreme Master Lone Wolfyou have achieved the noble rank of Kai Grand Master Senior.

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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.

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If this is the first New Order adventure you have undertaken, then your present rank is that of Kai Grand Master Senior. This means that you have mastered five of the New Order Grand Master Disciplines listed below. It is for you to decide which five 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 five 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 five Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.

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+ Grand Weaponmastery + + + + + Brian Williams + + + + + + +

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 COMBAT SKILL. The rank of Kai Grand Master Senior, with which you begin the New Order series, means that you are skilled in the use of one of the weapons listed below.

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For every adventure that you complete successfully in the New Order series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.

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If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 points to any number you pick from the Random Number Table, when using the Bow.

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+ Animal Mastery + + + + + Brian Williams + + + + + + +

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.

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+ Deliverance <em>(Advanced Curing)</em> + + + + + Brian Williams + + + + + + +

New Order Grand Masters are able to use their healing power to repair serious battle-wounds. If, while in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This emergency ability can only be used once every 20 days.

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+ Assimilance <em>(Advanced Invisibility)</em> + + + + + Brian Williams + + + + + + +

New Order Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of 1 to 3 days. They have also mastered advanced camouflage techniques which make them virtually undetectable in an open landscape.

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+ Grand Huntmastery + + + + + Brian Williams + + + + + + +

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.

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+ Grand Pathsmanship + + + + + Brian Williams + + + + + + +

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.

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+ Kai-surge + + + + + Brian Williams + + + + + + +

When using their psychic ability to attack an enemy, New Order 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 and Mindblast cannot be used simultaneously). New Order Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

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+ Kai-screen + + + + + Brian Williams + + + + + + +

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.

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+ Grand Nexus + + + + + Brian Williams + + + + + + +

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.

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+ Telegnosis <em>(Advanced Divination)</em> + + + + + Brian Williams + + + + + + +

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.

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+ Magi-magic <em>(Old Kingdom Magic)</em> + + + + + Brian Williams + + + + + + +

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 Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

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+ Kai-alchemy <em>(Brotherhood Magic)</em> + + + + + Brian Williams + + + + + + +

Under the tutelage of Lone Wolf and Guildmaster Banedon (the leader of Sommerlunds Guild of Magicians), you have mastered the elementary spells of the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Brotherhood magic increase.

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+ +
+ Astrology + + + + + Brian Williams + + + + + + +

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.

+
+
+ +
+ Herbmastery + + + + + Brian Williams + + + + + + +

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 substances medicinal and/or magical properties.

+
+
+ +
+ Elementalism + + + + + Brian Williams + + + + + + +

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.

+
+
+ +
+ Bardsmanship + + + + + Brian Williams + + + + + + +

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.

+
+
+ +

If you successfully complete the mission as set in Book 28 of the Lone Wolf New Order series, you may add a further Grand Master Discipline of your choice to your Action Chart in the next. For every Grand Master Discipline you possess, in excess of the original five 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 five Grand Master Disciplines, your Kai Weapon, 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 New Order adventure, which is called:

+ +

The Storms of Chai

+
+
+
+
+ +
+ + Equipment + + + + + + +

During the adventure, the story will assume that you possess a Bow when you may not. If it is important to you to avoid this story continuity problem, you should ensure that you obtain a Bow.

+
+ + +

If you have completed any of the previous Lone Wolf New Order adventures (Books 21), you already possess a Kai Weapon.

+
+
+ + +

Before you leave the Kai Monastery to accompany the Khea-khan of Chai, you equip yourself with a map of the Great Lissan Plain and its surrounding territories 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 section of your Action Chart.

+

If you have successfully completed previous New Order adventures (Books 2127), 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.

+
    +
  • Broadsword (Weapons)

    + + + Brian Williams + + + + + +
  • +
  • Sword (Weapons)

    + + + Brian Williams + + + + + +
  • +
  • Quiver (Special Items) This contains six Arrows; record them on your Action Chart.

    + + + Brian Williams + + + + + +
  • +
  • Flute (Backpack Item)

    + + + Brian Williams + + + + + +
  • +
  • Dagger (Weapons)

    + + + Brian Williams + + + + + +
  • +
  • Axe (Weapons)

    + + + Brian Williams + + + + + +
  • +
  • Bow (Weapons)

    + + + Brian Williams + + + + + +
  • +
  • 2 Meals (Meals) Each Meal takes up one space in your Backpack.

    + + + Brian Williams + + + + + +
  • +
  • Rope (Backpack Item)

    + + + Brian Williams + + + + + +
  • +
  • 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.

    + + + Brian Williams + + + + + +
  • +
+ +

List the five items that you have chosen on your Action Chart, under the appropriate headings, and make a note of any effect that they may have on your ENDURANCE points and/or COMBAT SKILL.

+ +
+ + Kai Weapons + + + +

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 lite of the New Order Kai who attain the rank of Grand Master.

+ +

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 Random Number Table 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 Special Items List.

+ +

Example

+

Say you choose the number 1 from the Random Number Table, your Kai Weapon will be the Axe Alema.

+ +

When using this Kai Weapon in normal combat you may add 5 points to your COMBAT SKILL. 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 COMBAT SKILL (these bonuses are not cumulative).

+ +

Example

+

If you were to use Alema in combat against an undead enemy, you could add the higher bonus of 7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at 5.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Kai Weapon Table
RNWeapon TypeWeapon NameCSUnique PropertiesCS
0AxeSpawnsmite5versus reptilian enemies6
1AxeAlema5versus undead enemies7
2AxeMagnara5versus rock or stone8
3SwordSunstrike5when used in daylight6
4SwordKaistar5when used at night7
5SwordValiance5when used against magicians or creatures born of magic8
6SwordUlnarias5when used underwater9
7BroadswordRaumas5versus winged enemies6
8BroadswordIlluminatus5when used underground7
9BroadswordFirefall5versus fire-emitting enemies8
RN = Random NumberCS = COMBAT SKILL
+
+
+ +
+ + Equipment<ch.emdash/>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 Weaponmastery 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. You may only use one Weapon at a time in combat.

+
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 best to equip yourself also 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.

+
+
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 useful 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 (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.

+
+
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 adventure is 12.

+
+
Kai Weapon
+

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 COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

+
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 Grand Huntmastery as one of your five Disciplines, then 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. 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
+
+

The currency of Chai is the Ren, though Gold Crowns are readily accepted. These coins are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns (or 500 Ren).

+
+
+
+
+
+
+ +
+ + Rules for Combat + + + + + +

There will be occasions during your adventure when you will have to fight an enemy. The enemys COMBAT SKILL and ENDURANCE points are given in the text. Your aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible yourself.

+

At the start of a combat, enter your own and the enemys 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. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    +

    Example

    +

    You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 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 COMBAT SKILL. You also possess the Kai Weapon Ulnarias, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.

    +

    You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of 14 (4531=14). 14 is noted on your Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    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 yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourselfGrand Master.)

    +

    Example

    +

    The Combat Ratio between you and the Wild Dogs has been established as 14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

    +
      +
    • You (GM) lose 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).
    • +
    • Wild Dogs lose 9 ENDURANCE points.
    • +
    +
  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. +
  13. Repeat the sequence from Stage 3.

  14. +
+ +

This process of combat continues until the ENDURANCE 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 ENDURANCE points possibly reduced.

+

A summary of Combat Rules appears in the back of this book.

+ +
+ 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 you may lose ENDURANCE 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.

+
+
+
+
+ +
+ + Levels of New Order Kai Grand Mastership + + + + + + +

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 New Order series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfectionto become a Kai Supreme Master.

+ +
    +
  1. Kai Grand Master SeniorYou begin the New Order adventures at this level of Kai Grand Mastery
  2. +
  3. Kai Grand Master Superior
  4. +
  5. Kai Grand Sentinel
  6. +
  7. Kai Grand Defender
  8. +
  9. Kai Grand Guardian
  10. +
  11. Sun Knight
  12. +
  13. Sun Lord
  14. +
  15. Sun Thane
  16. +
  17. Grand Thane
  18. +
  19. Grand Crown
  20. +
  21. Sun Prince
  22. +
  23. Kai Supreme Master
  24. +
+
+
+ + +
+ + Improved Grand Master Disciplines + + + + + +

As you rise through the higher levels of Grand Mastery you will find that your Disciplines will steadily improve.

+ +
+ Kai Grand Master Superior + +

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:

+
+
Animal Mastery
+

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.

+
Assimilance
+

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 enemys attention. This improved Discipline requires a degree of preparation and therefore it cannot be used during combat.

+
Astrology
+

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.

+
Herbmastery
+

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.

+
Elementalism
+

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.

+
Bardsmanship
+

Kai Grand Master Superiors who possess this Discipline are able to utilize their musical skills to pacify an excited or hostile animal.

+
+
+
+ +
+ Kai Grand Sentinel + + +

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:

+
+
Grand Weaponmastery
+

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.

+
Grand Pathsmanship
+

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.

+
Astrology
+

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.

+
Herbmastery
+

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.

+
Elementalism
+

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.

+
Bardsmanship
+

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.

+
+
+
+ +
+ Kai Grand Defender + + +

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:

+
+
Deliverance
+

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.

+
Telegnosis
+

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.

+
Astrology
+

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.

+
Herbmastery
+

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 ENDURANCE and/or COMBAT SKILL when the previously poisonous matter is swallowed.

+
Elementalism
+

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.

+
Bardsmanship
+

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 Mind Charm (Kai-alchemy).

+
+
+
+ +
+ Kai Grand Guardian + + +

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:

+
+
Assimilance
+

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.

+
Herbmastery
+

Kai Grand Guardians who possess this Discipline are able to use their advanced knowledge of Herbmastery to produce explosive compounds from simple organic materials.

+
Elementalism
+

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.

+
Grand Huntmastery
+

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.

+
Kai-surge
+

Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.

+
Kai-screen
+

Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables a Kai Grand Guardian to protect their mind and also prevent it from being detected by a hostile psychic probe.

+
Magi-magic
+
+

Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:

+
    +
  • SplinterThis 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.
  • +
  • FlameshaftThis 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.
  • +
+
+
+
+
+ +
+ Sun Knight + + +

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:

+
+
Grand Weaponmastery
+

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.

+
Grand Pathsmanship
+

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.

+
Deliverance
+

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 creatures 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.

+
Telegnosis
+

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.

+
Grand Nexus
+

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.

+
Astrology
+

Sun Knights who have this Discipline are skilled in the art of chiromancythe ability to tell fortunes from the skin creases and patterns found on the palms of hands.

+
Bardsmanship
+

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 creatures sensitivity to sound (i.e. a deaf creature would be unaffected by such an attack).

+
Kai-alchemy
+
+

Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood Spells:

+
    +
  • Halt MissileThis 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 23 seconds, allowing the Sun Knight time in which to move away from the missiles line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
  • +
  • StrengthBy 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 COMBAT SKILL and ENDURANCE scores whilst fighting an enemy.
  • +
+
+
+
+
+ +
+ Sun Lord + + +

If you are a New Order Kai who has attained the rank of Sun Lord, you will now benefit from improvements to the following Grand Master Disciplines:

+
+
Grand Weaponmastery
+

Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a Weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden Weapon such as a Quarterstaff.

+
Herbmastery
+

Sun Lords who possess this Discipline are able to cause living plants, e.g. grasses, bushes, flowers, weeds, rushes, to entwine themselves around the limbs of hostile creatures, thereby hampering their free movement. Sun Lords are able to target only one creature in this way. An additional creature can be affected for every level a Grand Master rises above the rank of Sun Lord.

+
Assimilance
+

Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.

+
Grand Huntmastery
+

Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see the complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.

+
Kai-surge
+

Sun Lords who possess mastery of this Discipline are able to launch a Kai-blasta pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge, or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. 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 0 = 1) and the resultant total equals the damage inflicted. However, use of a Kai-blast will reduce a Sun Lords ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.

+
Telegnosis
+

Sun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surface, e.g. water, mud, lava, and quicksand. Time durationand degree of surface difficultyincreases as a Grand Master rises in rank.

+
Magi-magic
+
+

Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:

+
    +
  • PenetrateThis increases the penetrative energy of any Arrow, or Arrow-like missile, launched by a Sun Lord.
  • +
  • Energy GraspThis spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood Spell Lightning Hand. It differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or enemy to effect the spell.
  • +
+
+
Bardsmanship
+

Kai Sun Lords with this skill are able to direct their musical abilities to disrupt the structure of inanimate breakable objects, e.g. glass, ceramics, urns, flasks, causing them to explode violently. Any person or creature in close proximity to the destroyed object risks injury from flying fragments.

+
+
+
+ +
+ Sun Thane + + +

If you are a New Order Kai who has attained the rank of Sun Thane, you will now benefit from improvements to the following Grand Master Disciplines:

+
+
Astrology
+

Sun Thanes who possess this Discipline are expert in the art of hypnotism. By the use of a hypnotic stare, they are able to cause susceptible creatures (up to three individuals at any one time) willingly to carry out their orders. The number of creatures so affectedand the duration of the effectincreases steadily as a Sun Thane advances in Kai rank.

+
Animal Mastery
+

Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command; however most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.

+
Grand Huntmastery
+

Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.

+
Deliverance
+

Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.

+
Elementalism
+

Sun Thanes who possess this Discipline are able to accelerate greatly the oxidation (rusting) of ferrous metals simply by touch alone. The longer the metallic item is touched by a Sun Thane, the more damaging will be the effect.

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Grand Pathsmanship
+

Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected and the duration of effect both increase as a Grand Master rises in rank.

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Kai-screen
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Sun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.

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Kai-alchemy
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Grand Masters who have reached the rank of Sun Thane are able to use the following Brotherhood Spells:

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    +
  • Slow FallBy casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
  • +
  • Breathe WaterUsing this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.
  • +
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+ + +

The nature of additional improvements and how they affect your existing Grand Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf New Order books.

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+ + New Order Wisdom + + + + + + + +
Numbered Sections @@ -40,14 +1288,14 @@ 1 -

You rise an hour before dawn. You have chosen to wear the simple clothing of a Chai countryman – a padded jacket of cinnamon-coloured cotton, apple green breeches, tan leather boots and a hooded grey woolen cloak. You don your equipment and make a final check before you leave your chambers and hurry to the parade ground.

-

In the early pre-dawn light, the area is alive with activity. The hum of the skyship engines makes the gravel surface of the parade ground vibrate beneath your feet as you approach the magnificent vessels. Lord Rimoah beckons you over to the boarding stairs of the Comet. He and Grand Master Blazer are awaiting you on main deck, and they both salute when you step aboard. They invite you to join them at the rail and watch the preparations that are underway on the deck of Skyfort, moored alongside. You watch Lone Wolf leading Black Hawk, Star Lynx, Steel Hand and Swift Sword in single file up the boarding steps. When they are all on deck, they turn to wave you farewell. You and Blazer return their waves and bid them good luck and good hunting.

+

You rise an hour before dawn. You have chosen to wear the simple clothing of a Chai countrymana padded jacket of cinnamon-coloured cotton, apple green breeches, tan leather boots and a hooded grey woollen cloak. You don your equipment and make a final check before you leave your chambers and hurry to the parade ground.

+

In the early predawn light, the area is alive with activity. The hum of the skyship engines makes the gravel surface of the parade ground vibrate beneath your feet as you approach the magnificent vessels. Lord Rimoah beckons you over to the boarding stairs of the Comet. He and Grand Master Blazer are awaiting you on main deck, and they both salute when you step aboard. They invite you to join them at the rail and watch the preparations that are underway on the deck of Skyfort, moored alongside. You watch Lone Wolf leading Black Hawk, Star Lynx, Steel Hand and Swift Sword in single file up the boarding steps. When they are all on deck, they turn to wave you farewell. You and Blazer return their waves and bid them good luck and good hunting.

Comet is the first to leave the parade ground. The powerful hum of its engine rises steadily in pitch as the skycraft makes its ascent. As it gains altitude, so you are afforded a spectacular view of the morning sunrise. It bathes the Kai Monastery with a vividly golden light. Once the skyship is safely clear of the monasterys towers, Lord Rimoah sets a northwesterly course before handing over the helm to Bosun Durin. With a smile, Lord Rimoah invites you and Blazer to join him in the skycrafts comfortable cabin where breakfast awaits.

You enjoy a hearty meal together and discuss the details of your missions. The first part of your aerial voyage will take you to the small Chai coastal town of Hlau. This is where you will disembark and begin your overland journey incognito to the Chai capital, Pensei.

Enemy agents are known to be operating in Pensei and so it has been decided not to land you at the capital directly, for to do so would alert Zashnor to your presence and reveal your intentions. After dropping you off in Hlau, located on the Chai Sea, Lord Rimoah and Blazer will proceed to the Kraknalorg chasm where his mission awaits. You will each be picked up by Comet after you have completed your quests. Lord Rimoah gives each of you a large amber gem, the size of an orange. These are tracker-gems, kindly provided by Sage Chastan. He also gives you each a small leather satchel in which to keep it. (Record this Tracker-Gem as a Special Item on your Action Chart. You keep it in its leather satchel which you wear slung over your right shoulder and around your body, so that the satchel rests on your left hip.) Rimoah tells you that the stones are beacons. They emit a power that he can detect at a great distance. By way of these beacons, he will be able to steer the Comet to your precise locations and retrieve you. Then he adds a few cautionary words:

Be sure you do not part company with your tracker-gem. Look after it and it will look after you.

Rimoah tells you that the first part of the voyage, to your drop-off point at Hlau, will take six hours. You are expecting to arrive there at noon. A guide will be waiting for you at a clearing located a mile to the east of the coastal town. His name is Anseng. Lord Rimoah says that you could not wish for a better guide.

-

He was once an Imperial Chai Guard Captain, and now, in early retirement, he is one of a network of brave agents who provide us with reliable information about our enemies, most especially their troop strengths and dispositions. He will take you directly to Pensei for an audience with Khea-khan Lao Tin. You are to collect the Eye of Agarash and leave the city. Head south towards the coastal city of Dwala. I will return to Chai at dusk of the 6th day hence. So long as you still possess your tracker-gem, I will find you and bring you back to the monastery, safe and sure.

+

He was once an Imperial Chai Guard Captain, and now, in early retirement, he is one of a network of brave agents who provide us with reliable information about our enemies, most especially their troop strengths and dispositions. He will take you directly to Pensei for an audience with Khea-khan Lao Tin. You are to collect the Eye of Agarash and leave the city. Head south towards the coastal city of Dwala. I will return to Chai at dusk of the sixth day hence. So long as you still possess your tracker-gem, I will find you and bring you back to the monastery, safe and sure.

You are reassured by Rimoahs plan. Yet you know that so much depends upon you retrieving the Eye of Agarash before Zashnor and his ravenous army reaches Pensei.

Three hours after leaving the Isle of Lorn, the Comet runs into heavy weather over the Mythenian Sea. Bosun Durin commands the crew to secure the decks for a rough passage. Once their duties are completed, they hurry below deck to the safety of their quarters. The bosun is expecting to be clear of the storm and back on course within the hour. Yet the weather does not improve; it steadily worsens. The Comet is swallowed up in a seemingly endless expanse of roiling black thunder clouds. Tremendous winds buffet the hull and the skyship is shaken vigorously from bow to stern. Lord Rimoah draws upon his great powers to create a magical sphere of calmness that encapsulates the Comet. It keeps you safe from the lightning and the tremendous winds, but it cannot increase the speed of your passage and you are blown wildly off course.

It is close to midnight, twelve hours past your expected time of arrival, when finally the tiny lights of the coastal town of Hlau are first sighted in the sheeting rain. As Comet passes over the town, you see that it has been badly damaged by the storm. Many of the dwellings have lost their roofs and its colourful fleet of fishing boats lies smashed and scattered along the shoreline. On the outskirts of the battered town, Lord Rimoah orders Bosun Durin to slow the skyship to a halt. Below its keel, you look down upon a clearing in the toa and Chai pine trees which is bisected by a muddy road. This area is illuminated sporadically by flashes of lightning. A solitary male figure stands in the middle of this grassy, storm-swept clearing. He is clad in a wide-brimmed peasants hat, a hooded rain cape, and he is holding aloft a Chai lantern which gives off a pale yellowy light.

@@ -67,7 +1315,7 @@

Suddenly you realise that you are not being subjected to an audio attack. The noise that fills your head is the effect of a powerful psychic assault on your senses. You call upon your Grand Master discipline to suppress the unbearable noise and your swift response saves you from sustaining any permanent injury to your mind: lose 1 ENDURANCE.

Howling with frustration, the ghoulish figure leaps towards you brandishing his black staff and, in the blink of an eye, the staff transforms into a hissing serpent. It is disturbingly similar to the snake that emerged from the mouth of undead Anseng. You reach to your weapon and pull back as the serpents venomous fangs strike out for your throat.

- Xaol the Necromancer (reconstructed undead, with Serpent Rod) 5050 + Xaol the Necromancer (reconstructed undead, with Serpent Rod) 5050

Xaol is a powerful undead adversary. If your chosen weapon provides you with a bonus when used in a fight against an undead foe, be sure to calculate and add the bonus to your COMBAT SKILL before this battle begins. If you possess the Kai Weapon Spawnsmite or Valiance you may add the bonus that you gain from its unique properties during this combat.

If you win the combat, turn to 160
@@ -77,7 +1325,7 @@ 3 -

You turn your mount about and shout to your companions to follow as your spur your horse to the gallop. Your mind is reeling as you race back along the puddled and potholed highway with Quang and the Watchers close behind. What are Doomwolves doing here in Chai? These loathsome creatures rarely venture far from the Darklands of Northern Magnamund, the Nadulritzaga Mountains of Ghatan, and the Ogshezar Mountains of Northern Skaror. It is unheard of them ever being seen in Southern Magnamund. You come to the rapid and chilling conclusion that Zashnor must be responsible. Only the sorcery of the evil Nadziran could spawn these creatures so far from their native lands.

+

You turn your mount about and shout to your companions to follow as your spur your horse to the gallop. Your mind is reeling as you race back along the puddled and pot-holed highway with Quang and the Watchers close behind. What are Doomwolves doing here in Chai? These loathsome creatures rarely venture far from the Darklands of Northern Magnamund, the Nadulritzaga Mountains of Ghatan, and the Ogshezar Mountains of Northern Skaror. It is unheard of them ever being seen in Southern Magnamund. You come to the rapid and chilling conclusion that Zashnor must be responsible. Only the sorcery of the evil Nadziran could spawn these creatures so far from their native lands.

Your horse stumbles over a pothole and loses speed. Your companions flash past on both sides, leaving you trailing in the rear. Anxiously, you glance over your shoulder and are shocked to see how rapidly the Doomwolves are gaining ground. The leading Doomwolf draws alongside the left flank of your horse with its fearsome jaws agape. Your frightened mount veers to the right of the road and you struggle to keep him galloping in a straight line. Then two more of the loathsome Doomwolves come racing up behind you on your right flank, growling and howling with murderous intent.

If you possess the Grand Master discipline of Magi-magic, and have reached the rank of Grand Thane, turn to 252 If you do not possess this discipline, or have yet to attain this rank, turn to 48 @@ -145,7 +1393,7 @@ 9 -

With trepidation, you climb the wooden steps that ascend to the wheelhouse. Through the rear window you see a huge winged creature perched on the end of the stone pier. It is an Imperial Zlanbeast. Astride a grand saddle embellished with Darklord icons, you see a slender man-like figure swathed in a hooded grey robe. The raised hood of the robe hides the figures face but at once you know who this is; Nadziran Zashor! Klüz and Xaol have both been slain by your hand, and so Zashnor has now been forced to show itself and finish the task they failed to accomplish on its behalf.

+

With trepidation, you climb the wooden steps that ascend to the wheelhouse. Through the rear window you see a huge winged creature perched on the end of the stone pier. It is an Imperial Zlanbeast. Astride a grand saddle embellished with Darklord icons, you see a slender man-like figure swathed in a hooded grey robe. The raised hood of the robe hides the figures face but at once you know who this is; Nadziran Zashor! Klz and Xaol have both been slain by your hand, and so Zashnor has now been forced to show itself and finish the task they failed to accomplish on its behalf.

In the Nadzirans right hand is a short staff that bears an uncanny resemblance to the Claw of Naar. The head of the staff looks like a petrified vultures foot. It is cast in pure Kagonite embedded with specks of a shimmering scarlet mineral. Its shaft is twisted like a length of gnarled tree root and perforated with myriad pea-sized hollows. In a moment of sudden and terrible realisation, you know that this staff is not a replica of the Claw; it is the Claw!

Zashnor detects your presence in the wheelhouse and swiftly it points the Claw of Naar at the window. The Eye starts to vibrate and move in its satchel. It becomes rapidly colder and frost forms on the satchels leather surface. The movements become stronger and now you are being tugged steadily closer to the window. Zashnor has unleashed a spell that is drawing the Eye inexorably towards the Claw. If you allow the two evil artefacts to be reunited, the consequences will be disastrous. The only way you can prevent this calamity is to slay the vile Nadziran.

If you decide to confront Zashnor in open combat, turn to 138 @@ -196,14 +1444,14 @@
  • Lantern: 20 Ren (2 Gold Crowns)
  • Manacles (with two keys): 30 Ren (3 Gold Crowns)
  • Whetstone: 30 Ren (3 Gold Crowns)
  • -
  • Rope (50ft length): 30 Ren (3 Gold Crowns)
  • +
  • Rope (50 ft. length): 30 Ren (3 Gold Crowns)
  • Potion of Laumspur: 40 Ren (4 Gold Crowns)
  • Compass: 50 Ren (5 Gold Crowns)
  • You may buy any of the items listed above for the price indicated. They are all backpack items that will take up one space in your backpack. You are under no obligation to make a purchase.

    -

    Shau Zau will buy any items you have noted on your Backpack List (with the exception of Ansengs Kirusami). He will pay 10 Ren for each item, regardless of how much it originally cost. If you wish to sell any of your items, erase them from your list and add 1 Gold Crown (10 Ren) per item to your Belt Pouch.

    +

    Shau Zau will buy any items you have noted on your Backpack List (with the exception of Ansengs Kirusami). He will pay 10 Ren for each item, regardless of how much it originally cost. If you wish to sell any of your items, erase them from your list and add 1 Gold Crown (10 Ren) per item to your Belt Pouch.

