X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=xml%2F02fotw.xml;h=5e708c8cb319d1a36ef5c06e157cb1d2cefb2ba8;hp=edbc806a9573f8fb77772b28250d6c09c53c6d8a;hb=26856c5629574f6b51ee27f8f857b2291bdf962b;hpb=38cb32b8e2e9bb75f0a319c2ae84949da0e155f2 diff --git a/xml/02fotw.xml b/xml/02fotw.xml index edbc806..5e708c8 100755 --- a/xml/02fotw.xml +++ b/xml/02fotw.xml @@ -1,22 +1,45 @@ - - %xhtml.characters; - %general.links; %xhtml.links; + + + %general.inclusions; ]> - + - -onto the Random Number Table. If you pick 0 it counts as zero.

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 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 4 in the Random Number Table you would write in a COMBAT SKILL Of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points.)

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never go above the number with which you start your adventure.

If you have successfully completed Book 1 of the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to Book 2. You may also carry over any Weapons and Special Items that you held at the end of Book 1 and these should be entered on your new Action Chart (you are still limited to two weapons and eight Backpack Items).

-

Through your experiences in Book 1 you have learned new skills, and you may choose one extra Kai Discipline to add to your Action Chart. Now read the section on equipment for Book 2 carefully.

+

Through your experiences in Book 1 you have learned new skills, and you may choose one extra Kai Discipline to add to your Action Chart. Now read the section on equipment for Book 2 carefully.

@@ -288,7 +331,7 @@ To do:

The fact that you are skilled with a weapon does not mean you set out on the adventure carrying that particular weapon. However, you will have opportunities to acquire weapons in the course of your adventures. You cannot carry more than 2 weapons.

-

If you choose this skill, write Weaponskill in &blankline; +2 COMBAT SKILL points if this weapon carried on your Action Chart.

+

If you choose this skill, write Weaponskill in +2 COMBAT SKILL points if this weapon carried on your Action Chart.

@@ -328,7 +371,7 @@ To do: -

If you successfully complete the mission as set in Book 2 of Lone Wolf, you may add a further Kai Discipline of your choice to your Action Chart in Book 3. This additional skill, together with your five or six other skills and any Special Items that you have picked up in Books 1 and 2, may then be used in the next adventure of the Lone Wolf series which is called The Caverns of Kalte.

+

If you successfully complete the mission as set in Book 2 of Lone Wolf, you may add a further Kai Discipline of your choice to your Action Chart in Book 3. This additional skill, together with your five or six other skills and any Special Items that you have picked up in Books 1 and 2, may then be used in the next adventure of the Lone Wolf series which is called The Caverns of Kalte.

@@ -340,7 +383,7 @@ To do: -

Guard Captain D'Val leads you to the Royal Armoury where your green tunic and Kai cloak are taken from you to be repaired and cleaned. While you await their return, Captain D'Val hands you a pouch of Gold for your journey. To find out how much gold is in the pouch, pick a number from the Random Number Table. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may enter this number in the Gold Crowns section of your Action Chart. (If you successfully completed Book 1, you may add this sum to the total of any Crowns you may already possess.)

+

Guard Captain DVal leads you to the Royal Armoury where your green tunic and Kai cloak are taken from you to be repaired and cleaned. While you await their return, Captain DVal hands you a pouch of Gold for your journey. To find out how much gold is in the pouch, pick a number from the Random Number Table. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may enter this number in the Gold Crowns section of your Action Chart. (If you successfully completed Book 1, you may add this sum to the total of any Crowns you may already possess.)

On a large table in the centre of the armoury, a number of items have been laid out for your choice. You may take any two of the following:

  • Sword (Weapons)

  • @@ -390,25 +433,25 @@ To do:
  • Broadsword (Weapons)

-

If you are already carrying Weapons from Book 1, you can take this opportunity to exchange one or both of them.

+

If you are already carrying Weapons from Book 1, you can take this opportunity to exchange one or both of them.

List the two items you choose on your Action Chart, under the heading given in brackets, and make a note of any effect it may have on your ENDURANCE points or COMBAT SKILL.

How to Carry Equipment -

Now that you have your equipment, the following list shows you how it is carried. You don't need to make notes but you can refer back to this list in the course of your adventure.

+

Now that you have your equipment, the following list shows you how it is carried. You dont need to make notes but you can refer back to this list in the course of your adventure.

    -
  • Sword&emdash;carried in the hand.
  • -
  • Short Sword&emdash;carried in the hand.
  • -
  • Food&emdash;placed in the Backpack
  • -
  • Chainmail Waistcoat&emdash;worn on the body.
  • -
  • Mace&emdash;carried in the hand.
  • -
  • Healing Potion&emdash;carried in the Backpack.
  • -
  • Quarterstaff&emdash;carried in the hand.
  • -
  • Spear&emdash;carried in the hand.
  • -
  • Shield&emdash;slung over the shoulder when not in combat otherwise in the hand.
  • -
  • Broadsword&emdash;carried in the hand.
  • +
  • Swordcarried in the hand.
  • +
  • Short Swordcarried in the hand.
  • +
  • Foodplaced in the Backpack
  • +
  • Chainmail Waistcoatworn on the body.
  • +
  • Macecarried in the hand.
  • +
  • Healing Potioncarried in the Backpack.
  • +
  • Quarterstaffcarried in the hand.
  • +
  • Spearcarried in the hand.
  • +
  • Shieldslung over the shoulder when not in combat otherwise in the hand.
  • +
  • Broadswordcarried in the hand.
@@ -468,8 +511,8 @@ To do: -

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

-

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+

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

+

At the start of a combat, enter Lone Wolfs 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 Kai Disciplines to your current COMBAT SKILL total.

  2. @@ -477,13 +520,13 @@ To do:

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

    Example

    Lone Wolf (COMBAT SKILL 15) is ambushed by a Winged Devil (COMBAT SKILL 20). He is not given the opportunity to evade combat, but must stand and fight as the creature swoops down on him. Lone Wolf has the Kai Discipline of Mindblast, to which the Winged Devil is not immune, so he adds 2 points to his COMBAT SKILL, giving a total COMBAT SKILL Of 17.

    -

    He subtracts the Winged Devil's COMBAT SKILL from his own, giving a Combat Ratio of −3. (17 − 20 = −3). −3 is noted on the Action Chart as the Combat Ratio.

    +

    He subtracts the Winged Devils COMBAT SKILL from his own, giving a Combat Ratio of 3. (17 20 = 3). 3 is noted on the Action Chart as the Combat Ratio.

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

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

    Example

    -

    The Combat Ratio between Lone Wolf and Winged Devil has been established as -3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    +

    The Combat Ratio between Lone Wolf and Winged Devil has been established as 3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    • Lone Wolf loses 3 ENDURANCE points
    • Winged Devil loses 6 ENDURANCE points
    • @@ -520,7 +563,7 @@ To do:
    • Intuite
    • Doan
    • Acolyte
    • -
    • Initiate&emdash;You begin the