    Shau Zau and his helpers bid you a pleasant good night when you leave the shop.

    - If you choose to visit or revisit Zian-zus Weaponshop on the opposite side of the street, turn to 325 + If you choose to visit or revisit Zian-zus Weapon Shop on the opposite side of the street, turn to 325 If you decide to continue along Daruzhi Street, turn to 266
    @@ -221,7 +1469,7 @@ 15 -

    Congratulations, your answer is correct! The amounts are the same. After mixing in a quart of oil, the mixture would by 5/6ths vinegar and 1/6th oil. This would leave 5/6ths of a quart of oil in the first pitcher. Since the other 5/6ths of the removed mixture is vinegar, and this is now mixed into the other pitcher, in the end both pitchers end up with 5/6ths of a quart of the other liquid in them. As they have equal amounts of the other liquid, and the total volumes are equal (back to 5 quarts each), they must have equal amounts of their original liquids.

    +

    Congratulations, your answer is correct! The amounts are the same. After mixing in a quart of oil, the mixture would by vinegar and oil. This would leave of a quart of oil in the first pitcher. Since the other of the removed mixture is vinegar, and this is now mixed into the other pitcher, in the end both pitchers end up with of a quart of the other liquid in them. As they have equal amounts of the other liquid, and the total volumes are equal (back to 5 quarts each), they must have equal amounts of their original liquids.

    The patrons cheer when Shou Lin confirms that you have given him the correct answer. With good grace, he hands you the Samor Queen and you place it inside the pocket of your jacket. (The Samor Queen is a Special Item. You should add this to your Special Items list on your Action Chart.)

    Well done, my Lord, says Anseng, cheerfully. I wish I had your gift for deduction.

    You are now feeling very tired and are finding it a little difficult to keep your eyes open. Rather than stay for Shou Lins next riddle, you bid Anseng good night and retire to your room.

    @@ -243,9 +1491,9 @@ 17 -

    Lieutenant Quang and the Watchers arrive on horseback soon after you slay the vicious Skarad leader. They complement you on your fighting prowess, but your Sixth Sense is now alerting you to a new danger. It warns you that the Skarada are not the only ones of their kind occupying the treeline. Another two groups are now rushing towards this area, from the east and the south. Fearing that you could be surrounded by them when they converge, you inform the lieutenant of what you have detected.

    +

    Lieutenant Quang and the Watchers arrive on horseback soon after you slay the vicious Skarad leader. They complement you on your fighting prowess, but your Sixth Sense is now alerting you to a new danger. It warns you that the Skarada are not the only ones of their kind occupying the tree-line. Another two groups are now rushing towards this area, from the east and the south. Fearing that you could be surrounded by them when they converge, you inform the lieutenant of what you have detected.

    We cant go forward and we darent go any deeper into the forest, he says, thoughtfully. Wed best take our chances out on the plain. Were behind the Chagarashi roadblock now. If the highway is clear between the roadblock and Vabou, well ride there directly.

    -

    You agree with Quangs plan and the Watchers agree that is the best course of action. Together, you turn your horses to the west and ride out from the treeline, heading for the highway two miles beyond the open grassland.

    +

    You agree with Quangs plan and the Watchers agree that is the best course of action. Together, you turn your horses to the west and ride out from the tree-line, heading for the highway two miles beyond the open grassland.

    Turn to 108
    @@ -267,7 +1515,7 @@

    You place one hand around the blacksmiths ruined throat and the other on his chest. You draw upon your powers and transfer the healing warmth of your Kai discipline into the dying man. His eyes flicker open and he mouths a warning with blood-flecked lips: Beware the ghouls! His eyes glaze over and his agony comes to an abrupt end. He is dead.

    You lay his head upon the blood drenched floor and lower his eyelids. Now your mind is flooded with unanswered questions. Why was he savagely murdered? What kind of beast is capable of such cold-bloodied slaughter? Where is Anseng? Is he still alive or has he, too, met a grisly end?

    -

    Galvanised into action by what has happened here, you race down the stairs and mount your horse. Quickly you bring her around to face the open doors and ride out into the pouring rain. The fresh tracks from the Blacksmithy lead you along the paved road until you reach the northern perimeter of the village. Here they leave the highway and veer due east towards the Nagah Forest. A narrow woodmans trail snakes its way through the Chai pines and the tracks can clearly be seen in its muddy surface. Your Sixth Sense screams a warning that this dense forest harbours an evil presence. You rein in your horse and scan the surrounding trees. At once you detect an ambush has been prepared and several evil creatures are lying in wait for you on the trail ahead.

    +

    Galvanised into action by what has happened here, you race down the stairs and mount your horse. Quickly you bring her around to face the open doors and ride out into the pouring rain. The fresh tracks from the Blacksmithy lead you along the paved road until you reach the northern perimeter of the village. Here they leave the highway and veer due east towards the Nagah Forest. A narrow woodsmans trail snakes its way through the Chai pines and the tracks can clearly be seen in its muddy surface. Your Sixth Sense screams a warning that this dense forest harbours an evil presence. You rein in your horse and scan the surrounding trees. At once you detect an ambush has been prepared and several evil creatures are lying in wait for you on the trail ahead.

    If you wish to turn around and leave the forest, go to 218 If you decide to continue along the trail, knowing that to do so will trigger the ambush, turn to 262
    @@ -324,7 +1572,7 @@ 24 -

    You shape your mouth and utter the Old Kingdom power-word: Gloar! The concussive force of the word hits Anseng squarely in the centre of his emaciated chest and knocks him down. Unfortunately, it also causes his kirusami to flare brightly. It is as if you have just thrown water onto a flaming blue fire! Unless you possess the discipline of Grand Nexus, you lose 2 ENDURANCE points due to the surge of power released by the impact of your spell upon this sorcerous weapon.

    +

    You shape your mouth and utter the Old Kingdom power-word: Gloar! The concussive force of the word hits Anseng squarely in the centre of his emaciated chest and knocks him down. Unfortunately, it also causes his kirusami to flare brightly. It is as if you have just thrown water onto a flaming blue fire! Unless you possess the discipline of Grand Nexus, you lose 2 ENDURANCE points due to the surge of power released by the impact of your spell upon this sorcerous weapon.

    For a few terrifying moments the intense explosion of blue light blinds you. Your vision quickly returns, but you are dismayed to see that Anseng is now back on his feet and preparing to attack.

    Turn to 150
    @@ -372,7 +1620,7 @@

    You attack the five undead Nagah Ghouls before they can get back on their feet. Lieutenant Quang fights fiercely by your side, and the three Watchers engage those ghouls that attempt to outflank you. Your effective use of your Kai-surge discipline has given you the combat advantage. You may ignore any ENDURANCE point losses you sustain in the first round of this fight:

    5 Nagah Ghouls4557 -

    You may add 6 points to your COMBAT SKILL for the duration of this fight, for Quang and the Watchers are supporting you throughout this battle against these deadly creatures. If you win this combat, Quang decapitates the heads of the fallen enemy to prevent them from being reanimated by the evil energy that has kept them in an undead state for centuries. As he chops off the head of the last Nagah Ghoul with his kirusami, you feel a chilling aura radiating from the Eye of Agarash. A sudden wave of weakness drains you of 3 ENDURANCE points.

    +

    You may add 6 points to your COMBAT SKILL for the duration of this fight, for Quang and the Watchers are supporting you throughout this battle against these deadly creatures. If you win this combat, Quang decapitates the heads of the fallen enemy to prevent them from being reanimated by the evil energy that has kept them in an undead state for centuries. As he chops off the head of the last Nagah Ghoul with his kirusami, you feel a chilling aura radiating from the Eye of Agarash. A sudden wave of weakness drains you of 3 ENDURANCE points.

    As the nausea subsides, you turn your attention to the Watchers who have all sustained wounds during the combat. By the use of your Magnakai Curing discipline, you are able to stop their bleeding and help them quickly to recover. You sense that you must now leave this location for there are more Nagah Ghouls in the vicinity and they are heading for the tavern garden, drawn by the foul smell of the spilt blood of their slain brethren. Hurriedly, you all remount your horses and press on with your journey to Vabou without further delay.

    Turn to 227
    @@ -391,9 +1639,9 @@ 30 -

    Anseng insists that it is too dangerous to linger here any longer. The constant shuddering of the ground beneath your feet confirms this to be so. With his lantern held aloft, he begins the difficult trek through the toa and pine forest with you following close behind. Soon you emerge from the swaying trees and set off along a muddy forest road at a brisk pace, heading east. The sheeting rain and the constant thunder make it impossible for you to speak with your determined guide until you reach a small woodmans hut a few miles distant. Anseng points to the huts rickety door and you follow him inside, thankful to be out of the relentless downpour.

    +

    Anseng insists that it is too dangerous to linger here any longer. The constant shuddering of the ground beneath your feet confirms this to be so. With his lantern held aloft, he begins the difficult trek through the toa and pine forest with you following close behind. Soon you emerge from the swaying trees and set off along a muddy forest road at a brisk pace, heading east. The sheeting rain and the constant thunder make it impossible for you to speak with your determined guide until you reach a small woodsmans hut a few miles distant. Anseng points to the huts rickety door and you follow him inside, thankful to be out of the relentless downpour.

    You did well to keep up with me, my Lord, he says, as he places his glowing lantern on the huts solitary table. Well rest here for a few hours and leave at first light.

    -

    From his leather backpack he produces some provisions: a loaf of bread, some strips of cured lamb meat, some dried fruits and a small bottle of rice wine. Generously, he shares his meagre rations with you. While you are eating, you take the opportunity to observe your guide. He is a lean man in his early fifties, physically fit and impressively agile. He is dressed in simple peasant garb with a wide conical hat made from straw. Despite his mundane clothing, this man is clearly not a lowly peasant. He has the distinctive mien of a professional soldier, the legacy of years spent as a Captain in the Imperial Chai Guard: the warrior elite of the Chai army. A kirusami, an ornate bladed pole arm is slung over his shoulder on a thin strip of leather.

    +

    From his leather backpack he produces some provisions: a loaf of bread, some strips of cured lamb meat, some dried fruits and a small bottle of rice wine. Generously, he shares his meagre rations with you. While you are eating, you take the opportunity to observe your guide. He is a lean man in his early fifties, physically fit and impressively agile. He is dressed in simple peasant garb with a wide conical hat made from straw. Despite his mundane clothing, this man is clearly not a lowly peasant. He has the distinctive mien of a professional soldier, the legacy of years spent as a Captain in the Imperial Chai Guard: the warrior elite of the Chai army. A kirusami, an ornate bladed pole arm is slung over his shoulder on a thin strip of leather.

    When you have finished your meal, Anseng opens a wooden cupboard fixed to the interior wall and retrieves two bed rolls. He unties them and lays them out upon the floor of the hut.

    We must get some sleep while we can. Weve a long journey ahead. We leave at dawn.

    Turn to 55 @@ -405,7 +1653,7 @@

    You call upon your advanced discipline of Assimilance and create a cloud of fog directly in the path of the onrushing Doomwolf. Suddenly blinded by the dense vapour, the creature missteps and loses its balance. You see it fall from the fog and plunge head first into the ravine. The weight on the fallen tree is lessened by the demise of the second Doomwolf. You urge your companions to push harder against the pine and it starts to give. The compacted earth beneath it cracks and crumbles.

    -

    Get clear! you shout, and hastily the five of you leap away as the tree trunk sinks with the collapsing edge of the gulley. There is a loud rumble and you see the tree and the loosened earth fall away into the yawning fissure. The remaining two Doomwolves howl with terror as they tumble off the falling trunk and plummet to their doom at the base of the ravine, one hundred feet below.

    +

    Get clear! you shout, and hastily the five of you leap away as the tree trunk sinks with the collapsing edge of the gully. There is a loud rumble and you see the tree and the loosened earth fall away into the yawning fissure. The remaining two Doomwolves howl with terror as they tumble off the falling trunk and plummet to their doom at the base of the ravine, one hundred feet below.

    Turn to 287
    @@ -423,7 +1671,7 @@ 33 -

    Unfortunately, your answer is incorrect. The amounts are the same. After mixing in a quart of oil, the mixture would by 5/6ths vinegar and 1/6th oil. This would leave 5/6ths of a quart of oil in the first pitcher. Since the other 5/6ths of the removed mixture is vinegar, and this is now mixed into the other pitcher, in the end both pitchers end up with 5/6ths of a quart of the other liquid in them. As they have equal amounts of the other liquid, and the total volumes are equal (back to 5 quarts each), they must have equal amounts of their original liquids.

    +

    Unfortunately, your answer is incorrect. The amounts are the same. After mixing in a quart of oil, the mixture would by vinegar and oil. This would leave of a quart of oil in the first pitcher. Since the other of the removed mixture is vinegar, and this is now mixed into the other pitcher, in the end both pitchers end up with of a quart of the other liquid in them. As they have equal amounts of the other liquid, and the total volumes are equal (back to 5 quarts each), they must have equal amounts of their original liquids.

    The patrons mummer their approval when Shou Lin explains the correct solution to the puzzle. You must now erase 10 Gold Crowns from your Action Chart and give the coins to the old man. Gladly he accepts your payment and praises you for your brave attempt at solving it.

    Bad luck, my Lord, says Anseng, in an attempt to console you. May you have better fortune next time. You are now feeling very tired and are finding it a little difficult to keep your eyes open. Rather than stay for Shou Lins next riddle, you bid Anseng good night and retire to your room.

    Turn to 286 @@ -536,7 +1784,7 @@

    You continue your desperate flight across the rain-soaked grassland until the howls of the Skarada can no longer be heard. As you ease your sweating horse to a gentle trot, Quang and the Watchers catch up with you and the lieutenant signals you to halt. You rein your horse to a stop and your companions draw their breathless horses in a circle around you. Quang pulls his mount alongside yours and together you assess your options.

    We cannot go on in this direction, my Lord he says. This way will take us back towards Pensei. Despite the risks, we must turn back and continue south if we are to reach Vabou before nightfall.

    You know that the lieutenant is right. The further you go northwards, the greater you will distance yourself from Vabou and increase the likelihood that you will miss your rendezvous with Lord Rimoah in two days time. You are about to agree with him when a sudden wave of nausea and fatigue makes you swoon in the saddle. The Eye is exacting an energy drain and the increased strength of its insidious power catches you by surprise: lose 4 ENDURANCE.

    -

    Quang grabs you and prevents you from falling off your horse. Anxiously he asks if you are strong enough to go on. Yes… yes, Im ready to go back, you answer, your voice a little shaky. We… we must reach Vabou before dark.

    +

    Quang grabs you and prevents you from falling off your horse. Anxiously he asks if you are strong enough to go on. Yes yes, Im ready to go back, you answer, your voice a little shaky. We we must reach Vabou before dark.

    Turn to 34
    @@ -565,7 +1813,7 @@ 44 -

    You have encountered these creatures before when first you visited Chai. They are Chagarashi. Long ago, during the Age of Eternal Night, this land was stalked by Agarashi – the hellish creations of Agarash the Damned. When Agarash was destroyed by the Elder Magi, his creations were scattered across the wilderness and plains of Chai. The creatures you now face are descendants of those ancient horrors. It is rare for Chagarashi to be found in this region of Chai. You sense that there is a sinister force present that has driven them from their burrows and caves in search of prey.

    +

    You have encountered these creatures before when first you visited Chai. They are Chagarashi. Long ago, during the Age of Eternal Night, this land was stalked by Agarashithe hellish creations of Agarash the Damned. When Agarash was destroyed by the Elder Magi, his creations were scattered across the wilderness and plains of Chai. The creatures you now face are descendants of those ancient horrors. It is rare for Chagarashi to be found in this region of Chai. You sense that there is a sinister force present that has driven them from their burrows and caves in search of prey.

    Turn to 195
    @@ -580,12 +1828,12 @@
  • Lantern: 20 Ren (2 Gold Crowns)
  • Chisel: 20 Ren (2 Gold Crowns)
  • Hammer: 30 Ren (3 Gold Crowns)
  • -
  • Rope (50ft length): 30 Ren (3 Gold Crowns)
  • +
  • Rope (50 ft. length): 30 Ren (3 Gold Crowns)
  • Potion of Laumspur: 40 Ren (4 Gold Crowns)
  • Small Telescope: 60 Ren (6 Gold Crowns)
  • You may buy any of the items listed above for the price indicated. They are all backpack items that will take up one space in your backpack. You are under no obligation to make a purchase.

    -

    Hopdai will buy any items you have noted on your Backpack List (with the exception of Ansengs Kirusami). He will pay 10 Ren for each item, regardless of how much it originally cost. If you wish to sell any of your items, erase them from your list and add 1 Gold Crown (10 Ren) per item to your Belt Pouch.

    +

    Hopdai will buy any items you have noted on your Backpack List (with the exception of Ansengs Kirusami). He will pay 10 Ren for each item, regardless of how much it originally cost. If you wish to sell any of your items, erase them from your list and add 1 Gold Crown (10 Ren) per item to your Belt Pouch.

    Hopdai and Meng-an bid you a pleasant good night when you leave the shop.

    If you choose to visit or revisit Xiong the Weaponsmith on the opposite side of the street, turn to 124 If you decide to continue along South Avenue, turn to 149 @@ -596,7 +1844,7 @@ 46 -

    The moment you take the satchel from the Khea-khans hand, you feel a wave of nausea flow through your body that makes you shudder with revulsion. The bag contains the Eye of Agarash. For centuries this evil gem has lain dormant, its power inert. Now it is has been awoken, triggered by the close proximity to you - a champion of God Kai. Hurriedly, you draw upon your Magnakai discipline of Psi-screen to shield yourself from its malicious radiance. Your defences deaden its insidious effect, but you suffer a shock to your nervous system: lose 3 ENDURANCE.

    +

    The moment you take the satchel from the Khea-khans hand, you feel a wave of nausea flow through your body that makes you shudder with revulsion. The bag contains the Eye of Agarash. For centuries this evil gem has lain dormant, its power inert. Now it has been awoken, triggered by the close proximity to youa champion of God Kai. Hurriedly, you draw upon your Magnakai discipline of Psi-screen to shield yourself from its malicious radiance. Your defences deaden its insidious effect, but you suffer a shock to your nervous system: lose 3 ENDURANCE.

    Whenever you are affected by the debilitating power of the Eye of Agarash, you may use Laumspur to help you recover. Normally, a healing potion of Laumspur restores 4 ENDURANCE points when taken after combat. When using it to restore ENDURANCE lost due to the power of the Eye of Agarash, you may only restore the actual number of points lost. For example, if you lose 3 ENDURANCE points due to the effects of the Eye (as is the case here), and then you take a potion of Laumspur which normally restores 4 points, you will only regain the lost 3 points. The extra point of ENDURANCE is not gained and should not be added to your ENDURANCE score.

    Turn to 192
    @@ -623,7 +1871,7 @@ Doomwolf3026

    You can only engage in one round of combat with this enemy before the momentum of your galloping horse carries you away from it.

    If you kill the Doomwolf outright, or if your loss of ENDURANCE points is lower than the number of points lost by the Doomwolf, turn to 141 - If you lose more ENDRANCE points than the Doomwolf in this single round of combat, turn to 32 + If you lose more ENDURANCE points than the Doomwolf in this single round of combat, turn to 32 @@ -631,8 +1879,8 @@ 49 -

    The second Chagarashi enters the combat at the start of the 4th round. Fortunately, this is also the moment that Anseng joins you in the fight against these ferocious foes. You may now continue the combat you began in section 265.

    -

    Anseng engages the companion Chagarashi in combat directly, therefore you should continue the fight with you and your enemys COMBAT SKILL and ENDURANCE scores as they were at the end of the 3rd round.

    +

    The second Chagarashi enters the combat at the start of the fourth round. Fortunately, this is also the moment that Anseng joins you in the fight against these ferocious foes. You may now continue the combat you began in section 265.

    +

    Anseng engages the companion Chagarashi in combat directly, therefore you should continue the fight with you and your enemys COMBAT SKILL and ENDURANCE scores as they were at the end of the third round.

    If you win this combat, turn to 90
    @@ -641,9 +1889,9 @@ 50 -

    When combat commenced, Zashnor sent a telepathic command to its Imperial Zlanbeast to assist it in the fight. The creature took off from the pier and commenced a flight over the raging estuary in a wide circle in order to best position itself to launch an attack on you from the rear. At the start of the 7th round, it comes swooping low along the deck behind you. It stabs at you with its sharp horny beak before the momentum of its attack carries it past and it soars away into the clouds.

    -

    In the 7th round, Zashnors COMBAT SKILL increases to 59. Its ENDURANCE points total increases by 5 points. The COMBAT SKILL increase lasts only for the 7th round and represents a temporary bonus that the Nadziran receives from the Imperial Zlanbeasts attack. If you survive the 7th round, the Imperial Zlanbeast will no longer be a part of the combat in any further rounds.

    - At the start of the 8th round, you may deduct Zashnors COMBAT SKILL bonus. This will return its COMBAT SKILL to 54. The increase of 5 points it gained to its ENDURANCE in the 7th round remains. +

    When combat commenced, Zashnor sent a telepathic command to its Imperial Zlanbeast to assist it in the fight. The creature took off from the pier and commenced a flight over the raging estuary in a wide circle in order to best position itself to launch an attack on you from the rear. At the start of the seventh round, it comes swooping low along the deck behind you. It stabs at you with its sharp horny beak before the momentum of its attack carries it past and it soars away into the clouds.

    +

    In the seventh round, Zashnors COMBAT SKILL increases to 59. Its ENDURANCE points total increases by 5 points. The COMBAT SKILL increase lasts only for the seventh round and represents a temporary bonus that the Nadziran receives from the Imperial Zlanbeasts attack. If you survive the seventh round, the Imperial Zlanbeast will no longer be a part of the combat in any further rounds.

    + At the start of the eighth round, you may deduct Zashnors COMBAT SKILL bonus. This will return its COMBAT SKILL to 54. The increase of 5 points it gained to its ENDURANCE in the seventh round remains. If you win the combat, turn to 276
    @@ -654,7 +1902,7 @@

    Suddenly you realise that you are not being subjected to an audio attack. The noise that fills your head is the effect of a powerful psychic assault on your senses. You call upon your advanced discipline to erect a Mindfort to shut out the unbearable noise, and your swift response saves you from sustaining any permanent impairment to your mental faculties.

    Howling with frustration that its psychic attack has helped and not harmed you, the ghoulish figure leaps towards you brandishing his black staff. In the blink of an eye, the staff transforms into a hissing serpent. It is disturbingly similar to the snake that emerged from the mouth of undead Anseng. You reach to your weapon and pull back as the serpents venomous fangs strike out for your throat.

    - Xaol the Necromancer (reconstructed undead, with Serpent Rod)5050 + Xaol the Necromancer (reconstructed undead, with Serpent Rod)5050

    Xaol is a powerful undead adversary. If your chosen weapon provides you with a bonus when used in a fight against an undead foe, be sure to calculate and add the bonus to your Combat Skill before this battle begins.

    If you possess the Kai Weapon Spawnsmite or Valiance you may add the bonus that you gain from its unique properties during this combat.

    If you win the combat, turn to 160 @@ -683,7 +1931,7 @@ 54 -

    You signal to Lieutenant Quang to halt and he and the Watchers immediately obey your command. Quickly you inform them of what you have seen and they agree to investigate the tavern with you. After dismounting and securing your horses, Queng, Bai and Chao hurry around to the rear of the tavern while you and Deng force open the front door. As soon as you set foot inside the empty taproom you hear the sounds of a struggle taking place on the floor above.

    +

    You signal to Lieutenant Quang to halt and he and the Watchers immediately obey your command. Quickly you inform them of what you have seen and they agree to investigate the tavern with you. After dismounting and securing your horses, Quang, Bai and Chao hurry around to the rear of the tavern while you and Deng force open the front door. As soon as you set foot inside the empty taproom you hear the sounds of a struggle taking place on the floor above.

    Swiftly you ascend a narrow staircase that leads to the upper floor, drawing your Kai Weapon as you bound up the creaky wooden steps. Upon reaching the top of the stairs you see an open trapdoor in the ceiling directly above. Your sixth sense screams a warning of danger, but you have barely a second to react before a hulking grey shape drops down and slams you to the floor. The scabrous hairless grey skin of this cadaverous horror reeks of a charnel smell. Foul black fluid drips from its fanged mouth and a baleful green glow radiates from its ragged eye sockets. From the tip of the index fingers of its right hand extends a curved razor-sharp talon.

    A Nagah Ghoul! screams Deng, Ishir save us!

    Nagah Ghoul3838 @@ -699,7 +1947,7 @@

    Despite the rumbling thunder, howling winds, and heavy rain beating on the shingle roof of the hut, you soon drift off into a deep and dreamless sleep. Four hours later you are awoken by Ansengs strong hand shaking your shoulder.

    Wake up, my Lord. Its time to go.

    -

    The noise of the night storm has disappeared. The only sound you can hear outside is a dawn chorus of chittering birdsong. You rise from your mattress and gather your weapons and equipment. When you are ready, Anseng takes you to a stable at the rear of the hut where two horses are saddled ready to ride. He prepared them while you were sleeping. Leaving the stable, you and set off along the muddy highway at a brisk pace. The rain and thunder have ceased but the slowly brightening sky is heavy with thick grey cloud.

    +

    The noise of the night storm has disappeared. The only sound you can hear outside is a dawn chorus of chittering bird song. You rise from your mattress and gather your weapons and equipment. When you are ready, Anseng takes you to a stable at the rear of the hut where two horses are saddled ready to ride. He prepared them while you were sleeping. Leaving the stable, you and set off along the muddy highway at a brisk pace. The rain and thunder have ceased but the slowly brightening sky is heavy with thick grey cloud.

    As you ride along, you stare out across the lush green paddy fields bordering the road. On your way you pass by several isolated huts and houses. Their owners, all rice growers, are repairing roofs and walls that been damaged by the storm and they pay you scant regards as you ride past their humble abodes. Anseng says that you must reach the village of Zang before nightfall. You have a long days ride ahead and there will be no time to stop and rest along the way. Unless you have a Meal in your Backpack, you lose 3 Endurance points. The need to stay in the saddle all day prevents you from foraging for food in the adjacent rice fields.

    During your long journey, you converse with Anseng and find out more about your trusty guide. He hails from the city of Dwala, approximately 200 miles due east of your present location. He is one of a group of covert agents established by the Elder Magi for the purpose of gathering intelligence about vengeful Bhanarians, obsessed with avenging the Massacre of Yua Tzhan, who are operating in and around Pensei. They have also been tasked with finding out why Agarashi have recently been sighted far from their lairs in the Hyunsei Foothills, the Voxai Swamp and the Huzang Forest. The last time they found the courage to do so was seventeen years ago, when they joined the army of Autarch Sejanoz for the invasion of Chai. Anseng tells you that his group of agents are headquartered at the Tower of Ishir in Dwala. Here they meet regularly with Lord Rimoahs envoy and pass on all the information they have gathered about the enemy. Anseng is a proud member of this secret group of agents who call themselves The Watchers. While you are riding together, you notice an unusual pole arm that is strapped to Ansengs saddle.

    If you wish to ask Anseng about this weapon, turn to 248 @@ -712,7 +1960,7 @@

    Your mind is reeling as you spur your horse to the gallop. What are Doomwolves doing here in Chai? These loathsome creatures rarely venture far from the Darklands of Northern Magnamund, the Nadulritzaga Mountains of Ghatan, and the Ogshezar Mountains of Northern Skaror. It is unheard of them ever being seen in Southern Magnamund. You come to the rapid and chilling conclusion that Zashnor must be responsible. Only the sorcery of the evil Nadziran could spawn these creatures so far from their native lands.

    -

    You glance over your shoulder and are shocked to see how rapidly the Doomwolves are gaining ground. In less than a minute they are among the horses, racing alongside, snarling and snapping at their haunches. You see Lieutenant Quang unshoulder his kirusami and stab one in the throat as it attempts to leap up at his horses head. The sharp blade slices deep into its greasy black fur and the Doomwolf tumbles head over tail, mortally wounded. Another Doomwolf draws alongside your horse with its fearsome jaws agape. Your frightened mount veers away and cuts across the path of two more of these loathsome creatures that are racing along to your right.

    +

    You glance over your shoulder and are shocked to see how rapidly the Doomwolves are gaining ground. In less than a minute they are among the horses, racing alongside, snarling and snapping at their haunches. You see Lieutenant Quang unshoulder his kirusami and stab one in the throat as it attempts to leap up at his horses head. The sharp blade slices deep into its greasy black fur and the Doomwolf tumbles head over tail, mortally wounded. Another Doomwolf draws alongside your horse with its fearsome jaws agape. Your frightened mount veers away and cuts across the path of two more of these loathsome creatures that are racing along to your right.

    If you have a bow and wish to use it, turn to 115 If you possess the discipline of Animal Mastery and have reached the rank of Sun Thane, turn to 233 If you wish to unsheathe your Kai Weapon and slash at a Doomwolf within striking distance, turn to 194 @@ -737,7 +1985,7 @@ 58 -

    You return to the highway a mile from Uzam and turn north towards Pensei. The rumble of distant thunder heralds the start of another storm. Intermittent flashes of lightning illuminate the hills to the west, and the peaks of the Szuchow Mountains beyond are soon lost from view amidst of a roiling mass of ominous black rain clouds. You pass by a dozen covered wagons on the rain-swept highway, all traveling in the opposite direction. This traffic of wagons steadily increases until you are forced to abandon the highway and continue northwards by way of the soft grassland that borders the overcrowded road.

    +

    You return to the highway a mile from Uzam and turn north towards Pensei. The rumble of distant thunder heralds the start of another storm. Intermittent flashes of lightning illuminate the hills to the west, and the peaks of the Szuchow Mountains beyond are soon lost from view amidst of a roiling mass of ominous black rain clouds. You pass by a dozen covered wagons on the rain-swept highway, all travelling in the opposite direction. This traffic of wagons steadily increases until you are forced to abandon the highway and continue northwards by way of the soft grassland that borders the overcrowded road.

    By mid-afternoon, the highway is clogged with dour-faced Chai pushing hand carts heaped high with household possessions. This sorry procession is a refugee column from Pensei. The fact that so many of its citizens have abandoned the shelter and comfort of their homes to travel south, in such appalling weather, fills you with a sense of dread. It means that the capital must be facing an imminent enemy attack.

    Six Chai cavalry rangers come riding across the grassland that runs parallel with the crowded highway. They are all standing in their stirrups and seem to be searching for something or someone among the column of refugees.

    If you possess Assimilance, turn to 322 @@ -759,8 +2007,8 @@ 60 -

    The Doomgah leader raises its mighty kirusami and spouts of cracking blue flame erupt along the length of its razor sharp blade. It opens its maw to reveal a score of dagger-like fangs and a thin black tongue that writhes between them.

    - Klüz (armed with Zukgudrak)4542 +

    The Doomgah leader raises its mighty kirusami and spouts of cracking blue flame erupt along the length of its razor sharp blade. It opens its maw to reveal a score of dagger-like fangs and a thin black tongue that writhes between them.

    + Klz (armed with Zukgudrak)4542

    The weapon that this enemy wields can leach power from the Eye of Agarash. This inflicts 1 ENDURANCE point of damage to you in every round of this combat.

    If you win the combat, turn to 228
    @@ -794,7 +2042,7 @@ 63 -

    You utter the Kai Word of Power Kai! And the tremendous force of your advanced discipline hits the grouped Nagah Ghouls and sends them reeling in all directions. Your decision to use your power has worked well, for these enemies were originally a cult who worshiped God Naar – King of the Darkness. They had a secret subterranean base in the Nagah Forest during the ancient times when Chai was a province of the Vaduzhan Empire. After their mortal deaths, they were interred in their lair and its entrance was sealed, but your Magnakai discipline of Divination reveals to you that the power they gained from the Dark God through human sacrifices has kept them in a state of suspended undeath. Nadziran Zashnor who has, since the demise of the Darklords of Helgedad, become a champion of Naar, has most likely awoken these terrible creatures and is using them to further its sinister ambitions.

    +

    You utter the Kai Word of Power Kai! And the tremendous force of your advanced discipline hits the grouped Nagah Ghouls and sends them reeling in all directions. Your decision to use your power has worked well, for these enemies were originally a cult who worshipped God NaarKing of the Darkness. They had a secret subterranean base in the Nagah Forest during the ancient times when Chai was a province of the Vaduzhan Empire. After their mortal deaths, they were interred in their lair and its entrance was sealed, but your Magnakai discipline of Divination reveals to you that the power they gained from the Dark God through human sacrifices has kept them in a state of suspended undeath. Nadziran Zashnor who has, since the demise of the Darklords of Helgedad, become a champion of Naar, has most likely awoken these terrible creatures and is using them to further its sinister ambitions.

    Charge! shouts Lieutenant Quang, and his stirring command galvanises the Watchers into action. Anxious to seize the advantage your Kai word of power has provided, all five of you attack the scattered and fallen Nagah Ghouls before they can get scramble back to their feet.

    Turn to 174
    @@ -834,7 +2082,7 @@

    Your arrow grazes the top of Chagarashis skull and fails to slow its inexorable advance. Curing your misfortune, you leap from the drivers seat and unsheathe your Kai Weapon the instant you land with a splash on the muddy highway. The Chagarashi are intent on attacking the leading pair of horses and you move quickly to block their advance. Screeching with frustration, the larger of the two horrors launches itself upon you with ferocious zeal.

    Large Chagarashi4237 If you win the combat in 3 rounds or less, turn to 313 - If you are still engaged in combat at the start of the 4th round, do not calculate the outcome of this round. Instead, turn to 49 + If you are still engaged in combat at the start of the fourth round, do not calculate the outcome of this round. Instead, turn to 49
    @@ -926,7 +2174,7 @@
  • Small Blanket: 10 Ren (1 Gold Crown)
  • Arrows: 10 Ren each (1 Gold Crown each)
  • Lantern: 20 Ren (2 Gold Crowns)
  • -
  • Rope (50ft length): 30 Ren (3 Gold Crowns)
  • +
  • Rope (50 ft. length): 30 Ren (3 Gold Crowns)
  • Potion of Laumspur: 40 Ren (4 Gold Crowns)
  • Compass: 50 Ren (5 Gold Crowns)
  • @@ -989,7 +2237,7 @@ 78 -

    Swiftly you invoke the Old Kingdom spell Shield and a shimmering circular field of energy forms in front of you. The black arrow hits this magical shield and explodes into a harmless shower of hissing fragments.

    +

    Swiftly you invoke the Old Kingdom Spell Shield and a shimmering circular field of energy forms in front of you. The black arrow hits this magical shield and explodes into a harmless shower of hissing fragments.

    Turn to 327
    @@ -998,11 +2246,11 @@ 79 -

    Hurriedly, you recite the words of the Brotherhood Spell - Slow Fall – but the shock of the initial impact with the trees prevents you from completing it. The spell is only partially effective; you sustain a few cuts and bruises before you land, dazed and breathless, amidst a clump of thick foliage (lose 1 ENDURANCE points). Fortunately, the lush vegetation and the slowed rate of descent have cushioned your impact, and you are able to rise to your feet with no bones broken. Your eyes are drawn to a glimmer of lantern light amidst the dense undergrowth and swaying trees. You shout out, hoping to draw Ansengs attention, but the sound of the teeming rain, the howling winds and the rolling thunder makes it impossible for you to be heard.

    +

    Hurriedly, you recite the words of the Brotherhood SpellSlow Fallbut the shock of the initial impact with the trees prevents you from completing it. The spell is only partially effective; you sustain a few cuts and bruises before you land, dazed and breathless, amidst a clump of thick foliage (lose 1 ENDURANCE points). Fortunately, the lush vegetation and the slowed rate of descent have cushioned your impact, and you are able to rise to your feet with no bones broken. Your eyes are drawn to a glimmer of lantern light amidst the dense undergrowth and swaying trees. You shout out, hoping to draw Ansengs attention, but the sound of the teeming rain, the howling winds and the rolling thunder makes it impossible for you to be heard.

    You force a way through the heavy foliage and emerge from the trees at the edge of the clearing, close by the muddy road. A flash of lightning illuminates the area for a few fleeting moments, yet in that brief instant you are seen by Anseng. You are also spotted by Lord Rimoah who is clinging with all his strength to the prow rail of the Comet, high above. He tosses a small object over the skyships gunwale and it ignites into an intense ball of green flame as it falls. It drops into the tangled grass of the clearing where it continues to burn fiercely. It is a signal flare, acknowledging that you have been seen. It also tells you that your mission must proceed as planned. As you hurry towards the sputtering flare, you see the keel of the skyship turn about and ascend rapidly into the roiling black clouds.

    Anseng and his lantern emerge from the trees. Your worried guide pauses for a few moments to get his bearings, then he comes running towards you as fast as his waterlogged clothing will allow. You rush to meet him at the edge of the road. The noise of the storm has grown much louder since the Comet departed, and now the ground shudders alarmingly with every step you take. The sodden soil has become dangerously unstable. Lightning bolts strike the ground, causing fissures that tear open the soft friable earth. You watch with growing dread as parts of the clearing break away and tumble into these treacherous crevasses. A wide fissure opens beneath your feet and you lose your balance. Instantly, a strong hand grabs your forearm and pulls you away from the yawning rift.

    -

    Steady, my Lord, says Anseng, his rain-lashed face lit by the eerie yellow light of his storm lantern. Ill not see you buried before your mission has begun. Follow close on my heel, sire. Tread only where I tread. You nod in agreement and stay close behind your guide as skillfully he makes his way across the treacherous ground towards the treeline on the eastern side of the clearing. Here the earth is more stable; the tangled roots of the tall trees are preventing it from breaking apart and collapsing. Sheltered from the pouring rain by the thick canopy of toa fronds, you pause to rest and recover from your dramatic return to Chai.

    -

    Upon checking your equipment, you are dismayed to find that the leather satchel containing your tracker gem is missing. The strap is still slung around your shoulder, but the satchel bag has been torn away during your fall through the trees. Your backpack has also been damaged in the fall, and three items are now missing. (Erase the Tracker Gem from your Action Chart. You must also erase 2 Backpack Items – the third and the fifth items you have noted on your list.)

    +

    Steady, my Lord, says Anseng, his rain-lashed face lit by the eerie yellow light of his storm lantern. Ill not see you buried before your mission has begun. Follow close on my heel, sire. Tread only where I tread. You nod in agreement and stay close behind your guide as skillfully he makes his way across the treacherous ground towards the tree-line on the eastern side of the clearing. Here the earth is more stable; the tangled roots of the tall trees are preventing it from breaking apart and collapsing. Sheltered from the pouring rain by the thick canopy of toa fronds, you pause to rest and recover from your dramatic return to Chai.

    +

    Upon checking your equipment, you are dismayed to find that the leather satchel containing your tracker gem is missing. The strap is still slung around your shoulder, but the satchel bag has been torn away during your fall through the trees. Your backpack has also been damaged in the fall, and three items are now missing. (Erase the Tracker Gem from your Action Chart. You must also erase 2 Backpack Itemsthe third and the fifth items you have noted on your list.)

    Turn to 326
    @@ -1033,7 +2281,7 @@

    You are stopped at the gate by three Imperial Guardsmen who challenge you to identify yourself and state your business here. You call upon your Magnakai discipline of Invisibility in an attempt to mask your distinctly Sommlending features, but this does not fool these watchful warriors. One of them calls for his sergeant to come forward. The hard-faced warrior scrutinises you for a few moments, then he commands a squad of his imperial soldiers to leave the courtyard beyond the gate and surround you. He steps closer and snatches the horses reins from your hands.

    -

    Youre under arrest. Come with me, he says, curtly. The squad unshoulder their kirusamis and point them at you menacingly. You are left in no doubt that they will use them if you attempt to escape.

    +

    Youre under arrest. Come with me, he says, curtly. The squad unshoulder their kirusamis and point them at you menacingly. You are left in no doubt that they will use them if you attempt to escape.

    The sergeant and his men escort you and your horse into the courtyard and take you to a blockhouse. You are pulled from the saddle and pushed unceremoniously through the open blockhouse door.

    Turn to 270
    @@ -1060,7 +2308,7 @@

    You struggle to retrieve the potion from your backpack before the paralysis in your legs starts to spread to your torso and arms. With trembling fingers, you pull out the cork and swallow the bitter liquid in one gulp. There is a sensation of glowing warmth in your throat and stomach that moves rapidly to your chest and shoulders. The powerful anti-venom you have ingested swiftly counters the deadly Black Yua venom, neutralising it before your whole body becomes paralysed.

    -

    With gritted teeth, you wrench the arrow from your shoulder and cast it away. The Doomgah Mooldor is reloading its bow and preparing to fire again. With a strength born of desperation, you scramble to your feet and race towards the gangplank of the Silver Virixe. Mooldor tracks you as you run and unleashes a second arrow. It speeds towards you, forcing you to somersault along the gangplank to avoid being hit. The deadly black arrow strikes the wooden edge of the plank barely inches from your right foot. Gasping for breath, you leap from the plank onto the stern deck of the cargo ship and hurriedly take cover behind the wheelhouse.

    +

    With gritted teeth, you wrench the arrow from your shoulder and cast it away. The Doomgah Mooldor is reloading its bow and preparing to fire again. With a strength born of desperation, you scramble to your feet and race towards the gangplank of the Silver Virixe. Mooldor tracks you as you run and unleashes a second arrow. It speeds towards you, forcing you to somersault along the gangplank to avoid being hit. The deadly black arrow strikes the wooden edge of the plank barely inches from your right foot. Gasping for breath, you leap from the plank onto the stern deck of the cargo ship and hurriedly take cover behind the wheelhouse.

    If you have a bow and wish to use it, turn to 333 If you do not, turn to 158
    @@ -1106,9 +2354,9 @@

    The Chagarashis talons become ensnared in your oilskin cloak and you are wrenched out of the saddle as your horse gallops away. You hit the ground hard and the impact of the fall knocks the breath from your lungs: lose 2 ENDURANCE points.

    The snarling Chagarashi leaps on you in a frenzy, slashing at your face and throat with its razor-sharp claws. Pick a number from the Random Number Table. The number you pick determines how many ENDURANCE points of damage you sustain from this manic attack (0 = -10 ENDURANCE points).

    -

    Lieutenant Quang and the Watchers see that you are in grave danger and they come galloping through the trees towards the frenzied Chagarashi. The lieutenant sweeps past and deals it a deadly scything blow with his kirusami, sending the foul creatures head spinning away into the leafy undergrowth.

    +

    Lieutenant Quang and the Watchers see that you are in grave danger and they come galloping through the trees towards the frenzied Chagarashi. The lieutenant sweeps past and deals it a deadly scything blow with his kirusami, sending the foul creatures head spinning away into the leafy undergrowth.

    As you drag yourself to your feet, Quang and the Watchers draw their horses up in a semi-circle around you and the headless body of the Chagarashi. They are anxious of your condition but you reassure them that you are fit enough to continue. We must proceed with caution, you say. This creature may not have been the only one scouting this area.

    -

    You remount your horse and lead the others through the treeline in single file, with all eyes peeled for the slightest movement among the pines and foliage ahead.

    +

    You remount your horse and lead the others through the tree-line in single file, with all eyes peeled for the slightest movement among the pines and foliage ahead.

    Turn to 99
    @@ -1118,7 +2366,7 @@

    You have consigned the necromancers head forever to a watery grave, but you need to dispense with the accursed weapon he wielded. Drawing upon your Magnakai discipline of Nexus, you focus on the smoking sphere and will it to rise up from the deck. Slowly it ascends. When it reaches chest height, you halt it in mid-air and concentrate a burst of mental energy that sends it flying over the gunwale of the ship. It hits the raging waters and explodes, showering you with foaming spray.

    -

    You are wiping the foam from your face with the back of your hand when your eye catches some movement on the quayside. The Doomgah are slowly and nervously returning to the stone pier. They are very wary but they are also very curious to discover if Xaol has been triumphant. You crouch low to avoid being spotted and shuffle your way towards the door of the wheelhouse. You resolve to get below deck and find a place to hide before the Doomgah muster enough courage to come along the pier and board the Silver Virixe. When they find the ruined remains of Xaols corpse, they will likely come searching for you.

    +

    You are wiping the foam from your face with the back of your hand when your eye catches some movement on the quayside. The Doomgah are slowly and nervously returning to the stone pier. They are very wary but they are also very curious to discover if Xaol has been triumphant. You crouch low to avoid being spotted and shuffle your way towards the door of the wheelhouse. You resolve to get below deck and find a place to hide before the Doomgah muster enough courage to come along the pier and board the Silver Virixe. When they find the ruined remains of Xaols corpse, they will likely come searching for you.

    Your basic Kai discipline of Mind over Matter deals quickly and easily with the padlock on the wheelhouse door. It snaps open and you slide back the door and enter. Swiftly, you tug the door closed behind you and use the padlock to secure it from the inside. A set of wooden steps lead down to the lower deck where you discover the crews quarters. There are two cabins notably larger than the others: the Captains cabin and the Pursers Cabin.

    If you wish to explore the Captains cabin, turn to 40 If you choose to investigate the Pursers cabin, turn to 285 @@ -1153,7 +2401,7 @@ 92 -

    You draw upon the power of your Grand Master discipline to loosen the earth beneath the fallen pine at the edge of the gulley. It crumbles and the top of the tree trunk sinks with it, falling away into the deep ravine. With a chorus of terrified howls, the Doomwolves tumble off the trunk and plummet to their doom at the base of the ravine, one hundred feet below.

    +

    You draw upon the power of your Grand Master discipline to loosen the earth beneath the fallen pine at the edge of the gully. It crumbles and the top of the tree trunk sinks with it, falling away into the deep ravine. With a chorus of terrified howls, the Doomwolves tumble off the trunk and plummet to their doom at the base of the ravine, one hundred feet below.

    Turn to 236
    @@ -1195,7 +2443,7 @@ 96 -

    You raise your right hand and point towards the Doomgah clustered around the entrance to the pier. Carefully, you recite the words of the Brotherhood spell Lightning Hand and you feel a tingle run the length of your arm. A bolt of lightning leaps from your fingertips and rips a hole through their ranks, sending several of them tumbling in all directions. To your disappointment, only three of them are slain by the crackling power of your spell. The others scramble to their feet and hurry back to join the others.

    +

    You raise your right hand and point towards the Doomgah clustered around the entrance to the pier. Carefully, you recite the words of the Brotherhood Spell Lightning Hand and you feel a tingle run the length of your arm. A bolt of lightning leaps from your fingertips and rips a hole through their ranks, sending several of them tumbling in all directions. To your disappointment, only three of them are slain by the crackling power of your spell. The others scramble to their feet and hurry back to join the others.

    Turn to 263
    @@ -1215,8 +2463,8 @@ 98 -

    Xo Street is lined with fishmongers and butchers shops and small workshops that make and sell hardware and traveling equipment. You pass their shuttered doors and arrive at the citys quay. Thunder rumbles and the dark waters of the estuary roil and seethe, illuminated and tormented by jagged bolts of lightning. Scarlet flags are flying all along the quayside as a weather warning. It is forbidden to take a boat out when these flags are displayed. Most of the boats are securely moored and under canvas, save for a few foreign trading vessels that are berthed at a long stone pier. These are not under covers, but they are well secured with ropes and chains, their hatches battened down and their sails stowed away in lockers below deck.

    -

    Opposite the stone pier you see a large tavern with a brightly painted façade. Warm amber light pours from the panes of its bow-fronted windows and a sign in the middle of its façade proudly announces its name: The Tkukoma Tavern.

    +

    Xo Street is lined with fishmongers and butchers shops and small workshops that make and sell hardware and travelling equipment. You pass their shuttered doors and arrive at the citys quay. Thunder rumbles and the dark waters of the estuary roil and seethe, illuminated and tormented by jagged bolts of lightning. Scarlet flags are flying all along the quayside as a weather warning. It is forbidden to take a boat out when these flags are displayed. Most of the boats are securely moored and under canvas, save for a few foreign trading vessels that are berthed at a long stone pier. These are not under covers, but they are well secured with ropes and chains, their hatches battened down and their sails stowed away in lockers below deck.

    +

    Opposite the stone pier you see a large tavern with a brightly painted faade. Warm amber light pours from the panes of its bow-fronted windows and a sign in the middle of its faade proudly announces its name: The Tkukoma Tavern.

    If you wish to enter the Tkukoma Tavern, turn to 280 If you decide to forego the tavern and make your way across the storm-swept quayside, you will arrive at a street which heads off in a northerly direction. This is called Chunang Street (turn to 59).
    @@ -1226,7 +2474,7 @@ 99 -

    You have covered three miles of treeline when Lieutenant Quang shouts a warning, Over there! He is pointing into the trees to your left. You scour the sparse pines and undergrowth and see four dark shapes scurrying through the foliage. Although you cannot see them clearly, you are able to determine that they are not Chagarashi. As they stalk closer, Quang gives a signal to the Watchers to prepare their bows.

    +

    You have covered three miles of tree-line when Lieutenant Quang shouts a warning, Over there! He is pointing into the trees to your left. You scour the sparse pines and undergrowth and see four dark shapes scurrying through the foliage. Although you cannot see them clearly, you are able to determine that they are not Chagarashi. As they stalk closer, Quang gives a signal to the Watchers to prepare their bows.

    When you catch your first clear view of the approaching shapes, a chill runs down your spine. These creatures are muscular bipeds covered with a coarse grey fur. A bony ridge runs from their foreheads to the base of their stunted tails and each has a mouth filled with tiger-like fangs. They carry crude axes fashioned from flint and bone gripped tightly in their short-clawed hands.

    Skarada! gasps Quang, and quickly he tugs his bow from its saddle holster and reaches to his quiver for an arrow.

    I crossed paths with a Skarad many years ago in the Voxai Swamp. I still bear the scars of that accursed creature.

    @@ -1245,7 +2493,7 @@

    Zashnor is immune to Mindblast, and has partial resistance to Kai-surge and Kai-blast. If you possess Kai-surge and use it during this combat, you may add 4 points to your COMBAT SKILL at a cost of 1 ENDURANCE point per round. If you possess the advanced Grand Master discipline of Kai-blast and use it during this combat, you may pick only 1 number from the Random Number Table to determine the damage inflicted upon the Nadziran, at the cost of 4 ENDURANCE points. If you use the Kai Weapon 'Valiance' or 'Spawnsmite' you may add the bonus that you gain from its unique properties during this combat.

    The Eye of Agarash becomes active throughout this combat. It drains you of 1 ENDURANCE point per round until the combat ends.

    If you win this combat in 6 rounds or less, turn to 312 - If combat is still in progress when you reach the beginning of the 7th round, do not continue. Turn instead to 50 + If combat is still in progress when you reach the beginning of the seventh round, do not continue. Turn instead to 50
    @@ -1333,7 +2581,7 @@

    The painting depicts the fall of Autarch Sejanoz. The setting is a darkened chamber heaped with rubble and earth. Light pours down through a ragged hole in the ceiling, illuminating the evil tyrant who is shown on his knees at the left of the composition. The magical Arrow of Atonement is embedded deep in his chest and, through the grill of his tiger helm, his eyes blaze with anger and agony. A small boy, young Prince Kamada, is shown in the foreground running towards the sanctuary of your outstretched arms. You are positioned on the right of the painting and you are pleased to see that you have been depicted with some fair degree of accuracy. The artist has captured your hair and facial features well, but he has exercised a degree of license by showing you clad in overly ornate Kai battle dress and not the plain blue padded tunic and breeches that you were wearing at the time. The bow with which you fired the fateful arrow into the Autarchs heart lies discarded on the ground at your feet.

    My compliments, Grand Master says Captain Voushan, with deep respect. The likeness is uncanny. You have barely aged at all since this painting was commissioned. If memory serves, I believe it was first hung in the throne room 17 years ago.

    Youre too kind, you reply with a smile, and say no more than this. You refrain from telling the Captain that you owe your preservation to your diligent exercise and development of your innate Grand Master disciplines. Since you became a Kai Grand Master, your body has aged at a much slower rate than men less gifted than you. For every five years that elapse you age but one year.

    -

    A fanfare of trumpets sounds in the concourse, announcing Lin Taos return to the Pensei Pagoda. You return to the middle of the throne room and place your empty tea cup on the golden tray. As you straighten up, the young Khea-khan comes striding into chamber with his personal bodyguard, Lieutenant Quang, following close behind. He is clad in golden armour and is wearing his Hoguan, his imperial crown.

    +

    A fanfare of trumpets sounds in the concourse, announcing Lin Taos return to the Pensei Pagoda. You return to the middle of the throne room and place your empty tea cup on the golden tray. As you straighten up, the young Khea-khan comes striding into chamber with his personal bodyguard, Lieutenant Quang, following close behind. He is clad in golden armour and is wearing his Hoguan, his imperial crown.

    Greetings Grand Master, he says, with a youthful yet confident voice. We are humbled to finally meet the Slayer of Sejanoz. We forever owe you a debt of gratitude for ridding us of the unholy Autarch. Lao Tin pauses to instruct his bodyguard to bring the Watchers to the throne room then he mounts his throne and motions to you and Captain Voushan to approach the marble plinth.

    We have been informed of your reason for coming to Pensei. We are in accord with your desire to convey the Eye of Agarash to the Elder Magi, and we shall assist you as best we can. You are impressed by the candour of this young Khea-khan. He has the proud mien of his illustrious forbears and you sense that he will become an exceptional leader, given time and good fortune. Lao Tin removes a small leather satchel that hangs by a strap from his shoulder. He offers it to you and you lean forward with your hand outstretched to accept it.

    If you possess Kai-screen, turn to 275 @@ -1346,8 +2594,8 @@

    You hear shrieks of pain and triumphant Chai battle cries. Captain Jian Tzu has rallied the City Guard and he is leading them personally in a merciless pursuit of the Doomgah. The last of these loathsome creatures have been flushed out of the streets and passageways of Dwala and hounded mercilessly towards the quay. Now the few remaining Doomgah are being pushed off the quay into the turbulent waters of the estuary. None of them can swim and they all perish swiftly in the deep dark waters.

    -

    For Chai! shout the victorious guardsmen, For Khea-Khan and Chai!

    -

    Journeymage Honos and Herbwarden Zautro are with Captain Jian Tzu and they spot you standing on the deck of the Silver Virixe. They hurry along the walkway of the stone pier and come running down the gangplank, their faces beaming with joy that you are still alive. They embrace you warmly and commend your skill and bravery. The dramatic turn in the weather tells them that you have overcome a great evil this night and saved the city, and all of Chai, from a terrible fate at the hands of the merciless Zashnor. You inform them about the Claw of Naar and they can hardly believe their ears. But when you point to it lying on the deck a few yards away, all doubt is swiftly dispelled. Journeymage Honos removes his cape and carefully he wraps the accursed artefact, making sure that he does not touch the twisted shaft with his bare hands.

    +

    For Chai! shout the victorious guardsmen, For Khea-khan and Chai!

    +

    Journeymage Honos and Herbwarden Zautro are with Captain Jian Tzu and they spot you standing on the deck of the Silver Virixe. They hurry along the walkway of the stone pier and come running down the gangplank, their faces beaming with joy that you are still alive. They embrace you warmly and commend your skill and bravery. The dramatic turn in the weather tells them that you have overcome a great evil this night and saved the city, and all of Chai, from a terrible fate at the hands of the merciless Zashnor. You inform them about the Claw of Naar and they can hardly believe their ears. But when you point to it lying on the deck a few yards away, all doubt is swiftly dispelled. Journeymage Honos removes his cape and carefully he wraps the accursed artefact, making sure that he does not touch the twisted shaft with his bare hands.

    I will carry this back to City Guard headquarters, he says, solemnly. I fear that if you were to convey it along with the Eye of Agarash, the consequences would prove fatal, my Lord.

    Your Sixth Sense tells you that Honoss fears are well founded. The close proximity of the Eye and the Claw would create a surge of evil energy that would kill you in an instant. You follow a safe distance behind Honos and Zautro as you return along the pier to the quayside. Captain Jian Tzu is overjoyed to see that you are alive. He salutes you and shakes you warmly by the hand.

    My eternal thanks, Grand Master, he says. Once again you have saved Chai from a great and terrible evil. You will forever be revered as a hero in our land!

    @@ -1365,7 +2613,7 @@ 108 -

    You soon reach the highway, but on arriving here you are disappointed to see a large group of Chagarashi have occupied the paved road less than half a mile to the south. Their presence prevents you from following the highway directly to Vabou. You are soon spotted out in the open and you see a party of twenty Chagarashi leave the main group and come loping along the paved road. You dare not stay here and you dare not go back to the treeline. Quangs military training kicks in and he seizes the initiative. He orders you all to push on westwards and seek cover in the hills. It is a sound tactical decision.

    +

    You soon reach the highway, but on arriving here you are disappointed to see a large group of Chagarashi have occupied the paved road less than half a mile to the south. Their presence prevents you from following the highway directly to Vabou. You are soon spotted out in the open and you see a party of twenty Chagarashi leave the main group and come loping along the paved road. You dare not stay here and you dare not go back to the tree-line. Quangs military training kicks in and he seizes the initiative. He orders you all to push on westwards and seek cover in the hills. It is a sound tactical decision.

    The grass and mixed foliage is taller and denser on the west side of the highway than it is on the east side. Gradually it slows the horses down, reducing their pace to little more than a trot. As they push on, it is as if they are wading through a thick green sea that swirls around your knees. At length you reach a gentle rise that ascends towards the brow of a wide hill. It is here that your Sixth Sense alerts you to danger ahead. Immediately, you shout a warning to Quang and he signals to the Watchers to halt.

    What is it, my Lord he says, anxiously.

    I can sense something hostile on the far side of this hill, you reply. I fear it could be an ambush.

    @@ -1379,7 +2627,7 @@

    Your hastily-aimed arrow arcs towards the Doomgah and strikes the middle of its iron bow, severing two of the fingers on its left hand and sending the bow spinning away. It shrieks with pain and frustration and hurriedly unsheathes its serrated sword. You run to the other side of the wheelhouse and peer around its side to see the Doomgah scurrying along the walkway, slashing at the rain with its black blade in a berserk frenzy. You shoulder your bow and draw your Kai Weapon as it comes racing down the gangplank, shrieking maniacally. It does not know precisely where you are and you seize this vital advantage. The moment it reaches the stern deck, you spring out from behind the wheelhouse and launch a swift attack.

    - Mooldor (wounded)3430 + Mooldor (wounded)3430

    Because of the speed and surprise of your attack, you may ignore any ENDURANCE losses you receive in the first round of combat.

    If you win the combat, turn to 300
    @@ -1402,8 +2650,8 @@

    It is still dark when Quang wakes you up. The glowing embers of the camp fire illuminate the interior of the shelter with a dull amber light by which you and the Watchers are able to gather your equipment and make ready to leave.

    -

    Bai and Chao venture outside and go forage for some edible foliage with which to feed the horses. There are plentiful puddles of rainwater and Queng makes sure the horses drink their fill before Bai and Chao return. Dawn has broken by the time the horses have finished feeding and you mount up and begin your woodland journey to the village of Jueng.

    -

    It is mid-morning when you happen upon an old hunting track. It is mostly overgrown with foliage, but it provides you with a south-easterly route through the forest which is easy to follow. The rain stops and your woodland ride is blessedly uneventful. The forest is rich with berries, nuts and edible flora that are sufficient to sustain you and your companions throughout the day. Shortly before dusk you come to a wide and muddy highway. Bai and Chao recognize this road at once for it connects the town of Klatii with the village of Jueng. They have travelled this highway many times in their youth. Bai, who was born and raised in Klatii, remembers that there was an old woodmans hut near here, just a mile or two to the south in the direction of Jueng. He leads you to it and you spend the night here before setting off to Jueng at first light.

    +

    Bai and Chao venture outside and go forage for some edible foliage with which to feed the horses. There are plentiful puddles of rainwater and Quang makes sure the horses drink their fill before Bai and Chao return. Dawn has broken by the time the horses have finished feeding and you mount up and begin your woodland journey to the village of Jueng.

    +

    It is mid-morning when you happen upon an old hunting track. It is mostly overgrown with foliage, but it provides you with a south-easterly route through the forest which is easy to follow. The rain stops and your woodland ride is blessedly uneventful. The forest is rich with berries, nuts and edible flora that are sufficient to sustain you and your companions throughout the day. Shortly before dusk you come to a wide and muddy highway. Bai and Chao recognize this road at once for it connects the town of Klatii with the village of Jueng. They have travelled this highway many times in their youth. Bai, who was born and raised in Klatii, remembers that there was an old woodsmans hut near here, just a mile or two to the south in the direction of Jueng. He leads you to it and you spend the night here before setting off to Jueng at first light.

    Turn to 64
    @@ -1476,7 +2724,7 @@

    Hurriedly, you draw upon your Magnakai discipline of Psi-surge and launch a pulse of mental energy at the entity. It penetrates its ghostly form and disrupts its ability to leech psychic power from the dome of darkness. Your swift action saves your companions from a gruesome fate, but your hasty attack weakens you and leaves you trembling with psychic shock: lose 7 ENDURANCE.

    The entity musters its strength and focuses all of its power upon you. You steel yourself for the psychic combat which is about to begin.

    Spectral Entity4540 -

    This is a psychic combat without physical contact. You cannot add any bonuses to your COMBAT SKILL that you would normally gain by the use of your Kai Weapon and by the Grand Master discipline of Grand Weapomnmastery. Your Magnakai discipline of Psi-surge will grant you a +6 bonus to your COMBAT SKILL but at a cost of -2 ENDURANCE per round of combat.

    +

    This is a psychic combat without physical contact. You cannot add any bonuses to your COMBAT SKILL that you would normally gain by the use of your Kai Weapon and by the Grand Master discipline of Grand Weaponmastery. Your Magnakai discipline of Psi-surge will grant you a +6 bonus to your COMBAT SKILL but at a cost of -2 ENDURANCE per round of combat.

    If you win this combat, turn to 330
    @@ -1497,7 +2745,7 @@

    Quang hurriedly unshoulders his bow and commands Bai and Deng to do likewise.

    Fire at will! he shouts, and the three of them unleash a flurry of arrows at the advancing Skarada. Six of the enemy fall dead or wounded before the remainder reaches the top of the hill. Two of the beasts rush at you in a frenzied attack, their bloodstained axes held poised to hack you down.

    - 2 Skarada (in combat frenzy)4545 + 2 Skarada (in combat frenzy)4545 If you win this combat, turn to 274
    @@ -1506,7 +2754,7 @@ 119 -

    Klüz shrieks with agony when you land your killing blow. Clutching at its sundered breast plate, it tumbles off the stone pier and plummets head first into the heaving waters of the Tkukoma Estuary. Its fell weapon, Zukgudrak, balances precariously on the edge of the pier. Only the weight of its blade is preventing this polearm from following its owner into the raging waters. You touch the tip of Ansengs Kirusami to the blade to make it fall and there is sparkling flash of blue light. The blade of the fallen weapon is transmuted into lead and the power it possessed passes instantly into the blade of Ansengs Kirusami.

    +

    Klz shrieks with agony when you land your killing blow. Clutching at its sundered breast plate, it tumbles off the stone pier and plummets head first into the heaving waters of the Tkukoma Estuary. Its fell weapon, Zukgudrak, balances precariously on the edge of the pier. Only the weight of its blade is preventing this polearm from following its owner into the raging waters. You touch the tip of Ansengs Kirusami to the blade to make it fall and there is sparkling flash of blue light. The blade of the fallen weapon is transmuted into lead and the power it possessed passes instantly into the blade of Ansengs Kirusami.

    This special weapon will now triple all ENDURANCE point damage you inflict upon undead enemies in combat. However, this increased power comes at an increased price. In the first round of combat in which you use this enhanced weapon, you will suffer an automatic loss of 4 ENDURANCE points.

    To continue, turn to 228
    @@ -1537,7 +2785,7 @@

    The Skarada are less than thirty feet away when Lieutenant Quang shouts Fire! As one, you release your straining bowstrings and send a volley of arrows whistling into the advancing enemy. The missiles all hit their mark and three of the four Skarada tumble forwards, mortally wounded. Your arrow penetrates the left shoulder of the leading Skarad and spins it around, but it does not make it lose its footing. Bellowing with pain, the creature hacks the protruding shaft in two with one blow of its flint axe. It snarls with anger and glares at you with its bloodshot amber eyes before it beats a hasty retreat into the trees.

    You are determined not to let it escape. Hurriedly, you shoulder your bow and urge your horse forward in pursuit of the wounded beast. In less than a minute you run it to ground among the pines. Roaring like a cornered tiger, the Skarad swings around and leaps towards your horse with its axe raised high, slashing the air as it strikes. Terrified by its ferocity, your mount rears up and shies away from the creatures manic attack. You are forced to cling to the pommel of your saddle with your left hand as you fight to prevent the snarling Skarad from hacking your horse to the ground.

    - Skarad Leader (wounded)4240 + Skarad Leader (wounded)4240

    This creature is immune to all forms of psychic attack except Kai-surge. If you possess this Grand Master discipline and wish to use it during this combat, you may only add 3 to your COMBAT SKILL.

    If you win the combat, turn to 17
    @@ -1560,7 +2808,7 @@

    You force a way through the heavy foliage and emerge from the trees at the edge of the clearing, close by the muddy road. A flash of lightning illuminates the area for a few fleeting moments, yet in that brief instant you are seen by Anseng. You are also spotted by Lord Rimoah who is clinging with all his strength to the prow rail of the Comet, high above. He tosses a small object over the skyships gunwale which ignites into an intense ball of green flame as it falls. It drops into the tangled grass of the clearing where it continues to burn fiercely. It is a signal flare, acknowledging that you have been seen. It also tells you that your mission must proceed as planned. As you hurry towards the sputtering flare, you see the keel of the skyship turn about and ascend rapidly into the roiling black clouds.

    Anseng and his lantern emerge from the trees. Your worried guide pauses for a few moments to get his bearings, then he comes running towards you as fast as his saturated clothing will allow. You rush to meet him at the edge of the road. The noise of the storm has grown much louder since the Comet departed, and now the ground shudders alarmingly with every step you take. The sodden soil has become dangerously unstable. Lightning bolts strike the ground, causing fissures that tear open the soft friable earth. You watch with growing dread as parts of the clearing break away and tumble into these treacherous crevasses. A wide fissure opens beneath your feet and you lose your balance. Instantly, a strong hand grabs your forearm and pulls you away from the yawning rift.

    Steady, my Lord, says Anseng, his rain-lashed face lit by the eerie yellow light of his storm lantern. Ill not see you buried before your mission has begun. Follow close on my heel, sire. Tread only where I tread. You nod in agreement and stay close behind your guide as skillfully he makes his way across the treacherous ground towards the tree line on the eastern side of the clearing. Here the earth is more stable; the tangled roots of the tall trees are preventing it from breaking apart and collapsing. Sheltered from the pouring rain by the thick canopy of toa fronds, you pause to rest and recover from your dramatic return to Chai.

    -

    Upon checking your equipment, you are dismayed to find that the leather satchel containing your tracker gem is missing. The strap is still slung around your shoulder, but the satchel bag has been torn away during your fall through the trees. Your backpack has also been damaged in the fall, and three items are now missing. (Erase the Tracker Gem from your Action Chart. You must also erase 3 Backpack Items – the first, third, and fifth items on your list.)

    +

    Upon checking your equipment, you are dismayed to find that the leather satchel containing your tracker gem is missing. The strap is still slung around your shoulder, but the satchel bag has been torn away during your fall through the trees. Your backpack has also been damaged in the fall, and three items are now missing. (Erase the Tracker Gem from your Action Chart. You must also erase 3 Backpack Itemsthe first, third, and fifth items on your list.)

    Turn to 326
    @@ -1589,7 +2837,7 @@ 125 -

    Ansengs Kirusami is a Special Item, but you must carry it as a Weapon slung suspended by a thin leather strap across your back. Although it is a Special Item, it should be recorded it in the Weapons section of your Action Chart. If you already have the maximum number of weapons permissible, you must now discard one in its favour. In combat, the superior craftsmanship and balance of this Chai weapon will add 1 to your COMBAT SKILL. Moreover, the lingering power that remains in the blade of this weapon will double all ENDURANCE point damage you inflict upon undead enemies in combat. However, this power comes at a price. In the first round of combat in which you use this weapon, you will suffer an automatic loss of 3 ENDURANCE points.

    +

    Ansengs Kirusami is a Special Item, but you must carry it as a Weapon slung suspended by a thin leather strap across your back. Although it is a Special Item, it should be recorded it in the Weapons section of your Action Chart. If you already have the maximum number of weapons permissible, you must now discard one in its favour. In combat, the superior craftsmanship and balance of this Chai weapon will add 1 to your COMBAT SKILL. Moreover, the lingering power that remains in the blade of this weapon will double all ENDURANCE point damage you inflict upon undead enemies in combat. However, this power comes at a price. In the first round of combat in which you use this weapon, you will suffer an automatic loss of 3 ENDURANCE points.

    To continue, turn to 223
    @@ -1608,7 +2856,7 @@ 127 -

    Two Imperial Guardsmen clad in angsei (the famous Chai waistcoats of golden mail) who are posted at the gates of the Imperial Palace Keep come smartly to attention and salute Captain Voushan as you approach. He acknowledges their salute and you accompany the Captain into the courtyard beyond. The largest building in this exclusive area is the Pensei Pagoda. It is also the oldest and most impressive construction in all of Chai, dating back to the time when the country was first established following the collapse of the Vaduzhan Empire during the Great Civil War of MS 1620.

    +

    Two Imperial Guardsmen clad in angsei (the famous Chai waistcoats of golden mail) who are posted at the gates of the Imperial Palace Keep come smartly to attention and salute Captain Voushan as you approach. He acknowledges their salute and you accompany the Captain into the courtyard beyond. The largest building in this exclusive area is the Pensei Pagoda. It is also the oldest and most impressive construction in all of Chai, dating back to the time when the country was first established following the collapse of the Vaduzhan Empire during the Great Civil War of MS 1620.

    Upon entering the main concourse of the Pensei Pagoda, you are struck by the lavishness of the interior which recently has been renovated at Khea-khan Lao Tins behest. Its panelled walls and ornamented arched doors are exquisitely carved with symbols of historic and religious significance, delicately inlaid with fine gold leaf and myriad pearls. There is an impressive circular skywell positioned above an elegant indoor garden that harbours several dozen miniature trees, all meticulously cultivated and beautifully arranged around a narrow winding stream of shimmering azure water. A grand mahogany staircase dominates the north side of the concourse and ascends to the first storey. It is here that the Grand Throne Room of the Khea-khan is located.

    The arched door opens as you reach the top of the staircase and Captain Voushan escorts you into the luxuriously appointed chamber beyond. Every inch of the walls and ceiling are embellished with intricate carvings clad with gold leaf. The effect is dazzling at first sight. Portraits of past Khea-khans and depictions of significant events in Chais proud history are displayed around the walls, and in the centre of the chamber there is a grand ebony throne set atop a large rectangular slab of crimson-veined marble. You inspect the throne and you are disappointed to discover that the Eye of Agarash is missing. There is a deep indentation where the gem was mounted. Tell-tale gouges around this indentation reveal that the gem has recently been prised out of its setting.

    A robed courtier approaches Captain Voushan and informs him that the Khea-khan is inspecting the west wall defences. He is expected to return within the hour and she invites you to await him here.

    @@ -1622,10 +2870,10 @@

    Rakhi gives a sudden squeal of delight and points at the pocket of your jacket.

    You have the Queen! she says, excitedly. You draw the playing piece from your pocket and Rakhi begs you to let her look at it. With trembling fingers she examines it closely.

    -

    Yes, yes… its the missing piece Ive been looking for! she gasps.

    +

    Yes, yes its the missing piece Ive been looking for! she gasps.

    Whats so special about this samor piece? you ask, somewhat bemused by her passionate reaction.

    Wait here, I need to fetch something. Ill not be long. She returns the Samor Queen to you and leaves the table. You watch her hurry across the taproom and disappear through the curtained archway. In less than a minute she returns clutching a mahogany box inlaid with intricate gold designs.

    -

    Proudly, she raises the lid revealing a set of beautifully carved samor pieces, each one resting in its own velvet-lined partition. One piece is missing from the set – the Samor Queen.

    +

    Proudly, she raises the lid revealing a set of beautifully carved samor pieces, each one resting in its own velvet-lined partition. One piece is missing from the setthe Samor Queen.

    I lost the Queen over a year ago, and Ive been searching for it ever since to restore my set. This was a present from my late grandmother. She taught me how to play samor when I was a child. Im not wealthy and I cannot offer you much money for the Queen, but I have something of value that may interest you. Perhaps we can make a deal?

    She clutches a small scarlet gem that is strung around her throat on a fine gold chain. She unhooks its clasp and passes it to you.

    It belonged to my mother, she says. She gave it to me when I joined the troupe. It has magical properties that have kept me safe since I left Durwan, but Id happily exchange it for the Samor Queen.

    @@ -1657,7 +2905,7 @@

    The guard scrutinises your face and then he tells you to pull aside your rain cape so that he can inspect the weapons and equipment you are carrying.

    - If you possess Ansengs Kirusami, turn to 321 + If you possess Ansengs Kirusami, turn to 321 If you do not possess this Special Item, turn to 75
    @@ -1669,7 +2917,7 @@

    Your arrow pierces the creatures left shoulder and makes it shriek loudly. But it does not penetrate any vital organs and the beast is enraged by the sudden pain. It grips the shaft of the arrow and contemptuously it snaps it in half as it lopes towards the terrified horses.

    You leap from the drivers seat and unsheathe your Kai Weapon the instant you land with a splash on the muddy highway. The remaining Chagarashi is intent upon attacking the leading pair of horses and you move quickly to block its advance. Screeching with pain and frustration, the ghastly creature launches itself upon you in a frenzied attack.

    Wounded Chagarashi3833 -

    Anseng joins you in this fight at the beginning of the 2nd round. You may now temporarily increase your COMBAT SKILL by 5 points until the combat ends.

    +

    Anseng joins you in this fight at the beginning of the second round. You may now temporarily increase your COMBAT SKILL by 5 points until the combat ends.

    If you win the combat, turn to 90
    @@ -1700,7 +2948,7 @@

    You let loose your straining bowstring and your arrow flies straight and true. It strikes the Doomwolf between its feral eyes and the sharp tip penetrates deep into its brain, killing it instantly. It falls off the tree bridge and plunges head first into the ravine. The weight on the fallen tree is lessened by the demise of the second Doomwolf. You urge your companions to push harder against the pine and it starts to give. The compacted earth beneath it cracks and crumbles.

    -

    Get clear! you shout, and hastily they leap away as the tree trunk sinks with the collapsing edge of the gulley. There is a loud rumble and you see the tree and the loosened earth fall away into the yawning fissure. The remaining two Doomwolves howl with terror as they tumble off the falling trunk and plummet to their doom at the base of the ravine, one hundred feet below.

    +

    Get clear! you shout, and hastily they leap away as the tree trunk sinks with the collapsing edge of the gully. There is a loud rumble and you see the tree and the loosened earth fall away into the yawning fissure. The remaining two Doomwolves howl with terror as they tumble off the falling trunk and plummet to their doom at the base of the ravine, one hundred feet below.

    Quang and the Watchers are greatly impressed by the way in which you have dealt with the Doomwolves. They punch the air and shout in unison: Paizar!

    You smile and nod your head in acknowledgement of their generous praise. As the echo of their cheer fades away among the surrounding trees, you feel a sudden wave of weakness coursing through your body. It makes your stomach churn and leaves you gasping for breath. Once again, the Eye of Agarash has activated and this time it drains you of 5 ENDURANCE.

    Wiping a trickle of cold sweat from your brow with the back of your trembling hand, you swallow hard and quickly reassure your companions that you are fit to continue.

    @@ -1734,7 +2982,7 @@ 137 -

    Lieutenant Quang nods in agreement and you lead him and the Watchers away from the halted refugee column and ride east towards the treeline of the Nagah Forest. Passage through the treeline is easy as the forest here is far less dense than it is to the north east. You make swift progress until you spot something moving up ahead. You signal to your companions to halt.

    +

    Lieutenant Quang nods in agreement and you lead him and the Watchers away from the halted refugee column and ride east towards the tree-line of the Nagah Forest. Passage through the tree-line is easy as the forest here is far less dense than it is to the north east. You make swift progress until you spot something moving up ahead. You signal to your companions to halt.

    Using your Sixth Sense and magnified vision skills, you identify the moving object. It is a lone Chagarashi. It appears to be scouting the sparse woodland, looking for refugees that may be attempting to circle around the roadblock.

    If you possess Animal Mastery and have achieved the rank of Sun Thane or higher, turn to 324 If you do not possess this Grand Master discipline, or if you have yet to achieve the required rank, turn to 157 @@ -1765,8 +3013,8 @@ 140 -

    Klüz leaps from the saddle and lands on the stone pier with a splash, its kirusami gripped firmly in its leathery black hands. The gathered Doomgah hiss their approval as their leader stomps towards you along the walkway. You steel yourself and prepare to fight this formidable creature to the death.

    - If you possess Ansengs Kirusami, turn to 342 +

    Klz leaps from the saddle and lands on the stone pier with a splash, its kirusami gripped firmly in its leathery black hands. The gathered Doomgah hiss their approval as their leader stomps towards you along the walkway. You steel yourself and prepare to fight this formidable creature to the death.

    + If you possess Ansengs Kirusami, turn to 342 If you do not have this Special Item, turn to 60
    @@ -1784,10 +3032,10 @@ 142 -

    Your glancing blow sends the Chagarashi tumbling backwards into the wet foliage. As it struggles to get back on its feet, you rein in your horse and bring him around to face your wounded foe. Lieutenant Quang and the Watchers come galloping through the trees towards the Chagarashi. It has only just got back on its feet when the lieutenant gallops past and deals it a deadly scything blow with his kirusami. The foul creatures head is parted from its body and sent spinning away into the leafy undergrowth.

    +

    Your glancing blow sends the Chagarashi tumbling backwards into the wet foliage. As it struggles to get back on its feet, you rein in your horse and bring him around to face your wounded foe. Lieutenant Quang and the Watchers come galloping through the trees towards the Chagarashi. It has only just got back on its feet when the lieutenant gallops past and deals it a deadly scything blow with his kirusami. The foul creatures head is parted from its body and sent spinning away into the leafy undergrowth.

    You signal to Quang and the Watchers to gather in a circle.

    We must proceed with caution, you say. This creature may not have been the only one scouting this area.

    -

    You urge your horse forward and lead the others through the treeline in single file, with all eyes peeled for the slightest movement among the pines and foliage ahead.

    +

    You urge your horse forward and lead the others through the tree-line in single file, with all eyes peeled for the slightest movement among the pines and foliage ahead.

    Turn to 99
    @@ -1823,7 +3071,7 @@

    You scramble to your feet and face your enemy. Zashnor has reached the bottom of the gangplank and it levels the Claw of Naar at your chest. Its initial psychic attack has failed to stop you and now it launches a magical attack that it hopes will put paid to you once and for all. The tip of the Claw erupts into a terrifying ball of lighting that arcs across the deck at blinding speed.

    Pick a number from the Random Number Table. If you possess the discipline of Grand Huntmastery, deduct 2 from the number you have chosen.

    If your total is now 3 or lower, you lose 3 ENDURANCE from damage caused by the lightning bolt.

    -

    If your total is now 4 - 6, you lose 5 ENDURANCE from damage caused by the lightning bolt.

    +

    If your total is now 46, you lose 5 ENDURANCE from damage caused by the lightning bolt.

    If your total is now 7 or 8, you lose 7 ENDURANCE from damage caused by the lightning bolt.

    If your total is 9, you are engulfed and consumed by the ferocious ball of lightning. Zashnor will recover the Eye of Agarash from your smouldering remains and marry it with the Claw of Naar. The weapon thus created will give the Nadziran the ability to unleash a fireball so powerful that it will incinerate Dwala and all of its inhabitants at one fell stroke. Tragically, you will no longer be able to prevent this catastrophe, for your life and your mission ends here.

    If you have survived this magical attack, turn to 162 @@ -1834,7 +3082,7 @@ 146 -

    Bhanarian spies, he replies with distain. Weve caught over a dozen in the past week alone. These two attempted to poison a well in the south-eastern precinct. They will suffer the same fate as all the others. Theyll be beheaded at dawn.

    +

    Bhanarian spies, he replies with disdain. Weve caught over a dozen in the past week alone. These two attempted to poison a well in the south-eastern precinct. They will suffer the same fate as all the others. Theyll be beheaded at dawn.

    Turn to 127
    @@ -1880,9 +3128,9 @@ 150 -

    Anseng moves towards you, sweeping his glowing kirusami before him like a sorcerous scythe. Resolutely you unsheathe your Kai Weapon, yet as you raise it in readiness to counter his inexorable advance you are engulfed by a wave of nausea that makes you shiver and retch. Once again the Eye has activated, triggered now by the close proximity of the evil power that is driving Anseng to seek your doom: lose 4 ENDURANCE points.

    +

    Anseng moves towards you, sweeping his glowing kirusami before him like a sorcerous scythe. Resolutely you unsheathe your Kai Weapon, yet as you raise it in readiness to counter his inexorable advance you are engulfed by a wave of nausea that makes you shiver and retch. Once again the Eye has activated, triggered now by the close proximity of the evil power that is driving Anseng to seek your doom: lose 4 ENDURANCE points.

    You retreat a few unsteady paces and struggle to suppress the tide of nausea that is sapping your strength. As if sensing your weakness, Anseng lunges forward and thrusts the glowing tip of his cursed weapon at your trembling face.

    - Anseng (undead)4850 + Anseng (undead)4850 If you win this combat, turn to 335
    @@ -1891,7 +3139,7 @@ 151 -

    Priestess Song Tao leads you to an alcove behind the altar and traces her fingertip around one of the engravings on the wall. It actives a secret panel which slides open to reveal a spiral stone staircase. You follow as she climbs to a landing near the top of the tower. A silver-plated door stands before you. Song Tao knocks on this shining door before opening it.

    +

    Priestess Song Tao leads you to an alcove behind the altar and traces her fingertip around one of the engravings on the wall. It activates a secret panel which slides open to reveal a spiral stone staircase. You follow as she climbs to a landing near the top of the tower. A silver-plated door stands before you. Song Tao knocks on this shining door before opening it.

    You follow her into a large and impressive circular chamber. Its smooth walls and ceiling are midnight blue in colour and studded with clusters of tiny Caronese crystals. The effect is stunning; it is as if you have just stepped into deep space and are surrounded by thousands of tiny twinkling stars. The chamber is dimly lit by an oil lamp resting on a circular table in the middle of the room. Song Tao raises its wick and the light becomes brighter. It illuminates three people who are seated in winged armchairs on the far side of the chamber. They stand up and Song Tao introduces them to you.

    The first is Lord Honos, a journeymage from Dessi. The second is Zautro, a curate Herbwarden from Bautar, and the third is Captain Jian Tzu, the commander of Dwalas City Guard. He is also the leader of the Watchers and a loyal friend and ally to the Elder Magi. It was Jian Tzu who sent Anseng to meet you on your arrival in Chai and to be your guide. When you tell them what has happened since your arrival in Chai, they are relieved to see you still have the Eye of Agarash safely in your possession. They are also shocked and saddened to learn of the regrettable loss of Anseng, Chao and Lieutenant Quang. Lord Honos assures you that their sacrifice will not be in vain, and neither will it be forgotten. Zautro the Herbwarden steps forward and asks to see the Eye of Agarash. The others, too, are anxious to view this infamous artefact and they gather round.

    When you open the leather satchel, you are assailed by a wave of evil energy that drains you of 6 ENDURANCE points.

    @@ -1913,7 +3161,7 @@ 153 -

    It is Anseng, but he is no longer how you remember him. His face is grey and gaunt, and his eyes are now empty sockets that radiate a dull blue glow. Stiffly, he turns towards you with his cupped hands outstretched. There is a loud crack and his hands and forearms are wreathed in sparking balls of electric blue fire. Before your disbelieving eyes, these unholy spheres of flame coalesce into a glowing rod that rapidly transforms into the shape of a kirusami. Your Sixth Sense screams a warning that you are in the presence of a great evil that has taken possession of Anseng and turned him into an undead automaton. He opens his mouth as if to scream and the ghastly eyeless head of a black snake emerges from where his tongue should be. He raises his glowing kirusami and scythes the night air with several sweeping strokes. The weapon glows brighter with every stroke he makes.

    +

    It is Anseng, but he is no longer how you remember him. His face is grey and gaunt, and his eyes are now empty sockets that radiate a dull blue glow. Stiffly, he turns towards you with his cupped hands outstretched. There is a loud crack and his hands and forearms are wreathed in sparking balls of electric blue fire. Before your disbelieving eyes, these unholy spheres of flame coalesce into a glowing rod that rapidly transforms into the shape of a kirusami. Your Sixth Sense screams a warning that you are in the presence of a great evil that has taken possession of Anseng and turned him into an undead automaton. He opens his mouth as if to scream and the ghastly eyeless head of a black snake emerges from where his tongue should be. He raises his glowing kirusami and scythes the night air with several sweeping strokes. The weapon glows brighter with every stroke he makes.

    If you possess a bow, turn to 74 If you possess the Grand Master discipline of Magi-magic, turn to 24 If have neither a bow nor Magi-magic, of if you decide not to use either of them, turn to 150 @@ -1928,7 +3176,7 @@

    One moment, he says. Ill gladly let you have these ales for free if youd be so kind to tell me what is happening in the north.

    You look to Quang and he narrows his eyes a little. He is signalling you to say nothing.

    Come a little closer, he says to the inquisitive innkeeper. I will tell you what we know, but Id prefer that not everyone in your fine establishment hears what I have to say.

    -

    Of course, my Lord, replies Shousun, with a wry smile. He moves closer to Quang and leans forward so that the Lieutenant can speak quietly in his ear. In a hushed voice, Quang tells him that some of the citizens of Pensei believe their city will be attacked by the Bhanarians. They have decided to leave their homes and travel to HiJoi by way of Vabou and Klatii. He tells him to have faith in the might of the Chai army and the wisdom of his Khea-khan. If the threat to Pensei is real, we shall prevail.

    +

    Of course, my Lord, replies Shousun, with a wry smile. He moves closer to Quang and leans forward so that the Lieutenant can speak quietly in his ear. In a hushed voice, Quang tells him that some of the citizens of Pensei believe their city will be attacked by the Bhanarians. They have decided to leave their homes and travel to Hijoi by way of Vabou and Klatii. He tells him to have faith in the might of the Chai army and the wisdom of his Khea-khan. If the threat to Pensei is real, we shall prevail.

    Thank you my Lord, says the innkeeper. Having now satisfied his curiosity, Shousun tells you that the ales are on the house. He says that it is an honour to have an Imperial Guardsman visit his humble inn and he invites you all to enjoy a meal and stay the night at his expense. Quang thanks him and accepts his hospitality.

    Turn to 299
    @@ -1965,7 +3213,7 @@

    Due to the speed of your attack, you can only engage in one round of combat with this enemy before the momentum of your charging horse carries you past it.

    If you kill the Chagarashi in this single round of combat, turn to 267 If you do not kill the Chagarashi outright with your single blow, turn to 142 - If you lose more ENDRANCE points than the Chagarashi in this single round of combat, turn to 88 + If you lose more ENDURANCE points than the Chagarashi in this single round of combat, turn to 88
    @@ -1996,7 +3244,7 @@

    Your final blow decapitates Xaol and sends his decayed head arcing away into the tempestuous waters of the Tkukoma Estuary. His crippled body drops to the deck and rapidly decays before your eyes. The necromantic spell that raised Xaol from the dead and restored his sundered body has been broken, and now the years of rot and decay that were held at bay rapidly consume his diseased corpse. His serpent rod reverts to its spherical form and lies beside the putrid remains, smoking and hissing intensely.

    - If you possess Ansengs Kirusami, turn to 188 + If you possess Ansengs Kirusami, turn to 188 If you do not possess this special weapon, turn to 89
    @@ -2071,7 +3319,7 @@ 167 -

    The boat tumbles stern over bow and you are hurled into the raging waters. You plunge deep into the watery abyss, dragged down by the strong currents and the weight of your weapons and equipment. You intone the words of the Brotherhood spell Breathe Water and the crushing pain in your lungs recedes when you begin to absorb oxygen through your skin. With your strength fast returning, you fight your way up from the depths and back towards the surface.

    +

    The boat tumbles stern over bow and you are hurled into the raging waters. You plunge deep into the watery abyss, dragged down by the strong currents and the weight of your weapons and equipment. You intone the words of the Brotherhood Spell Breathe Water and the crushing pain in your lungs recedes when you begin to absorb oxygen through your skin. With your strength fast returning, you fight your way up from the depths and back towards the surface.

    To continue, turn to 101
    @@ -2107,7 +3355,7 @@ 170 -

    Swiftly you invoke the Brotherhood spell Halt Missile and the black arrow freezes in mid-air just a few feet in front of your face. You step aside and, moments later, the spell dissipates and the arrow whistles past you to ricochet harmlessly off the wall of the convent several yards along the alleyway behind.

    +

    Swiftly you invoke the Brotherhood Spell Halt Missile and the black arrow freezes in mid-air just a few feet in front of your face. You step aside and, moments later, the spell dissipates and the arrow whistles past you to ricochet harmlessly off the wall of the convent several yards along the alleyway behind.

    Turn to 327
    @@ -2120,11 +3368,11 @@
    • Arrows: 10 Ren each (1 Gold Crown each)
    • Lantern: 20 Ren (2 Gold Crowns)
    • -
    • Rope (50ft length): 30 Ren (3 Gold Crowns)
    • +
    • Rope (50 ft. length): 30 Ren (3 Gold Crowns)
    • Potion of Laumspur: 40 Ren (4 Gold Crowns)

    You may buy any of the items listed above for the price indicated. With the exception of the arrows, they are all backpack items that will take up one space in your backpack. You are under no obligation to make a purchase.

    -

    You can also sell any of the items you have noted on your Backpack List (with the exception of Ansengs Kirusami). The shop will pay 20 Ren for each item, regardless of how much it originally cost. If you wish to sell any of your items, erase them from your list and add 2 Gold Crowns (20 Ren) per item to your Belt Pouch.

    +

    You can also sell any of the items you have noted on your Backpack List (with the exception of Ansengs Kirusami). The shop will pay 20 Ren for each item, regardless of how much it originally cost. If you wish to sell any of your items, erase them from your list and add 2 Gold Crowns (20 Ren) per item to your Belt Pouch.

    Quang finally decides which compass he is going to purchase and he hands 50 Ren to the shop assistant. The wife of the emporiums owner approaches him and they exchange a few words. She is concerned about Dengs morose demeanour and suggests that he would benefit from some Senara Tea. Quang agrees and he gives her 10 Ren. In return, she reaches for a bottle of the tea from the shelf behind her and places it on the counter. Quang uncorks the bottle and makes Deng drink it. The soothing liquid will help him to recover from his state of shock. When he has consumed the contents, you thank the woman and leave.

    At the end of Xiang Street you enter the quayside area. The churning waters of the estuary stretch out before you. Because of the heavy rain and failing light, you cannot see across the estuary to the opposite bank and have no way of judging how wide it is at this point. Quang asks a passer-by for directions to the ferry post and she points south and tells you that it is a five minute walk is that direction. Soon you reach the post and see the ferry boat to Dwala is moored at the quay. You approach it, hoping that you are in time to catch the dusk crossing, but you find that access to this part of the quay has been chained off. A sign hanging from the chain says: Ferry cancelled due to weather.

    Directly opposite the quay is a large three-storey building. The ornate sign fixed above its front door says: Ferry House Inn

    @@ -2137,7 +3385,7 @@ 172 -

    Unfortunately, your answer is incorrect. The amounts are the same. After mixing in a quart of oil, the mixture would by 5/6ths vinegar and 1/6th oil. This would leave 5/6ths of a quart of oil in the first pitcher. Since the other 5/6ths of the removed mixture is vinegar, and this is now mixed into the other pitcher, in the end both pitchers end up with 5/6ths of a quart of the other liquid in them. As they have equal amounts of the other liquid, and the total volumes are equal (back to 5 quarts each), they must have equal amounts of their original liquids.

    +

    Unfortunately, your answer is incorrect. The amounts are the same. After mixing in a quart of oil, the mixture would by vinegar and oil. This would leave of a quart of oil in the first pitcher. Since the other of the removed mixture is vinegar, and this is now mixed into the other pitcher, in the end both pitchers end up with of a quart of the other liquid in them. As they have equal amounts of the other liquid, and the total volumes are equal (back to 5 quarts each), they must have equal amounts of their original liquids.

    The patrons mummer their approval when Shou Lin explains the correct solution to the puzzle. You must now erase 10 Gold Crowns from your Action Chart and give the coins to the old man. Gladly he accepts your payment and praises you for your brave attempt at solving it.

    Bad luck, my Lord, says Anseng, in an attempt to console you. May you have better luck next time. You are now feeling very tired and are finding it a little difficult to keep your eyes open. Rather than stay for Shou Lins next riddle, you bid Anseng good night and retire to your room.

    Turn to 286 @@ -2148,7 +3396,7 @@ 173 -

    You shape your mouth in readiness and shout the Old Kingdom power-word with all your might: Gloar!

    +

    You shape your mouth in readiness and shout the Old Kingdom power-word with all your might: Gloar!

    The concussive shock of your spell hits the Claw of Naar and sends it skittering away across the deck, beyond Zashnors reach. The fell dragon shrieks with rage and slashes wildly at the deck with its powerful talons, gouging and scarring its timbers. You rush forwards with your Kai Weapon unsheathed and poised to strike. You are determined to exploit Zashnors unfocused fit of anger and slay this evil adversary where it stands.

    Turn to 100
    @@ -2160,7 +3408,7 @@

    You attack the five undead Nagah Ghouls before they can scramble back to their feet. Lieutenant Quang fights fiercely by your side, and the three Watchers engage those ghouls that attempt to outflank you. Your use of the Kai power-word has given you the combat advantage. You may ignore any ENDURANCE point losses you sustain in the first 2 rounds of this fight:

    5 Nagah Ghouls4557 -

    You may add 6 points to your COMBAT SKILL for the duration of this fight, for Quang and the Watchers are supporting you in this battle. If you win this combat, Quang decapitates the heads of the fallen enemy to prevent them from being reanimated by the evil energy that has kept them in an undead state for centuries. As he chops off the head of the last Nagah Ghoul with his kirusami, you feel a chilling aura radiating from the Eye of Agarash. A sudden wave of weakness drains you of 3 ENDURANCE points.

    +

    You may add 6 points to your COMBAT SKILL for the duration of this fight, for Quang and the Watchers are supporting you in this battle. If you win this combat, Quang decapitates the heads of the fallen enemy to prevent them from being reanimated by the evil energy that has kept them in an undead state for centuries. As he chops off the head of the last Nagah Ghoul with his kirusami, you feel a chilling aura radiating from the Eye of Agarash. A sudden wave of weakness drains you of 3 ENDURANCE points.

    As the nausea subsides, you turn your attention to the Watchers who have all sustained wounds during the combat. By the use of your Magnakai Curing discipline, you are able to stop their bleeding and help them quickly to recover. You sense that you must now leave this location for there are more Nagah Ghouls in the vicinity and they are heading for the tavern garden, drawn by the foul smell of the spilt blood of their slain brethren. Hurriedly, you all remount your horses and press on with your journey to Vabou without further delay.

    Turn to 227
    @@ -2172,7 +3420,7 @@

    Once the puzzling is done and the successful wagers have all been paid out, the taproom settles down and the patrons resume their drinking and convivial conversations. Quang and Deng both won their wagers, but it does little to lift Dengs sullen mood. The innkeeper leaves his counter in the capable hands of his two sons and comes out to mingle with his customers. The storms have been good for business and he is in high spirits. When he passes by your table, Quang stops him and asks if he has any room for the night.

    Im sorry, my Lord, he replies. Were completely full. Even my attic and stables are occupied tonight.

    -

    Do you know if anyone is crossing the estuary before nightfall, asks Queng.

    +

    Do you know if anyone is crossing the estuary before nightfall, asks Quang.

    Not if they know whats best for them. Thereve been no boats on the waters for the past three days. The ferry is closed and the fishermen are all safely tucked up at home. Well, those that arent in here that is!

    With each passing minute new customers enter the inn until the taproom is bursting at the seams.

    Its time to leave, says Quang. There little chance well find anyone wholl take us to Dwala in here.

    @@ -2217,7 +3465,7 @@ 178 -

    You speak the words of the Old Kingdom battle-spell Invisible Fist and thrust your clenched right hand towards the Doomgah clustered around the entrance to the pier. The force of your spell punches a hole through their ranks and sends several of them tumbling in all directions. To your dismay, you watch them scramble to their feet and hurry back to join the others. Only one Doomgah has been slain by the force of your spell and its broken body now lies slumped against the front door of the Tkukoma Tavern.

    +

    You speak the words of the Old Kingdom battle-spell Invisible Fist and thrust your clenched right hand towards the Doomgah clustered around the entrance to the pier. The force of your spell punches a hole through their ranks and sends several of them tumbling in all directions. To your dismay, you watch them scramble to their feet and hurry back to join the others. Only one Doomgah has been slain by the force of your spell and its broken body now lies slumped against the front door of the Tkukoma Tavern.

    Turn to 263
    @@ -2249,9 +3497,9 @@ 181 -

    Steadily, you catch up with Quang and the Watchers. As you rejoin them, you see something blocking the highway in the middle distance. A score of Skarada are shambling along the highway towards you. They took cover in the tall grass when you and your companions rode along this section of the highway two hours ago, and now they are trying to rejoin the survivors of last nights battle. You signal to the others to get off the highway and divert east across the open grassland, towards the western edge of the Tviloi Forest which is visible on the horizon. They acknowledge your command and together you gallop due east. As you race across the open plain, you are able to shake off most of the pursuing Doomwolves before you reach the distant treeline.

    +

    Steadily, you catch up with Quang and the Watchers. As you rejoin them, you see something blocking the highway in the middle distance. A score of Skarada are shambling along the highway towards you. They took cover in the tall grass when you and your companions rode along this section of the highway two hours ago, and now they are trying to rejoin the survivors of last nights battle. You signal to the others to get off the highway and divert east across the open grassland, towards the western edge of the Tviloi Forest which is visible on the horizon. They acknowledge your command and together you gallop due east. As you race across the open plain, you are able to shake off most of the pursuing Doomwolves before you reach the distant tree-line.

    Upon reaching the forest you find that the pines are widely spaced and you are able to maintain your fast pace with relative ease. However, this sparse border also makes it easy for a determined handful of Doomwolves to maintain their pursuit. The rumble of distant thunder and flashes of sheet lightning herald the return of heavy rain. This sudden change in the weather works to your advantage, dampening the scent of your horses and making it harder for the few remaining Doomwolves to track you. At length you come to a denser part of the forest that forces your mounts to slow their pace. It is criss-crossed with several narrow but deep gullies. You work your way around these fissures until you arrive at one that is much longer than the others. It stretches across your path and, at first glance, there appears to be no way to traverse it.

    -

    Over there! shouts Quang, pointing along the gulley towards the east. He has spotted a dead pine that has fallen across this narrow ravine. Its trunk spans the yawning gap and provides a natural bridge to the far side.

    +

    Over there! shouts Quang, pointing along the gully towards the east. He has spotted a dead pine that has fallen across this narrow ravine. Its trunk spans the yawning gap and provides a natural bridge to the far side.

    Quang takes the lead and you follow him in single file as he steers his horse safely across the fallen pine. When you reach the far side, you hear the ominous growl of a Doomwolf close behind. The pack leader and three of its foul brood are in hot pursuit. They have already reached the middle of the tree bridge and will soon be upon you unless you can do something to halt their swift and determined advance.

    If you have the Grand Master discipline of Elementalism, turn to 92 If you possess the Grand Master discipline of Kai-Alchemy, and have attained the rank of Sun Knight or higher, turn to 14 @@ -2264,7 +3512,7 @@

    The arrow whistles towards you with an exceptional speed and accuracy that reveals its magical enhancement. It is a Zejar-dulaga, a sorcerous missile imbued with magical accuracy which is only known to be crafted in the Darklands! Instinctively, you twist aside to avoid it and it rips through your oilskin cape and disappears into the storm-swept waters of the estuary. The rip in your cape is smeared with a black tarry substance with a bitter smell. It is Black Yua venom, a fast-acting and deadly toxin.

    -

    The Doomgah Mooldor is reloading its bow and preparing to fire again. You race along the walkway towards the gangplank of the Silver Virixe, desperately seeking cover. Mooldor tracks you as you run and unleashes a second arrow. It speeds towards you, forcing you to somersault along the gangplank to avoid being hit. The deadly black arrow strikes the wooden edge of the plank barely inches from your right foot. Gasping for breath, you leap from the plank onto the stern deck of the cargo ship and hurriedly take cover behind the wheelhouse.

    +

    The Doomgah Mooldor is reloading its bow and preparing to fire again. You race along the walkway towards the gangplank of the Silver Virixe, desperately seeking cover. Mooldor tracks you as you run and unleashes a second arrow. It speeds towards you, forcing you to somersault along the gangplank to avoid being hit. The deadly black arrow strikes the wooden edge of the plank barely inches from your right foot. Gasping for breath, you leap from the plank onto the stern deck of the cargo ship and hurriedly take cover behind the wheelhouse.

    If you have a bow and wish to use it, turn to 333 If you do not, turn to 158
    @@ -2345,8 +3593,8 @@ 188 -

    You place the blade of the kirusami under the sphere and flip it over the gunwale of the ship. It hits the raging waters and explodes, showering you with foaming spray. You have dispensed with the necromancers head and his accursed weapon, consigning them forever to a watery grave, but in doing so the blade of the kirusami is irrevocably damaged. The shining steel fractures and then shatters. The broken shards scatter across the rain-swept deck and are transmuted into lead by the dying power they harboured. (Erase Ansengs Kirusami from your Action Chart.)

    -

    Your eye is caught by movement on the quayside. The Doomgah are slowly and nervously returning to the stone pier. They are very wary but they are also very curious to discover if Xaol has been triumphant. You crouch low to avoid being spotted and shuffle your way towards the door of the wheelhouse. You resolve to get below deck and find a place to hide before the Doomgah muster enough courage to come along the pier and board the Silver Virixe. When they find the ruined remains of Xaols corpse, they will likely come searching for you.

    +

    You place the blade of the kirusami under the sphere and flip it over the gunwale of the ship. It hits the raging waters and explodes, showering you with foaming spray. You have dispensed with the necromancers head and his accursed weapon, consigning them forever to a watery grave, but in doing so the blade of the kirusami is irrevocably damaged. The shining steel fractures and then shatters. The broken shards scatter across the rain-swept deck and are transmuted into lead by the dying power they harboured. (Erase Ansengs Kirusami from your Action Chart.)

    +

    Your eye is caught by movement on the quayside. The Doomgah are slowly and nervously returning to the stone pier. They are very wary but they are also very curious to discover if Xaol has been triumphant. You crouch low to avoid being spotted and shuffle your way towards the door of the wheelhouse. You resolve to get below deck and find a place to hide before the Doomgah muster enough courage to come along the pier and board the Silver Virixe. When they find the ruined remains of Xaols corpse, they will likely come searching for you.

    Your basic Kai discipline of Mind over Matter deals quickly and easily with the padlock on the wheelhouse door. It snaps open and you slide back the door and enter. Swiftly, you tug the door closed behind you and use the padlock to secure it from the inside. A set of wooden steps lead down to the lower deck where you discover the crews quarters. There are two cabins notably larger than the others: the Captains cabin and the Pursers Cabin.

    If you wish to explore the Captains cabin, turn to 40 If you choose to investigate the Pursers cabin, turn to 285 @@ -2415,7 +3663,7 @@

    COMBAT SKILL 30 ENDURANCE 26

    You can only engage in one round of combat with this enemy before the momentum of your galloping horse carries you away from it.

    If you kill the Doomwolf outright, or if your loss of ENDURANCE points is lower than the number of points lost by the Doomwolf, turn to 283 - If you lose more ENDRANCE points than the Doomwolf in this single round of combat, turn to 315 + If you lose more ENDURANCE points than the Doomwolf in this single round of combat, turn to 315
    @@ -2425,7 +3673,7 @@

    Chagarashi! screams Anseng, Ishir save us!

    The ghastly creatures detect the scent of the frightened wagon horses and detach themselves from the tattered remains of their victims. With murderous intent, they come loping along the muddy highway with their bloodied mouths agape.

    -

    We must protect the horses! shouts Anseng, and hurriedly he dismounts from the wagon and unshoulders his kirusami. Your mount is overcome with sheer terror. He rears up and you are thrown out of the saddle onto the muddy ground. Before you can attempt to calm him, he bolts and gallops away along the highway you have just travelled. Chengu is shaking with fear. Desperately he fights to regain control of his panicking horse team as the Chagarashi increase their loping pace.

    +

    We must protect the horses! shouts Anseng, and hurriedly he dismounts from the wagon and unshoulders his kirusami. Your mount is overcome with sheer terror. He rears up and you are thrown out of the saddle onto the muddy ground. Before you can attempt to calm him, he bolts and gallops away along the highway you have just travelled. Chengu is shaking with fear. Desperately he fights to regain control of his panicking horse team as the Chagarashi increase their loping pace.

    Drenched with rain and plastered with sticky mud, you scramble to your feet and rush to join Anseng who is standing defiantly on the highway between the onrushing monsters and the terrified wagon horses. Coolly, you unsheathe your Kai Weapon and stand beside your guide. Two of the howling horrors launch themselves upon you while the third beast leaps through the air and slashes at Anseng with its razor-sharp talons.

    Chagarashi

    COMBAT SKILL 44 ENDURANCE 40

    @@ -2452,7 +3700,7 @@

    Deng nods his head and salutes the Lieutenant. He wishes you both good luck before he leaves the quayside and walks away into the teeming rain. You watch him go. He does not look back.

    It is best he goes with Bai tomorrow, says Quang. If they should run into the enemy during their journey, theyll stand a better chance of surviving than if Bai were to go alone.

    It will be hard on them to tell Shen-Yin that she has lost her husband, you reply.

    -

    Yes… yes it will, says Quang, his voice tinged with bitter sadness. Her husband… and her sister too. When I spoke with Bai at the stables, he told me that when he searched the farm house next to the barn, he found the bodies of Shen-Yins sister and her husband. Both had been murdered by the Skarada.

    +

    Yes yes it will, says Quang, his voice tinged with bitter sadness. Her husband and her sister too. When I spoke with Bai at the stables, he told me that when he searched the farm house next to the barn, he found the bodies of Shen-Yins sister and her husband. Both had been murdered by the Skarada.

    This is so sad, you reply, I pray that Ishir will give her strength to bear her grievous loss.

    Quang walks to the edge of the quay and loosens the rope securing the rowboat.

    Perhaps we should wait until the storm abates, you say.

    @@ -2476,9 +3724,9 @@ 198 -

    The Skarada are less than thirty feet away when Lieutenant Quang shouts Fire! As one, you release your straining bowstrings and send a volley of arrows whistling into the advancing enemy. The missiles all hit their mark and the four Skarada tumble forwards, mortally wounded. Quang compliments everyone on their fine bowmanship and orders you all to shoulder your bows. You comply with his order and follow behind as he canters his horse towards the fallen Skarada. Two of them have been killed outright, and the remaining two are swiftly put out of their misery by the blade of Quangs kirusami.

    -

    Your Sixth Sense warns you that these Skarada are not the only ones of their kind occupying the treeline. Another two groups are now rushing towards this area, from the east and the south. Fearing that you could be surrounded by them when they converge, you shout a warning to Lieutenant Quang and he quickly mounts his horse and brings it alongside yours.

    -

    We cant go forward and we darent go any deeper into the forest, he says, thoughtfully. Wed best take our chances out on the plain. Were behind the Chagarashi roadblock now. If the highway is clear between the roadblock and Vabou, well ride there directly. You agree with the Lieutenants plan and pass the word to the Watchers. Together, you turn your horses to the west and ride out from the treeline, heading for the highway two miles beyond the open grassland.

    +

    The Skarada are less than thirty feet away when Lieutenant Quang shouts Fire! As one, you release your straining bowstrings and send a volley of arrows whistling into the advancing enemy. The missiles all hit their mark and the four Skarada tumble forwards, mortally wounded. Quang compliments everyone on their fine bowmanship and orders you all to shoulder your bows. You comply with his order and follow behind as he canters his horse towards the fallen Skarada. Two of them have been killed outright, and the remaining two are swiftly put out of their misery by the blade of Quangs kirusami.

    +

    Your Sixth Sense warns you that these Skarada are not the only ones of their kind occupying the tree-line. Another two groups are now rushing towards this area, from the east and the south. Fearing that you could be surrounded by them when they converge, you shout a warning to Lieutenant Quang and he quickly mounts his horse and brings it alongside yours.

    +

    We cant go forward and we darent go any deeper into the forest, he says, thoughtfully. Wed best take our chances out on the plain. Were behind the Chagarashi roadblock now. If the highway is clear between the roadblock and Vabou, well ride there directly. You agree with the Lieutenants plan and pass the word to the Watchers. Together, you turn your horses to the west and ride out from the tree-line, heading for the highway two miles beyond the open grassland.

    Turn to 108
    @@ -2598,7 +3846,7 @@

    You attack the five undead Nagah Ghouls before they can stagger back to their feet. Lieutenant Quang fights fiercely by your side, and the three Watchers engage those ghouls that attempt to outflank you. Your use of the Old Kingdom power-word has given you the combat advantage. You may ignore any ENDURANCE point losses you sustain in the first round of this fight:

    5 Nagah Ghouls

    COMBAT SKILL 45 ENDURANCE 59

    -

    You may add 6 points to your COMBAT SKILL for the duration of this fight, for Quang and the Watchers are supporting you throughout this battle against these fearsome creatures. If you win this combat, Quang decapitates the heads of the fallen enemy to prevent them from being reanimated by the evil energy that has kept them in an undead state for centuries. As he chops off the head of the last Nagah Ghoul with his kirusami, you feel a chilling aura radiating from the Eye of Agarash. A sudden wave of weakness drains you of 3 ENDURANCE points.

    +

    You may add 6 points to your COMBAT SKILL for the duration of this fight, for Quang and the Watchers are supporting you throughout this battle against these fearsome creatures. If you win this combat, Quang decapitates the heads of the fallen enemy to prevent them from being reanimated by the evil energy that has kept them in an undead state for centuries. As he chops off the head of the last Nagah Ghoul with his kirusami, you feel a chilling aura radiating from the Eye of Agarash. A sudden wave of weakness drains you of 3 ENDURANCE points.

    As the nausea subsides, you turn your attention to the Watchers who have all sustained wounds during the combat. By the use of your Magnakai Curing discipline, you are able to stop their bleeding and help them quickly to recover. You sense that you must now leave this location for there are more Nagah Ghouls in the vicinity and they are heading for the tavern garden, drawn by the foul smell of the spilt blood of their slain brethren. Hurriedly, you all remount your horses and press on with your journey to Vabou without further delay.

    Turn to 227
    @@ -2610,7 +3858,7 @@

    Daruzhi Street is a cobblestoned thoroughfare well-lit by latticed street lanterns. Fifty yards along it you see two shops that stand directly opposite each other and are still open for business.

    If you wish to visit Shau Zaus General Store, turn to 13 - If you choose to visit Zian-zus Weaponshop, turn to 325 + If you choose to visit Zian-zus Weapon Shop, turn to 325 If you decide to continue along Daruzhi Street, turn to 266
    @@ -2633,7 +3881,7 @@

    You unsheathe your Kai Weapon, unlock the wheelhouse door, and race out across the rain-swept stern deck towards the bow of the ship. You are halfway to the foredeck when you hear Zashnor screaming with glee. The sound of its hideous gloating scream makes you glance over your shoulder and you are mortified by what you see. Zashnor has reached the bottom of the gangplank and it is taking aim with the Claw of Naar at your back. The tip of the Claw erupts into a terrifying ball of lighting that arcs across the deck at blinding speed.

    Pick a number from the Random Number Table. If you possess the discipline of Grand Huntmastery, deduct 2 from the number you have chosen.

    If your total is now 3 or lower, you lose 3 ENDURANCE from damage caused by the lightning bolt.

    -

    If your total is now 4 - 6, you lose 5 ENDURANCE from damage caused by the lightning bolt.

    +

    If your total is now 46, you lose 5 ENDURANCE from damage caused by the lightning bolt.

    If your total is now 7 or 8, you lose 7 ENDURANCE from damage caused by the lightning bolt.

    If your total is 9, you are engulfed and consumed by the ferocious ball of lightning. Zashnor will recover the Eye of Agarash from your smouldering remains and marry it with the Claw of Naar. The weapon thus created will give the Nadziran the ability to unleash a fireball so powerful that it will incinerate Dwala and all of its inhabitants at one fell stroke. Tragically, you will no longer be able to prevent this catastrophe, for your life and your mission ends here.

    If you have survived this magical attack, turn to 162 @@ -2739,7 +3987,7 @@

    Three refugee wagons lay overturned in the shallow basin of the valley, their contents spilled out and scattered among the tall foliage. Lying among them are the torn and bloodied remnants of many Chai civilians. It is impossible to estimate just how many refugees have been slaughtered here for none of their corpses are wholly intact. You are sickened to witness several hulking grey shapes moving about in this killing field, pausing only to snatch up and gnaw at the remains of the dead.

    - If you have arrived at this location from the eastern treeline, turn to 204 + If you have arrived at this location from the eastern tree-line, turn to 204 If you have arrived here from the halted refugee column, after having chosen to go west (section 239), turn to 332
    @@ -2786,7 +4034,7 @@

    The Skarada are now fast closing in around the open barn doors. They are armed with flint axes and long-bladed bone daggers. You dig your heels into your horses flanks and jolt him forward in a desperate effort to escape before the Skarada can block the exit. Your horse is back under your control and he responds at once to your actions. He bolts through their closing ranks and you gallop away along the muddy farm track. Quang and the Watchers follow in your wake. The snarling Skarada slash and stab at them as they race out of the barn, forcing them run a deadly gauntlet before they can get away.

    You come to the end of the farm track and turn your horse to the east. When you look back towards the barn, you are relieved to see that all of your companions have escaped and are galloping along the track towards the farm entrance. By the time the Skarada reach the farms split pine fence, you are all racing along the highway in the pelting rain with your heads down and your cheeks pressed close to your horses necks.

    Only when you can no longer see the farmstead and the Skarada do you signal to Quang and the others to bring their horses to a halt. Your mounts are breathless and their sweaty flanks steam in the pouring rain. Your companions, too, are weary. They slump in their saddles and struggle to regain their composure. Quang comes forward and halts his horse alongside yours.

    -

    That… was a close thing, he says, gasping for breath. Weve you to thank for getting us out of that barn alive.

    +

    That was a close thing, he says, gasping for breath. Weve you to thank for getting us out of that barn alive.

    Then you hear a loud splash behind you and immediately you sense that something awful has happened.

    Turn to 65
    @@ -2831,8 +4079,8 @@ 228 -

    Klüz shrieks with agony when you land your killing blow. Clutching at its sundered breast plate, it tumbles off the stone pier and plummets head first into the heaving waters of the Tkukoma Estuary. For a few moments its fell weapon, Zukgudrak, balances precariously on the edge of walkway. Then the howling winds catch its heavy blade and send it spiralling down into the dark waters to join its owner.

    -

    The Doomgah at the far end of the pier are devastated by the defeat of their leader. They break and run in all directions to escape a similar fate by your hand. Only one remains behind. Your Magnakai discipline of Divination informs you that this creature is Mooldor, Klüzs sycophantic and vengeful lieutenant. The creature raises its iron bow and lets loose a black arrow aimed at your heart.

    +

    Klz shrieks with agony when you land your killing blow. Clutching at its sundered breast plate, it tumbles off the stone pier and plummets head first into the heaving waters of the Tkukoma Estuary. For a few moments its fell weapon, Zukgudrak, balances precariously on the edge of walkway. Then the howling winds catch its heavy blade and send it spiralling down into the dark waters to join its owner.

    +

    The Doomgah at the far end of the pier are devastated by the defeat of their leader. They break and run in all directions to escape a similar fate by your hand. Only one remains behind. Your Magnakai discipline of Divination informs you that this creature is Mooldor, Klzs sycophantic and vengeful lieutenant. The creature raises its iron bow and lets loose a black arrow aimed at your heart.

    Pick a number from the Random Number Table. If you possess the Grand Master discipline of Grand Huntmastery, add 2 to the number you have picked.

    If you total is now 4 or lower, turn to 35 If it is 5 or higher, turn to 182 @@ -2858,7 +4106,7 @@

    Suddenly you realise that you are not being subjected to an audio attack. The noise that fills your head is the effect of a powerful psychic assault upon your senses. Hurriedly, you call upon your Magnakai discipline of Psi-screen to protect your mind from this powerful psychic assault, and you are able to create a mental wall to repel it. However, it takes you crucial seconds to erect this defensive wall and you suffer a painful psychic shock before it is completed: lose 4 ENDURANCE points.

    Sensing your distress and eager to exploit it, the ghoulish figure leaps towards you brandishing his black staff. In the blink of an eye, the staff transforms into a hissing serpent. It is disturbingly similar to the snake which emerged from the mouth of undead Anseng! You reach to your weapon and pull back as the serpents venomous fangs strike out for your throat.

    - Xaol the Necromancer (reconstructed undead, with Serpent Rod)5050 + Xaol the Necromancer (reconstructed undead, with Serpent Rod)5050

    This enemy is a powerful undead adversary. If your chosen weapon provides you with a bonus when used in a fight against an undead foe, be sure to calculate and add the bonus to your Combat Skill before this battle begins. If you possess the Kai Weapon Spawnsmite or Valiance you may add the bonus that you gain from its unique properties during this combat.

    If you win the combat, turn to 160
    @@ -2869,7 +4117,7 @@

    You are stopped at the gate by three Imperial Guardsmen who challenge you to identify yourself and state your business here. You give them the Durenese Consulate Pass that you received from Envoy Helsar and they examine it carefully. One of the guardsmen calls for his sergeant to come forward and he hands the hard-faced warrior your pass. After scrutinising it for a few moments, he commands a squad of his imperial soldiers stationed in the courtyard beyond the gate to come forward and surround you. The sergeant looks once more at the pass and swiftly snatches the horses reins from your hands.

    -

    Youre under arrest. Come with me, he says, curtly. The squad unshoulder their kirusamis and point them at you menacingly. You are left in no doubt that they will use them if you attempt to escape.

    +

    Youre under arrest. Come with me, he says, curtly. The squad unshoulder their kirusamis and point them at you menacingly. You are left in no doubt that they will use them if you attempt to escape.

    The sergeant and his men escort you and your horse into the courtyard and take you to a blockhouse. You are pulled from the saddle and pushed towards its open door.

    Did you really think you could use this pass to enter the Imperial Palace? says the sergeant, with contempt. These numerals tell me you are seventy-nine years old. Hah! If that is so, youre the youngest old man Ive ever seen!

    You are grabbed by two of the sergeants men and shoved through the blockhouse door.

    @@ -2945,9 +4193,9 @@

    Lord Honos and Herbwarden Zautro come running up the stairs from the convents cellar. They are covered with plaster dust and look badly shaken. You ask if Priestess Song Tao is safe. They glance at each other and then look dejectedly at the floor and shake their heads.

    Grand Master, says the Captain, urgently. You must leave here. It is too dangerous for you to stay any longer.

    He stands in the open doorway and points along the alley to a passageway at the southern end.

    -

    Turn right at the end and the passage will take you to Izara Street. Go left when you reach Izara and youll soon arrive at the Main Square. Look for the sign to the Quay. Follow the sign and youll be sure to reach the quayside. Make your way to the stone pier in the middle of the quayside and look for the Silver Virixe. She is a Korlian cargo ship berthed at the end of the pier. She will be bound for Port of Suhn as soon as the storms abate. Go aboard her and hide yourself below deck. If it is safe to do so, we will come for you an hour before noon and bring you back here to the North Gate in time for Lord Rimoahs arrival.

    +

    Turn right at the end and the passage will take you to Izara Street. Go left when you reach Izara and youll soon arrive at the Main Square. Look for the sign to the Quay. Follow the sign and youll be sure to reach the quayside. Make your way to the stone pier in the middle of the quayside and look for the Silver Virixe. She is a Korlian cargo ship berthed at the end of the pier. She will be bound for Port of Suhn as soon as the storms abate. Go aboard her and hide yourself below deck. If it is safe to do so, we will come for you an hour before noon and bring you back here to the North Gate in time for Lord Rimoahs arrival.

    And what if you dont come? you ask, pragmatically.

    -

    If we dont come for you, replies Jian Tzu, then the situation here will have escalated beyond our control. You should remain hidden aboard the ship. Once it sails and is safely beyond the estuary, you should make yourself known to the Captain. His name is Chengan. He is a Watcher and he is loyal to our cause. He will convey you to Port of Suhn and from there you will be able to make contact with your Kai Monastery on the Isle of Lorn. We will send word of this to Lord Rimoah… if we are able.

    +

    If we dont come for you, replies Jian Tzu, then the situation here will have escalated beyond our control. You should remain hidden aboard the ship. Once it sails and is safely beyond the estuary, you should make yourself known to the Captain. His name is Chengan. He is a Watcher and he is loyal to our cause. He will convey you to Port of Suhn and from there you will be able to make contact with your Kai Monastery on the Isle of Lorn. We will send word of this to Lord Rimoah if we are able.

    You acknowledge the Captains words and set off from the kitchen doorway. But you have barely taken a dozen steps along the alleyway when you see a group of leathery black creatures appear in the passageway beyond. They are armed with iron bows. One of them raises its bow and a black arrow comes speeding directly towards your head!

    If you possess Magi-magic and wish to use it, turn to 78 If you possess Kai-alchemy, have attained the rank of Sun Knight or higher, and wish to use your advanced skill, turn to 170 @@ -2970,7 +4218,7 @@

    You twist the portals silver handle and, to your relief, you discover it is unlocked. You push it open and step across the threshold into a small chapel dedicated to Goddess Ishir. Standing before a wooden altar draped with a silver cloth stands a Priestess of the Moon, a devout acolyte of Ishir. She is clothed in a beautiful robe of shimmering white silk interwoven with threads of fine silver. She leaves the altar and walks towards you with her delicate hands crossed upon her chest.

    I am Priestess Song Tao, she says, softly. Welcome.

    -

    You sense the aura of goodness that she exudes and it flows over you like a cool refreshing breeze (restore 1 ENDURANE point). You introduce yourself and tell her that you are the Kai Grand Master whom Anseng had been sent to escort to Pensei. She asks after your guide and she is deeply saddened to hear what became of him. She closes her eyes and a single tear trickles down her pale cheek. Slowly, she opens her eyes and holds you with a mesmerizing stare. Your Sixth Sense tells you that she is looking into your mind. When she is sure that you are indeed a Kai Grand Master, she uncrosses her hands and beckons you to follow her.

    +

    You sense the aura of goodness that she exudes and it flows over you like a cool refreshing breeze (restore 1 ENDURANCE point). You introduce yourself and tell her that you are the Kai Grand Master whom Anseng had been sent to escort to Pensei. She asks after your guide and she is deeply saddened to hear what became of him. She closes her eyes and a single tear trickles down her pale cheek. Slowly, she opens her eyes and holds you with a mesmerizing stare. Your Sixth Sense tells you that she is looking into your mind. When she is sure that you are indeed a Kai Grand Master, she uncrosses her hands and beckons you to follow her.

    There are some important people that are waiting for you. Come with me.

    Turn to 151
    @@ -3001,7 +4249,7 @@

    Mount up! Lets get out of here!

    Quang and the Watchers leave their locations and race to their horses. Rapidly, you mount your horse and spur him towards the open doors. You are halfway across the barn when two Chagarashi appear in the open doorway and throw their arms wide. They spread their sinewy fingers and their razor-sharp talons glint in the dull light. They are attempting to block your escape.

    You are almost upon them when your horse rears up in alarm. The Chagarashi seize this opportunity and leap forward to attack.

    - Chagarashi Scouts (x2)4545 + 2 Chagarashi Scouts4545

    You struggle to control your frightened horse throughout this combat. Its wild and erratic movement makes it hard for you to strike these enemies with precision. Deduct 4 points from your Combat Skill for the duration of this fight.

    If you win the combat, turn to 224
    @@ -3039,12 +4287,12 @@
  • Lantern: 20 Ren (2 Gold Crowns)
  • Iron Pot: 20 Ren (2 Gold Crowns)
  • Hammer: 30 Ren (3 Gold Crowns)
  • -
  • Rope (50ft length): 30 Ren (3 Gold Crowns)
  • +
  • Rope (50 ft. length): 30 Ren (3 Gold Crowns)
  • Potion of Laumspur: 40 Ren (4 Gold Crowns)
  • Spyglass: 50 Ren (5 Gold Crowns)
  • You may buy any of the items listed above for the price indicated. They are all backpack items that will take up one space in your backpack. You are under no obligation to make a purchase.

    -

    Sheni will buy any items you have noted on your Backpack List (with the exception of Ansengs Kirusami). He will pay 10 Ren for each item, regardless of how much it originally cost. If you wish to sell any of your items, erase them from your list and add 1 Gold Crown (10 Ren) per item to your Belt Pouch.

    +

    Shen will buy any items you have noted on your Backpack List (with the exception of Ansengs Kirusami). He will pay 10 Ren for each item, regardless of how much it originally cost. If you wish to sell any of your items, erase them from your list and add 1 Gold Crown (10 Ren) per item to your Belt Pouch.

    Shen and Meixiu bid you good night when you leave the shop.

    If you choose to visit or revisit Qui Lings Weapons Shop on the opposite side of the street, turn to 71 If you decide to continue along Nkow Lane, turn to 346 @@ -3074,7 +4322,7 @@ 248 -

    Anseng tells you that his ornate bladed pole arm is called a kirusami. It resembles a short spear with a curved blade fixed at one end. The blade is beautifully engraved and razor sharp. This distinctive weapon says much about Ansengs distinguished military career. Only the Chai Imperial Guard are permitted to own and use such weapons, and only the bravest of their cadre are allowed to keep them when they retire from service. A thin strip of supple leather is fixed to either end of the kirusami so that Anseng can carry it slung over his shoulder when he is not on horseback.

    +

    Anseng tells you that his ornate bladed pole arm is called a kirusami. It resembles a short spear with a curved blade fixed at one end. The blade is beautifully engraved and razor sharp. This distinctive weapon says much about Ansengs distinguished military career. Only the Chai Imperial Guard are permitted to own and use such weapons, and only the bravest of their cadre are allowed to keep them when they retire from service. A thin strip of supple leather is fixed to either end of the kirusami so that Anseng can carry it slung over his shoulder when he is not on horseback.

    Turn to 148
    @@ -3083,7 +4331,7 @@ 249 -

    You shape your mouth precisely and shout the Old Kingdom power-word Gloar. The concussive force of your shout hits the Doomgah in the chest and makes it reel back in the saddle. With difficulty, it clings to the horn of the Kraan saddle with its free hand until the force of your Old Kingdom battle spell subsides. The impact leaves him shaken but undeterred.

    +

    You shape your mouth precisely and shout the Old Kingdom power-word Gloar. The concussive force of your shout hits the Doomgah in the chest and makes it reel back in the saddle. With difficulty, it clings to the horn of the Kraan saddle with its free hand until the force of your Old Kingdom battle spell subsides. The impact leaves him shaken but undeterred.

    Turn to 140
    @@ -3115,10 +4363,10 @@ 252 -

    You intone the words of the Old Kingdom spell Speed and cast it on your flagging horse. Instantly, he responds with a dramatic surge of speed that carries you swiftly out of harms way. Soon you catch up to and overtake your companions, and they shake their heads in disbelief at how fast your horse is travelling. Anxious not to get too far ahead of Quang and the Watchers, you rein in your horse to a regular gallop and this is when you see something blocking the highway in the middle distance.

    -

    A score of Skarada are shambling along the highway towards you. They took cover in the tall grass when you and your companions rode along this section of the highway two hours ago, and now they are trying to rejoin the survivors of last nights battle. You signal to the others to get off the highway and divert east across the open grassland, towards the western edge of the Tviloi Forest which is visible on the horizon. Quang and the Watchers skilfully shake off and outdistance most of the pursuing Doomwolves and together you race towards the distant treeline.

    +

    You intone the words of the Old Kingdom Spell Speed and cast it on your flagging horse. Instantly, he responds with a dramatic surge of speed that carries you swiftly out of harms way. Soon you catch up to and overtake your companions, and they shake their heads in disbelief at how fast your horse is travelling. Anxious not to get too far ahead of Quang and the Watchers, you rein in your horse to a regular gallop and this is when you see something blocking the highway in the middle distance.

    +

    A score of Skarada are shambling along the highway towards you. They took cover in the tall grass when you and your companions rode along this section of the highway two hours ago, and now they are trying to rejoin the survivors of last nights battle. You signal to the others to get off the highway and divert east across the open grassland, towards the western edge of the Tviloi Forest which is visible on the horizon. Quang and the Watchers skilfully shake off and outdistance most of the pursuing Doomwolves and together you race towards the distant tree-line.

    Upon reaching the forest you find that the pines are widely spaced and you are able to maintain your fast pace with relative ease. However, this sparse border also makes it easy for a determined handful of Doomwolves to maintain their pursuit. The rumble of distant thunder and flashes of sheet lightning herald the return of heavy rain. This sudden change in the weather works to your advantage, dampening the scent of your horses and making it harder for the few remaining Doomwolves to track you. At length you come to a denser part of the forest that forces your mounts to slow their pace. It is criss-crossed with several narrow but deep gullies. You work your way around these fissures until you arrive at one that is much longer than the others. It stretches across your path and, at first glance, there appears to be no way to traverse it.

    -

    Over there! shouts Quang, pointing along the gulley towards the east. He has spotted a dead pine that has fallen across this narrow ravine. Its trunk spans the yawning gap and provides a natural bridge to the far side.

    +

    Over there! shouts Quang, pointing along the gully towards the east. He has spotted a dead pine that has fallen across this narrow ravine. Its trunk spans the yawning gap and provides a natural bridge to the far side.

    Quang takes the lead and you follow him in single file as he steers his horse safely across the fallen pine. When you reach the far side, you hear the ominous growl of a Doomwolf close behind. The pack leader and three of its foul brood are in hot pursuit. They have already reached the middle of the tree bridge and will soon be upon you unless you can do something to halt their swift and determined advance.

    If you have the Grand Master discipline of Elementalism, turn to 92 If you possess the Grand Master discipline of Kai-Alchemy, and have attained the rank of Sun Knight or higher, turn to 14 @@ -3161,7 +4409,7 @@

    The Skarada are less than thirty feet away when Lieutenant Quang shouts Fire! As one, your companions release their straining bowstrings and send a volley of arrows whistling into the advancing enemy. The missiles all hit their mark and three of the four Skarada tumble forwards, mortally wounded. The lieutenants arrow penetrates the left shoulder of the leading Skarad and spins it around, but it does not make it lose its footing. Bellowing with pain, the creature hacks the protruding shaft in two with one blow of its flint axe. It snarls with anger and glares at you with its bloodshot amber eyes before it beats a hasty retreat into the trees.

    You are determined not to let it escape. Hurriedly, you urge your horse forward in pursuit of the wounded beast. In less than a minute you run it to ground among the pines. Roaring like a cornered tiger, the Skarad swings around and leaps towards your horse with its axe raised high, slashing the air as it strikes. Terrified by its ferocity, your mount rears up and shies away from the creatures manic attack. You are forced to cling to the pommel of your saddle with your left hand as you fight to prevent the snarling Skarad from hacking your horse to the ground.

    - Skarad Leader (wounded)4240 + Skarad Leader (wounded)4240

    This creature is immune to all forms of psychic attack except Kai-surge. If you possess this Grand Master discipline and wish to use it during this combat, you may only add 3 to your COMBAT SKILL.

    If you win the combat, turn to 17
    @@ -3228,7 +4476,7 @@

    Deng nods his head and salutes the Lieutenant. He wishes you both good luck before he leaves the quayside and walks away into the teeming rain. You watch him go. He does not look back.

    It is best he goes with Bai tomorrow, says Quang. If they should run into the enemy during their journey, theyll stand a better chance of surviving than if Bai were to go alone.

    It will be hard on them to tell Shen-Yin that she has lost her husband, you reply.

    -

    Yes… yes it will, says Quang, his voice tinged with bitter sadness. Her husband… and her sister too. When I spoke with Bai at the stables, he told me that when he searched the farm house next to the barn, he found the bodies of Shen-Yins sister and her husband. Both had been murdered by the Skarada.

    +

    Yes yes it will, says Quang, his voice tinged with bitter sadness. Her husband and her sister too. When I spoke with Bai at the stables, he told me that when he searched the farm house next to the barn, he found the bodies of Shen-Yins sister and her husband. Both had been murdered by the Skarada.

    This is so sad, you reply, I pray that Ishir will give her strength to bear her grievous loss.

    Quang walks to the edge of the quay and loosens the rope securing the rowboat.

    Perhaps we should wait until the storm abates, you say.

    @@ -3255,7 +4503,7 @@

    You unsheathe your Kai Weapon and prepare to take the fight to the snickering Doomgah. You resolve to cut your way through them to the quayside beyond and make a hasty escape into the city. If you allow them to force you along the pier to the cargo ship, they will have the combat advantage for there is nowhere you can escape to once you are on the deck of the ship.

    -

    Coolly, you advance along the pier. You show the vile creatures no fear, but you are stopped dead in your tracks when you hear the loud flapping of wings behind you. You glance over your left shoulder and see a Kraan landing at the end of the pier. Astride its back is a Doomgah, but one that is larger and more muscular than the others. A beast plate of black iron encases its chest and in its hand it carries a large kirusami, an exaggerated mockery of the Chai Imperial Guard weapon. Your Magnakai discipline of Divination informs you that this creature is Klüz, the Doomgah leader. It fixes you with a withering stare and its dull orange eyes flare brightly. It is preparing to dismount from the back of the cawing Kraan.

    +

    Coolly, you advance along the pier. You show the vile creatures no fear, but you are stopped dead in your tracks when you hear the loud flapping of wings behind you. You glance over your left shoulder and see a Kraan landing at the end of the pier. Astride its back is a Doomgah, but one that is larger and more muscular than the others. A beast plate of black iron encases its chest and in its hand it carries a large kirusami, an exaggerated mockery of the Chai Imperial Guard weapon. Your Magnakai discipline of Divination informs you that this creature is Klz, the Doomgah leader. It fixes you with a withering stare and its dull orange eyes flare brightly. It is preparing to dismount from the back of the cawing Kraan.

    If you possess Magi-magic and wish to use it, turn to 249 If you possess Kai-alchemy and wish to use it, turn to 197 If you have a bow and wish to use it, turn to 301 @@ -3267,8 +4515,8 @@ 264 -

    Quang and the Watchers skilfully shake off and outdistance their pursuing Doomwolves and together you plunge through the treeline of the Tviloi Forest. At first the pines are widely spaced and you maintain your fast pace with relative ease. However, this sparse border also makes it easy for a determined handful of Doomwolves to maintain their pursuit. The rumble of distant thunder and flashes of sheet lightning herald the return of heavy rain. This sudden change in the weather works to your advantage, dampening the scent of your horses and making it harder for the remaining Doomwolves to track you. At length you come to a denser part of the forest that forces your mounts to slow their pace. It is criss-crossed with several narrow but deep gullies. You work your way around these fissures until you arrive at one that is much longer than the others. It stretches across your path and, at first glance, there appears to be no way to traverse it.

    -

    Over there! shouts Quang, pointing along the gulley towards the east. He has spotted a dead pine that has fallen across this narrow ravine. Its trunk spans the yawning gap and provides a natural bridge to the far side.

    +

    Quang and the Watchers skilfully shake off and outdistance their pursuing Doomwolves and together you plunge through the tree-line of the Tviloi Forest. At first the pines are widely spaced and you maintain your fast pace with relative ease. However, this sparse border also makes it easy for a determined handful of Doomwolves to maintain their pursuit. The rumble of distant thunder and flashes of sheet lightning herald the return of heavy rain. This sudden change in the weather works to your advantage, dampening the scent of your horses and making it harder for the remaining Doomwolves to track you. At length you come to a denser part of the forest that forces your mounts to slow their pace. It is criss-crossed with several narrow but deep gullies. You work your way around these fissures until you arrive at one that is much longer than the others. It stretches across your path and, at first glance, there appears to be no way to traverse it.

    +

    Over there! shouts Quang, pointing along the gully towards the east. He has spotted a dead pine that has fallen across this narrow ravine. Its trunk spans the yawning gap and provides a natural bridge to the far side.

    Quang takes the lead and you follow him in single file as he steers his horse safely across the fallen pine. When you reach the far side, you hear the ominous growl of a Doomwolf close behind. The pack leader and three of its foul brothers are in hot pursuit. They have already reached the middle of the tree bridge and will soon be upon you unless you can do something to halt their swift and determined advance.

    If you have the Grand Master discipline of Elementalism, turn to 92 If you possess the Grand Master discipline of Kai-Alchemy, and have attained the rank of Sun Knight or higher, turn to 14 @@ -3283,7 +4531,7 @@

    You leap from the drivers seat and unsheathe your Kai Weapon the instant you land with a splash on the muddy highway. The Chagarashi are intent on attacking the leading pair of horses and you move quickly to block their advance. Screeching with frustration, the larger of the two horrors launches itself upon you with ferocious zeal.

    Large Chagarashi4238 If you win the combat in 3 rounds or less, turn to 313 - If you are still engaged in combat at the start of the 4th round, do not calculate the outcome of this round. Instead, turn to 49 + If you are still engaged in combat at the start of the fourth round, do not calculate the outcome of this round. Instead, turn to 49
    @@ -3292,7 +4540,7 @@

    Daruzhi Street leads to the quayside area of the city. Thunder rumbles all along the quay and the dark waters of the estuary roil and seethe, illuminated and tormented by jagged bolts of lightning. Scarlet flags are flying all along the quayside as a weather warning. It is forbidden to take a boat out when these flags are displayed. Most of the boats are securely moored and under canvas, save for a few foreign trading vessels that are berthed at a long stone pier. These are not under covers, but they are well secured with ropes and chains, their hatches battened down and their sails stowed away in lockers below deck.

    -

    Opposite the stone pier you see a large tavern with a brightly painted façade. Warm amber light pours from the panes of its bow-fronted windows and a sign in the middle of its façade proudly announces its name: The Tkukoma Tavern.

    +

    Opposite the stone pier you see a large tavern with a brightly painted faade. Warm amber light pours from the panes of its bow-fronted windows and a sign in the middle of its faade proudly announces its name: The Tkukoma Tavern.

    If you wish to enter the Tkukoma Tavern, turn to 280 If you decide to make your way across the storm-swept quayside, you will arrive at a street which heads off in a northerly direction. This is called Chunang Street (turn to 59).
    @@ -3304,7 +4552,7 @@

    The Chagarashi spins around and crashes down into the damp foliage, its chest ripped open by your deadly blow. You rein in your horse and return to the fallen enemy to make sure it is dead. Quickly dismounting, you rush towards it with your Kai Weapon poised to strike if it shows the slightest sign of life. As soon as you are certain it is dead, you signal to your companions to come forward. There is something wrapped around the creatures left wrist that catches your eye. It is Gold Necklace, a trinket that the beast most likely stole from the body of a luckless refugee. On close examination you find that it is poorly plated gold and is of little monetary value. Quang and the Watchers draw their horses up in a semi-circle around you and the slain Chagarashi.

    We must proceed with caution, you say. This creature may not have been the only one scouting this area.

    -

    You remount and lead the others through the treeline in single file, with all eyes peeled for the slightest movement among the pines and foliage ahead.

    +

    You remount and lead the others through the tree-line in single file, with all eyes peeled for the slightest movement among the pines and foliage ahead.

    Turn to 99
    @@ -3317,7 +4565,7 @@

    Lets get out of here!

    Quang and the Watchers rush to their horses. Rapidly, you mount your horse and spur him towards the open doors. You are halfway across the barn when two Chagarashi appear in the open doorway and throw their arms wide. They spread their sinewy fingers and their razor-sharp talons glint in the dull light. They are attempting to block your escape.

    You are almost upon them when your horse rears up in fright. The Chagarashi seize this opportunity and leap forward to attack.

    - Chagarashi Scouts (x2)4545 + 2 Chagarashi Scouts4545

    You struggle to control your terrified horse throughout this combat. Its wild and erratic movement makes it hard for you to strike these enemies with precision. Deduct 4 points from your Combat Skill for the duration of this fight.

    If you win the combat, turn to 224
    @@ -3348,8 +4596,8 @@

    The sergeant salutes his senior officer and, without any murmur of dissent, he signals to his men to leave the blockhouse. He follows as they file out of the chamber and pauses only to close the stout door behind him.

    Ive been briefed to expect you, but Im sorry to hear that Anseng is missing. Hes a fine man, an exemplary guardsman. I pray to Ishir hell find his way here before the siege begins.

    Captain Voushan formally introduces himself and tells you what has happened in Pensei over the past few days.

    -

    An attack was launched upon Fort Jhung, two days ago, by Bhanarian forces and a horde of Agarashi commanded by the dark wizard they call Zashnor. It was destroyed in a blizzard of lightning and crumbled to the ground. None of the forts garrison is known to have survived. The destruction of Fort Jhung created a breach in the Chai Wall through which Zashnors army has poured like water through a broken dam. Yesterday at dawn, the enemy vanguard was first sighted on the west road. By dusk, theyd reached the city wall. All throughout today their numbers have grown greater as the bulk of Zashnors invasion force has arrived from the ruins of Fort Jhung. Many of our citizens have abandoned their homes and are heading south to take refuge in the towns of Valus and HiJoi. I have deployed the guard and garrison of Pensei along the west wall. Only a small bodyguard remains here in the palace under my command. Lao Tin received word of your coming from three Watchers who arrived here yesterday from Dwala. I am privy to the Princes plans and I can assure you that the item you seek will be given to you gladly. Lao Tin is young but he is wise beyond his years. He believes that Zasnhor craves that which you are determined to deny him, and he hopes the sorcerer will withdraw his forces from the city when he discovers that it is no longer here.

    -

    Captain Voushan bids you follow him to the keep of the Imperial Palace where Prince Lao Tin resides. You leave the blockhouse in his company and cross a parade ground on your way to the doors of the keep. On one side of the parade ground, illuminated by a circle of guttering torches, two men in torn clothing kneel in the pouring rain with their heads bowed and their hands tied behind their backs. Behind them stand two Imperial Guardsmen at attention with their kirusamis held diagonally across their chests.

    +

    An attack was launched upon Fort Jhung, two days ago, by Bhanarian forces and a horde of Agarashi commanded by the dark wizard they call Zashnor. It was destroyed in a blizzard of lightning and crumbled to the ground. None of the forts garrison is known to have survived. The destruction of Fort Jhung created a breach in the Chai Wall through which Zashnors army has poured like water through a broken dam. Yesterday at dawn, the enemy vanguard was first sighted on the west road. By dusk, theyd reached the city wall. All throughout today their numbers have grown greater as the bulk of Zashnors invasion force has arrived from the ruins of Fort Jhung. Many of our citizens have abandoned their homes and are heading south to take refuge in the towns of Valus and Hijoi. I have deployed the guard and garrison of Pensei along the west wall. Only a small bodyguard remains here in the palace under my command. Lao Tin received word of your coming from three Watchers who arrived here yesterday from Dwala. I am privy to the Princes plans and I can assure you that the item you seek will be given to you gladly. Lao Tin is young but he is wise beyond his years. He believes that Zashnor craves that which you are determined to deny him, and he hopes the sorcerer will withdraw his forces from the city when he discovers that it is no longer here.

    +

    Captain Voushan bids you follow him to the keep of the Imperial Palace where Prince Lao Tin resides. You leave the blockhouse in his company and cross a parade ground on your way to the doors of the keep. On one side of the parade ground, illuminated by a circle of guttering torches, two men in torn clothing kneel in the pouring rain with their heads bowed and their hands tied behind their backs. Behind them stand two Imperial Guardsmen at attention with their kirusamis held diagonally across their chests.

    If you wish to ask Captain Voushan who the kneeling men are, turn to 146 If you choose not to ask the Captain this question, turn to 127
    @@ -3359,7 +4607,7 @@ 271 -

    You raise and extend your right arm and point your fingers at the Claw of Naar. You intone the words of the Brotherhood spell Lightning Hand and feel a tingle of power run the length of your arm and explode with a blinding flash from your fingertips. A bolt of pure energy streaks toward the Claw and strikes the twisted shaft, sending it skittering away across the deck beyond Zashnors reach. The fell dragon shrieks angrily and slashes at the deck with its powerful talons, gouging and scarring its timbers. You rush forwards with your Kai Weapon unsheathed and poised to strike. You are determined to exploit Zashnors unfocused fit of wild rage and slay this evil adversary where it stands.

    +

    You raise and extend your right arm and point your fingers at the Claw of Naar. You intone the words of the Brotherhood Spell Lightning Hand and feel a tingle of power run the length of your arm and explode with a blinding flash from your fingertips. A bolt of pure energy streaks toward the Claw and strikes the twisted shaft, sending it skittering away across the deck beyond Zashnors reach. The fell dragon shrieks angrily and slashes at the deck with its powerful talons, gouging and scarring its timbers. You rush forwards with your Kai Weapon unsheathed and poised to strike. You are determined to exploit Zashnors unfocused fit of wild rage and slay this evil adversary where it stands.

    Turn to 100
    @@ -3379,7 +4627,7 @@

    The robed figure jumps from the saddle to the deck of the ship. As soon as he is clear, the Kraan beats its leathery wings and ascends into the storm clouds overhead. With difficulty, the bald gaunt-faced man hobbles across the foredeck and descends the steps to the main deck. The smoking orb in his hand transforms into a long black staff as he fixes you with his cold dead eyes.

    -

    I have returned, Kai wretch! I come to fulfill my vow. Vengeance shall be mine!

    +

    I have returned, Kai wretch! I come to fulfil my vow. Vengeance shall be mine!

    A spike of freezing fear stabs at your heart like an icy dagger. In a moment of pure horror, you recognize this man. It is Xaol the Necromancer. He has kept his dying vow to return from beyond the grave and enact his revenge on you. You sense that he has been reconstructed by evil sorcery since you sliced him in two in Gazad Helkona . His crippled yet functioning body is chilling testimony to the power of Nadziran Zashnor.

    He opens wide his rotting mouth to reveal an array of putrid needle-sharp teeth. A deafening sound emerges from this ghastly maw, a cry far louder than the noise of the thundering storm. The force of this unholy roar drags you to your knees and fills your head with blinding pain.

    If you possess Kai-screen, turn to 25 @@ -3401,7 +4649,7 @@ 275 -

    The moment you take the satchel from the Khea-khans hand, you feel a wave of nausea flow through your body that makes you shudder with revulsion. The bag contains the Eye of Agarash. For centuries this evil gem has lain dormant, its power inert. Now it is has been awoken, triggered by the close proximity to you - a champion of God Kai. Hurriedly, you draw upon your Grand Master discipline of Kai-screen to shield yourself from its malicious radiance. Your defences counter its insidious effect, but you suffer a minor shock to your nervous system that leaves you chilled to the bone: lose 1 ENDURANCE.

    +

    The moment you take the satchel from the Khea-khans hand, you feel a wave of nausea flow through your body that makes you shudder with revulsion. The bag contains the Eye of Agarash. For centuries this evil gem has lain dormant, its power inert. Now it has been awoken, triggered by the close proximity to youa champion of God Kai. Hurriedly, you draw upon your Grand Master discipline of Kai-screen to shield yourself from its malicious radiance. Your defences counter its insidious effect, but you suffer a minor shock to your nervous system that leaves you chilled to the bone: lose 1 ENDURANCE.

    Whenever you are affected by the debilitating power of the Eye of Agarash, you may use Laumspur to help you recover. Normally, a healing potion of Laumspur restores 4 ENDURANCE points when taken after combat. When using it to restore ENDURANCE lost due to the power of the Eye of Agarash, you may only restore the actual number of points lost. For example, if you should lose 3 ENDURANCE points due to the effects of the Eye, and then you take a potion of Laumspur which normally restores 4 points, you will only regain the lost 3 points. The extra point of ENDURANCE is not gained and should not be added to your ENDURANCE score.

    Turn to 192
    @@ -3412,7 +4660,7 @@

    Your final fatal blow shatters the chest of the Ice Dragon Zashnor. It implodes with a deafening noise, like the simultaneous smashing of a thousand crystal chandeliers. The frosty wings and limbs become detached as the torso disintegrates upon the deck, and rapidly they melt into a milky cloud that engulfs the broken remains. For a few moments this opaque ball of mist churns and seethes until it loses the last fragments of its energy and is whipped away on the winds of the storm.

    -

    The Imperial Zlanbeast circles above the deck of the Silver Virixe, cawing incessantly. When it detects that its master has been destroyed, it emits a despairing shriek before flying off in a westerly direction, across to the far side of the Tkukoma Estuary and beyond.

    +

    The Imperial Zlanbeast circles above the deck of the Silver Virixe, cawing incessantly. When it detects that its master has been destroyed, it emits a despairing shriek before flying off in a westerly direction, across to the far side of the Tkukoma Estuary and beyond.

    Lying at your feet is the grey robed form of Zashnor, torn and lifeless. You draw back the hood of its robe and reveal its true form. Its distorted goat-like skull is semi-transparent allowing you to see its brain which is as dark as night. Two small straight horns protrude from its forehead and its eye sockets appear unnaturally black, as if they are two holes through which you can see into another plain of existence. It is exceedingly rare to look upon a Nadziran in its true form. You recall something that Supreme Master Lone Wolf told you about the Nadziranim, that when they are destroyed they are destroyed utterly; nothing at all remains of their bodies or spirit. Zashnor was clearly an exceptional Nadziran. There are rumours that a select few Nadziranim have returned to Magnamund by the grace of Naar and by life-draining necromantic rituals after having seemingly been destroyed. Mindful of this, you resolve that Zashnor shall never join their ranks.

    Driven by an overwhelming instinct, you raise your Kai Weapon above your head and bring it crashing down upon the Nadzirans loathsome skull. Your mighty blow sunders the translucent bone case, destroying it completely. Within moments of its destruction, the crushed remains of the skull and the entire skeletal carcass become a pungent black slime that bubbles and boils until all that is left are a ragged grey robe and a man-sized patch of scorched decking.

    The thunder and lightning cease abruptly and the violent storm begins to abate. The winds die down and the torrential rain recedes until it becomes little more than light drizzle. Calm is slowly returning to storm ravaged Chai as the power of Zashnor relinquishes its foul grip on nature. After so many days of raging turmoil, the natural balance of the elements is finally being restored.

    @@ -3670,10 +4918,10 @@ 299 -

    Shousan hurries away to prepare your food and you try to relax after the rigours of your long ride. The greenish ale helps. It is called Chai-cheer and it is a brew famous throughout Magnamund. It is deliciously malty and wonderfully refreshing. Quang tells you that he chose his words carefully when speaking to the innkeeper. To have said nothing would have stoked his fears and caused unnecessary anxiety among the villagers. He is in no doubt that Soushan will not keep what he has been told to himself for very long.

    +

    Shousun hurries away to prepare your food and you try to relax after the rigours of your long ride. The greenish ale helps. It is called Chai-cheer and it is a brew famous throughout Magnamund. It is deliciously malty and wonderfully refreshing. Quang tells you that he chose his words carefully when speaking to the innkeeper. To have said nothing would have stoked his fears and caused unnecessary anxiety among the villagers. He is in no doubt that Shousun will not keep what he has been told to himself for very long.

    Soon the innkeeper returns with your meals, four plates stacked high with slices of grilled pork and copious roasted potatoes. He places the food on the table and hands you each a key to your rooms on the floor above. You eat your food in silence and then retire, thankful to be out of the rain and in warm comfortable beds on this bleak and stormy night.

    You fall asleep with ease but you do not rest easily. You are haunted by dreams filled with sinister shadowy images and premonitions of impending loss. Thrice you awaken during the night, drenched in cold sweat, and each time you do you find it hard to go back to sleep. When you wake a fourth time, an hour before dawn, you decide to leave your bed and sit by the window to await the coming light of day. Due to your poor nights sleep and the chilling nightmares you have suffered, you lose 2 ENDURANCE.

    -

    Quang, Bai and Deng are waiting for you when you descend the stairs to the taproom below. Shousuns daughter, Zhou-Yin, has brought your horses from the stable and they are tethered to a rail outside the front door of the inn. She has prepared some food to take with you. It is wrapped in four neat parcels of toa leaves and secured with twine. (If you wish to accept your food parcel, record it on your Action Chart as a Meal).You bid her thanks and tell her to convey your appreciation to her father when he awakens.

    +

    Quang, Bai and Deng are waiting for you when you descend the stairs to the taproom below. Shousuns daughter, Zhou-Yin, has brought your horses from the stable and they are tethered to a rail outside the front door of the inn. She has prepared some food to take with you. It is wrapped in four neat parcels of toa leaves and secured with twine. (If you wish to accept your food parcel, record it on your Action Chart as a Meal). You bid her thanks and tell her to convey your appreciation to her father when he awakens.

    Chao is in the market square when you arrive there, seated astride his horse. There is no need to ask him if he enjoyed his visit home; the smile on his face says it all. Quang tells you that it is a thirty mile ride from here to Valus and he wants to reach the town by late afternoon. The Watchers nod in agreement and together you set off along the highway heading east.

    Turn to 103
    @@ -3683,7 +4931,7 @@ 300 -

    You step away from Mooldors body and brace yourself against the side of the wheelhouse as the deck of the ship sways from side to side. The mooring ropes and chains creak and groan as the hull of the Silver Virixe is battered by the raging waves. Bolts of lightning strike the pier and a deafening thunderclap explodes directly overhead. A feeling of cold dread grips your stomach; your Sixth Sense is screaming a warning that a great evil is fast approaching the vessel.

    +

    You step away from Mooldors body and brace yourself against the side of the wheelhouse as the deck of the ship sways from side to side. The mooring ropes and chains creak and groan as the hull of the Silver Virixe is battered by the raging waves. Bolts of lightning strike the pier and a deafening thunderclap explodes directly overhead. A feeling of cold dread grips your stomach; your Sixth Sense is screaming a warning that a great evil is fast approaching the vessel.

    A loathsome Kraan emerges from the churning black clouds and swoops down to hover a few feet above the ships foredeck. Astride its back is a thin figure swathed in black robes edged with gold and scarlet braid. In his cadaverous hand he clutches a black orb that trails wisps of thin black smoke.

    If you have ever visited Gazad Helkona, a fortress-city in the Darklands, in a previous New Order adventure, turn to 273 If you have never visited Gazad Helkona, turn to 69 @@ -3694,7 +4942,7 @@ 301 -

    With consummate skill, simultaneously you unshoulder your bow and draw an arrow from your quiver. Upon the instant that the feathered flights and the taut drawstring touch your pursed lips, you let slip the string and your arrow flies straight and true towards the creatures ugly, snarling face. Instinctively it reacts to the approaching danger; it slashes at the speeding arrow and shatters it upon the blade of its oversized kirusami. The shock of the close impact leave the creature unsettled yet undeterred.

    +

    With consummate skill, simultaneously you unshoulder your bow and draw an arrow from your quiver. Upon the instant that the feathered flights and the taut drawstring touch your pursed lips, you let slip the string and your arrow flies straight and true towards the creatures ugly, snarling face. Instinctively it reacts to the approaching danger; it slashes at the speeding arrow and shatters it upon the blade of its oversized kirusami. The shock of the close impact leave the creature unsettled yet undeterred.

    Turn to 140
    @@ -3731,7 +4979,7 @@

    You are in combat with 5 undead Nagah Ghouls. Lieutenant Quang fights fiercely by your side, and the three Watchers engage those ghouls that attempt to outflank you.

    5 Nagah Ghouls4560 -

    Youi may add 6 points to your COMBAT SKILL for the duration of this combat for Quang and the Watchers are fighting by your side throughout this battle against these fearsome foes. If you win this combat, Quang decapitates the heads of the fallen enemy to prevent them from being reanimated by the evil energy that has kept them in an undead state for centuries. As he chops off the head of the last Nagah Ghoul with his kirusami, you feel a chilling aura radiating from the Eye of Agarash. A sudden wave of weakness drains you of 3 ENDURANCE points.

    +

    You may add 6 points to your COMBAT SKILL for the duration of this combat for Quang and the Watchers are fighting by your side throughout this battle against these fearsome foes. If you win this combat, Quang decapitates the heads of the fallen enemy to prevent them from being reanimated by the evil energy that has kept them in an undead state for centuries. As he chops off the head of the last Nagah Ghoul with his kirusami, you feel a chilling aura radiating from the Eye of Agarash. A sudden wave of weakness drains you of 3 ENDURANCE points.

    As the nausea subsides, you turn your attention to the Watchers who have all sustained wounds during the combat. By the use of your Magnakai Curing discipline, you are able to stop their bleeding and help them quickly to recover. You sense that you must now leave this location for there are more Nagah Ghouls in the vicinity and they are heading for the tavern garden, drawn by the foul smell of the spilt blood of their slain brethren. Hurriedly, you all remount your horses and press on with your journey to Vabou without further delay.

    Turn to 227
    @@ -3765,7 +5013,7 @@

    Mount up! Lets get out of here!

    Quang and the Watchers leave their locations and race to their horses. Rapidly, you mount your horse and spur him towards the open doors. You are halfway across the barn when two Chagarashi appear in the open doorway and throw their arms wide. They spread their sinewy fingers and their razor-sharp talons glint in the dull light. They are attempting to block your escape.

    You are almost upon them when your horse rears up in alarm. The Chagarashi seize this opportunity and leap forward to attack.

    - Chagarashi Scouts (x2)4545 + 2 Chagarashi Scouts4545

    You struggle to control your frightened horse throughout this combat. Its wild and erratic movement makes it hard for you to strike these enemies with precision. Deduct 4 points from your COMBAT SKILL for the duration of this fight.

    If you win the combat, turn to 224
    @@ -3820,7 +5068,7 @@ 311 -

    You shape your mouth in readiness to utter the Old Kingdom power-word: Gloar! The force of your spell word hits the grouped Nagah Ghouls and sends them tumbling backwards to the ground.

    +

    You shape your mouth in readiness to utter the Old Kingdom power-word: Gloar! The force of your spell word hits the grouped Nagah Ghouls and sends them tumbling backwards to the ground.

    Charge! shouts Lieutenant Quang, and his stirring command galvanises the Watchers into action. Anxious to seize the advantage your power-word has provided, all five of you attack the fallen Nagah Ghouls before they can get back on their feet.

    Turn to 207
    @@ -3910,7 +5158,7 @@

    You spur your horse to the front of the wagon team and your stomach churns when you see what has frightened them. On the highway ahead, three ravenous long-limbed monstrosities with scaly green hides and dripping fangs are consuming the shredded remains of a luckless traveller and his horse. It is a horrific sight to behold.

    - If you have ever visited the town of Javai in a previous Lone Wolf adventure, turn to 44 + If you have ever visited the town of Javai in a previous Lone Wolf adventure, turn to 44 If not, turn to 195
    @@ -3921,7 +5169,7 @@

    Suddenly you realise that you are not being subjected to an audio attack. The noise that fills your head is the effect of a powerful psychic assault on your senses. You call upon your advanced discipline to absorb and transform the hostile psychic energy into a positive physical effect: restore 3 ENDURANCE.

    Howling with frustration that its psychic attack has not harmed you, the ghoulish figure leaps forwards brandishing his black staff. In the blink of an eye, the staff transforms into a hissing serpent. It is disturbingly similar to the snake that emerged from the mouth of undead Anseng. You reach to your weapon and pull back as the serpents venomous fangs strike out for your throat.

    - Xaol the Necromancer (reconstructed undead, with Serpent Rod)5050 + Xaol the Necromancer (reconstructed undead, with Serpent Rod)5050

    Xaol is a powerful undead adversary. If your chosen weapon provides you with a bonus when used in a fight against an undead foe, be sure to calculate and add the bonus to your Combat Skill before this battle begins. If you possess the Kai Weapon Spawnsmite or Valiance you may add the bonus that you gain from its unique properties during this combat.

    If you win the combat, turn to 160
    @@ -3940,7 +5188,7 @@ 321 -

    When the guard sees that you are carrying a kirusami, his attitude changes dramatically.

    +

    When the guard sees that you are carrying a kirusami, his attitude changes dramatically.

    My Lord, he says, with respect. I had no idea you are an Imperial Guardsman. Why did you not tell me this? It would have spared you all this inconvenience.

    It was no inconvenience, soldier, you reply. I am conducting a test to see if you are carrying out your duties to the full. You have availed yourself well. I am impressed. I will commend your thoroughness to your commanding officer when I make my report.

    The guard is impressed and delighted. Such a commendation will surely lead to the promotion he has coveted for so long. A new-found pride wells up inside him. He snaps to attention and salutes you. You return his salute and briskly he steps aside to allow you to enter the south gate.

    @@ -3953,7 +5201,7 @@

    Using your Grand Master discipline of Assimilance, you effect a striking change to your appearance. Your facial features change so that you now resemble a typical Chai peasant. The rangers approach and gallop past you without paying you any undue attention.

    -

    A few miles on, you see a large group of refugees assembled around a stone shrine dedicated to Goddess Ishir. They are kneeling in communal prayer, oblivious to the mud and the teeming rain. Your Sixth Sense detects an invisible aura of goodness surrounding the shrine. You bring your horse to a halt at the edge of the circle of devout worshipers and you feel a sensation of warmth and calmness following through you: restore 1 ENDURANCE. Your horse also benefits from the reviving power of the shrine, and when you push on along the margin of grassland bordering the highway, she is able to maintain a steady canter without tiring.

    +

    A few miles on, you see a large group of refugees assembled around a stone shrine dedicated to Goddess Ishir. They are kneeling in communal prayer, oblivious to the mud and the teeming rain. Your Sixth Sense detects an invisible aura of goodness surrounding the shrine. You bring your horse to a halt at the edge of the circle of devout worshippers and you feel a sensation of warmth and calmness following through you: restore 1 ENDURANCE. Your horse also benefits from the reviving power of the shrine, and when you push on along the margin of grassland bordering the highway, she is able to maintain a steady canter without tiring.

    Pensei appears in view shortly before dusk. A night curfew has been imposed and you arrive at the south gate of the city just in time to enter before the heavy portal is chained shut until dawn tomorrow. You meet with no challenge from the guards at the gate; they are too busy dealing with a last rush of refugees who are desperate to leave Pensei before the gate is locked and the curfew begins.

    Inside the south gate there is a large square ringed by shops and dwellings. You must make your way to the Imperial Palace, but it has been a long time since you last set foot in this ancient capital and you are not sure which avenue will lead you there. All you can remember is that the palace occupies the north-eastern precinct of the city.

    If you wish to enter and follow Maoshen Avenue towards the north, turn to 126 @@ -3978,11 +5226,11 @@

    Drawing upon your Animal Mastery discipline, you focus on the distant Chagarashi and command it to fall asleep. The creature slows its pace but it does not drop to the ground as you were expecting it to. Your Sixth Sense detects that this creature is unusually resistant to your psychic command. It shakes its head and emits a shriek of frustration before turning its feral gaze in your direction. On seeing you and your party it reacts in an instant. Swiftly, it turns about and lopes away through the trees in the direction of the roadblock.

    I must stop it getting away, you shout to your companions. If it makes it to the roadblock, well soon have more than one of them to deal with.

    You spur your horse to the gallop and charge at the fleeing Chagarashi. The creature panics and collides face first with a tree trunk in its desperation to evade your swift and sudden approach. Reeling from the impact with the tree, drunkenly it turns to face you as you bear down on it. You unsheathe your Kai Weapon and raise it in readiness to strike the beast a killing blow.

    - Chagarashi Scout (stunned)3436 + Chagarashi Scout (stunned)3436

    Due to the speed of your attack, you can only engage in one round of combat with this enemy before the momentum of your charging horse carries you past it.

    If you kill the Chagarashi in this single round of combat, turn to 267 If you do not kill the Chagarashi outright with your single blow, turn to 142 - If you lose more ENDRANCE points than the Chagarashi in this single round of combat, turn to 88 + If you lose more ENDURANCE points than the Chagarashi in this single round of combat, turn to 88
    @@ -4022,7 +5270,7 @@

    Honos and Zautro dash from the kitchen door and rush ahead of you along the alleyway to provide you with some cover from the leathery black archers in the passage beyond. Lord Honos casts a brace of flaming bolts that incinerate the nearest two enemies and transforms them to glowing heaps of ash. Herbwarden Zautro hurls a green glass sphere that smashes in the midst of the remaining four and ensnares them in rapidly growing tangle of barbed briars. They accompany you to the end of the alley and scour the adjoining passageway to check if the coast is clear.

    Go, Grand Master, says Zautro, Go now, and may Kai and Ishir go with you!

    -

    Mindful of Captain Jian Tzus directions, you reach the end of the passageway and go left into Izara Street. Soon you reach the citys Main Square and follow the sign westwards to the Quay. Upon reaching the quayside, you shield your eyes from the lashing rain and scan the length of the central stone pier until you espy what you are looking for. The Silver Virixe is moored at the end of the pier, roped and chained securely in its berth. You run to the pier and race along its stone walkway, buffeted on all sides by the wind and sheeting rain. You are halfway along the pier when a leathery-winged creature swoops down from of the raging storm clouds and passes directly over your head. It screeches and your pounding heart misses a beat when you recognise what this creature is.

    +

    Mindful of Captain Jian Tzus directions, you reach the end of the passageway and go left into Izara Street. Soon you reach the citys Main Square and follow the sign westwards to the Quay. Upon reaching the quayside, you shield your eyes from the lashing rain and scan the length of the central stone pier until you espy what you are looking for. The Silver Virixe is moored at the end of the pier, roped and chained securely in its berth. You run to the pier and race along its stone walkway, buffeted on all sides by the wind and sheeting rain. You are halfway along the pier when a leathery-winged creature swoops down from of the raging storm clouds and passes directly over your head. It screeches and your pounding heart misses a beat when you recognise what this creature is.

    Turn to 47
    @@ -4055,9 +5303,9 @@ 330 -

    Upon the instant you defeat the Spectral Entity, its ghostly body and the dome of dark energy both vanish in the blink of an eye. Anseng regains his ability to speak, but the shock of the supernatural encounter leaves him agitated and wary. You sense that the presence of evil that has haunted you since entering this hilly and wooded area has now gone. Tranquility has returned to this region. Anseng and the horse team are reassured by this welcome return to normality and you resume your journey to Vabou with all haste.

    +

    Upon the instant you defeat the Spectral Entity, its ghostly body and the dome of dark energy both vanish in the blink of an eye. Anseng regains his ability to speak, but the shock of the supernatural encounter leaves him agitated and wary. You sense that the presence of evil that has haunted you since entering this hilly and wooded area has now gone. Tranquillity has returned to this region. Anseng and the horse team are reassured by this welcome return to normality and you resume your journey to Vabou with all haste.

    Night falls long before you reach the town. The way ahead is illuminated by bright moonlight that pours through a break in the leaden clouds and is reflected in the puddles that cover the waterlogged highway. You offer up a silent prayer of thanks to Goddess Ishir for this blessing she has bestowed upon you and your companions, for it enables the horse team to follow the highway across the Huzang Plain with little difficulty.

    -

    It is an hour before midnight when you see the lights of Vabou in the middle distance. This large town is surrounded by a wooden palisade, lending it a fort-like appearance. Upon reaching the towns west gate, you are waved down by two town guardsmen with glowing lanterns. They recognise the kirusami that Anseng is armed with and respectfully they salute him. They are aware that only the Imperial Guard are permitted to own and use such weapons, and only the most distinguished former-members of the Guard are allowed to retain their coveted polearm when they retire from service. Beyond the west gate, you trundle along a wide shop-lined street that leads to a junction where it joins the main highway connecting the town of Klatii with the capital, Pensei. During your night journey to Vabou, Chengu has fully recovered from the shock of his ordeal and has resumed his role as wagoneer. Anseng directs him along the central highway to a large inn called The Golden Dragon. It is here that you bid farewell to Chengu and climb down from his wagon. He wishes you both good luck and farewell before he sets off for the house of his brother and family on the east side of the town.

    +

    It is an hour before midnight when you see the lights of Vabou in the middle distance. This large town is surrounded by a wooden palisade, lending it a fort-like appearance. Upon reaching the towns west gate, you are waved down by two town guardsmen with glowing lanterns. They recognise the kirusami that Anseng is armed with and respectfully they salute him. They are aware that only the Imperial Guard are permitted to own and use such weapons, and only the most distinguished former-members of the Guard are allowed to retain their coveted polearm when they retire from service. Beyond the west gate, you trundle along a wide shop-lined street that leads to a junction where it joins the main highway connecting the town of Klatii with the capital, Pensei. During your night journey to Vabou, Chengu has fully recovered from the shock of his ordeal and has resumed his role as wagoneer. Anseng directs him along the central highway to a large inn called The Golden Dragon. It is here that you bid farewell to Chengu and climb down from his wagon. He wishes you both good luck and farewell before he sets off for the house of his brother and family on the east side of the town.

    Despite the late hour, the Golden Dragon is still open for business. The rains have returned and Anseng beckons you to follow as he climbs the wide stone steps from the street to the inns front door.

    Turn to 4
    @@ -4111,9 +5359,9 @@ 335 -

    The instant you slay Anseng, his cadaverous body is consumed by a ball of guttering blue flames. Hungrily they feed on his remains and the ball becomes larger, forcing you to retreat from its expanding power for fear of being drawn into the raging core. Abruptly, the ball transforms into a column of intense blue light that rapidly ascends into the storm clouds overhead. And then it is gone, leaving behind a heap of cold ashes on the muddy ground. Lying atop this mound is Ansengs kirusami. It is no longer wreathed with blue fire; it appears to have returned to its normal state.

    -

    Your Sixth Sense tells you that the aura of evil that surrounded Anseng and his weapon has now vanished. You kneel beside the ashes and place your hand upon the shaft of the kirusami. It feels cool to the touch. Your Kai senses detect that some of its fell power still lingers in the blade, but it is insufficient to cause you harm.

    - If you wish to pick up and keep this kirusami, turn to 125 +

    The instant you slay Anseng, his cadaverous body is consumed by a ball of guttering blue flames. Hungrily they feed on his remains and the ball becomes larger, forcing you to retreat from its expanding power for fear of being drawn into the raging core. Abruptly, the ball transforms into a column of intense blue light that rapidly ascends into the storm clouds overhead. And then it is gone, leaving behind a heap of cold ashes on the muddy ground. Lying atop this mound is Ansengs kirusami. It is no longer wreathed with blue fire; it appears to have returned to its normal state.

    +

    Your Sixth Sense tells you that the aura of evil that surrounded Anseng and his weapon has now vanished. You kneel beside the ashes and place your hand upon the shaft of the kirusami. It feels cool to the touch. Your Kai senses detect that some of its fell power still lingers in the blade, but it is insufficient to cause you harm.

    + If you wish to pick up and keep this kirusami, turn to 125 If you do not, turn to 223
    @@ -4135,7 +5383,7 @@ 337 -

    You ride ten miles through the gentle hills before turning east and heading back across the open grassland to the highway. You rejoin it near a place where a large group of refugees are assembled around a stone shrine dedicated to Goddess Ishir. They are kneeling in communal prayer, oblivious to the mud and the teeming rain. Your Sixth Sense detects an invisible aura of goodness surrounding the shrine. You bring your horse to a halt at the edge of the circle of devout worshipers and you feel a sensation of warmth and calmness following through you: restore 1 ENDURANCE. Your horse also benefits from the reviving power of the shrine, and when you push on along the margin of grassland bordering the highway, she is able to maintain a steady canter without tiring.

    +

    You ride ten miles through the gentle hills before turning east and heading back across the open grassland to the highway. You rejoin it near a place where a large group of refugees are assembled around a stone shrine dedicated to Goddess Ishir. They are kneeling in communal prayer, oblivious to the mud and the teeming rain. Your Sixth Sense detects an invisible aura of goodness surrounding the shrine. You bring your horse to a halt at the edge of the circle of devout worshippers and you feel a sensation of warmth and calmness following through you: restore 1 ENDURANCE. Your horse also benefits from the reviving power of the shrine, and when you push on along the margin of grassland bordering the highway, she is able to maintain a steady canter without tiring.

    Pensei appears in view shortly before dusk. A night curfew has been imposed and you arrive at the south gate of the city just in time to enter before the heavy portal is chained shut until dawn tomorrow. You meet with no challenge from the guards at the gate; they are too busy dealing with a last rush of refugees who are desperate to leave Pensei before the gate is locked and the curfew begins.

    Inside the south gate there is a large square ringed by shops and dwellings. You must make your way to the Imperial Palace, but it has been a long time since you last set foot in this ancient capital and you are not sure which avenue will lead you there. All you can remember is that the palace occupies the north-eastern precinct of the city.

    If you wish to enter and follow Maoshen Avenue towards the north, turn to 126 @@ -4196,9 +5444,9 @@ 342 -

    The Doomgah leader raises its mighty kirusami and spouts of cracking blue flame erupt along the length of its razor sharp blade. It opens its maw to reveal a score of dagger-like fangs and a thin black tongue that writhes between them.

    - Klüz (armed with Zukgudrak)4848 -

    Ansengs Kirusami partially blocks the Zukgudraks ability to leach power from the Eye of Agarash and turn it against you during this combat. In every round of combat in which you inflict an ENDURANCE points loss on Klüz that is greater than -3, you may deduct a further -1 ENDURANCE from the result.

    +

    The Doomgah leader raises its mighty kirusami and spouts of cracking blue flame erupt along the length of its razor sharp blade. It opens its maw to reveal a score of dagger-like fangs and a thin black tongue that writhes between them.

    + Klz (armed with Zukgudrak)4848 +

    Ansengs Kirusami partially blocks the Zukgudraks ability to leach power from the Eye of Agarash and turn it against you during this combat. In every round of combat in which you inflict an ENDURANCE points loss on Klz that is greater than 3, you may deduct a further 1 ENDURANCE from the result.

    If you win the combat, turn to 119
    @@ -4337,6 +5585,11 @@ +
    + <!--TODO--> + +
    +
    Action Chart @@ -4418,6 +5671,7 @@
  • : 10th Grand Master Discipline if you have completed 5 New Order Adventures successfully
  • : 11th Grand Master Discipline if you have completed 6 New Order Adventures successfully
  • : 12th Grand Master Discipline if you have completed 7 New Order Adventures successfully
  • +
  • : 13th Grand Master Discipline if you have completed 7 New Order Adventures successfully
  • Weapons:

      @@ -4467,6 +5721,36 @@
    +
    + Combat Rules Summary + + +
      +
    1. Add your COMBAT SKILL to any bonus points given to you by your Kai Weapon, Special Items, or Grand Master Disciplines.
    2. +
    3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
    4. +
    5. Pick a number from the Random Number Table.
    6. +
    7. Turn to the Combat Results Table.
    8. +
    9. Find your Combat Ratio along the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. GM indicates loss of ENDURANCE points to yourself.)
    10. +
    11. Continue the combat from Stage 3 until one character is dead. This is when the ENDURANCE points of either character falls to 0 or below.
    12. +
    + +
    + To Evade Combat + + + +
      +
    1. You may only do this when the text of the adventure offers you the opportunity.
    2. +
    3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored; only you lose the ENDURANCE points.
    4. +
    5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first or any subsequent round (unless specifically stated otherwise).
    6. +
    + +
    +
    + +
    +
    +
    Combat Results Table @@ -4851,14 +6135,83 @@ +

    (Timeline of Notable Events in Magnamund) Changed Zha-zing to Zha-zhing. Changed Shararak to Shasarak. Changed MS 5101 Kalte, Sommerlund and Durenor to MS 5101 Kalte, Sommerlund, and Durenor. Changed leveled to levelled.

    +

    (1) Replaced woolen with woollen. Changed 6th to sixth. Changed pre-dawn to predawn.

    +

    (3) Replaced potholed with pot-holed.

    +

    (13) Changed 50ft to 50 ft.. Changed Weaponshop to Weapon Shop (cf. Section 221).

    +

    (15) Changed 1/6th to and multiple occurrences of 5/6ths to .

    +

    (17) Replaced both occurrences of treeline with tree-line.

    +

    (19) Replaced woodmans with woodsmans.

    +

    (30) Replaced woodmans with woodsmans.

    +

    (31) Replaced gulley with gully.

    +

    (33) Changed 1/6th to and multiple occurrences of 5/6ths to .

    +

    (45) Replaced 50ft with 50 ft..

    +

    (46) Replaced it is has been with it has been.

    +

    (49) Replaced 4th with fourth. Replaced 3rd with third.

    +

    (50) Replaced all instances of 7th with seventh. Replaced 8th with eighth.

    +

    (54) Replaced Queng with Quang.

    +

    (55) Replaced birdsong with bird song.

    +

    (58) Replaced traveling with travelling.

    (62) Added a quotation mark at the end of the paragraph starting with When he was a young boy,.

    -

    (79) Added a quotation mark at the end of the phrase Steady, my Lord,.

    +

    (66) Replaced 4th round with fourth round.

    +

    (63) Replaced worshiped with worshipped.

    +

    (73) Replaced 50ft length with 50 ft. length.

    +

    (78) Replaced Old Kingdom spell with Old Kingdom Spell.

    +

    (79) Added a quotation mark at the end of the phrase Steady, my Lord,. Replaced treeline with tree-line.

    (87) Added a quotation mark at the end of the phrase Hah! and replaced Snorts with snorts.

    +

    (88) Replaced treeline with tree-line.

    +

    (92) Replaced gulley with gully.

    +

    (96) Replaced Brotherhood spell with Brotherhood Spell.

    +

    (98) Replaced traveling with travelling.

    +

    (99) Replaced treeline with tree-line.

    +

    (100) Replaced 7th round with seventh round.

    +

    (107) Replaced Khea-Khan with Khea-khan.

    +

    (108) Replaced treeline with tree-line.

    +

    (111) Replaced Queng with Quang. Replaced woodmans with woodsmans.

    (114) Placed Madam Dai-zias speech inside a block quote element and removed the quotation mark at the beginning of the first paragraph and at the end of the last. Added an apostrophe to the phrase three minutes time. Added a period to the end of the last paragraph.

    +

    (116) Replaced Weapomnmastery with Weaponmastery.

    (123) Added a quotation mark at the end of the phrase Steady, my Lord,.

    -

    (238) Added a quotation mark at the end of the phrase Grand Master,.

    +

    (131) Replaced 2nd round with second round.

    +

    (134) Replaced gulley with gully.

    +

    (137) Replaced both occurrences of treeline with tree-line.

    +

    (142) Replaced treeline with tree-line.

    +

    (146) Replaced distain with disdain.

    +

    (151) Replaced actives with activates.

    +

    (154) Replaced HiJoi with Hijoi.

    +

    (157) Replaced ENDRANCE with ENDURANCE.

    +

    (167) Replaced Brotherhood spell with Brotherhood Spell.

    +

    (170) Replaced Brotherhood spell with Brotherhood Spell.

    +

    (171) Replaced 50ft length with 50 ft. length.

    +

    (172) Changed 1/6th to and multiple occurrences of 5/6ths to .

    +

    (175) Replaced Queng with Quang.

    +

    (181) Replaced treeline with tree-line. Replaced gulley with gully.

    +

    (194) Replaced ENDRANCE with ENDURANCE.

    +

    (198) Replaced both occurrences of treeline with tree-line.

    +

    (208) Changed Weaponshop to Weapon Shop (cf. Section 221).

    +

    (220) Replaced treeline with tree-line.

    +

    (238) Added a quotation mark at the end of the phrase Grand Master,. Replaced Silver Virixe with Silver Virixe.

    +

    (240) Replaced ENDURANE with ENDURANCE.

    +

    (242) Replaced Chagarashi Scouts (x2) with 2 Chagarashi Scouts.

    (241) Added a quotation mark at the end of the phrase Thank you very much,.

    +

    (245) Replaced Sheni with Shen. Replaced 50ft length with 50 ft. length.

    +

    (252) Replaced Old Kingdom spell with Old Kingdom Spell. Replaced treeline with tree-line. Replaced gulley with gully.

    +

    (264) Replaced treeline with tree-line. Replaced gulley with gully.

    +

    (265) Replaced 4th round with fourth round.

    +

    (267) Replaced treeline with tree-line.

    +

    (268) Replaced Chagarashi Scouts (x2) with 2 Chagarashi Scouts.

    +

    (270) Replaced Zasnhor with Zashnor. Replaced HiJoi with Hijoi.

    +

    (271) Replaced Brotherhood spell with Brotherhood Spell.

    +

    (273) Replaced fulfill with fulfil.

    +

    (275) Replaced it is has been with it has been.

    +

    (299) Replaced Meal.)You with Meal.) You. Replaced Shousan with Shousun. Replaced Soushan with Shousun.

    +

    (304) Replaced Youi with You.

    +

    (307) Replaced Chagarashi Scouts (x2) with 2 Chagarashi Scouts.

    (314) Added a quotation mark at the end of the paragraph starting with When he was a young boy,.

    +

    (318) Replaced Lone Wolf with Lone Wolf.

    +

    (322) Replaced worshipers with worshippers.

    +

    (324) Replaced ENDRANCE with ENDURANCE.

    +

    (330) Replaced Tranquility with Tranquillity.

    +

    (337) Replaced worshipers with worshippers.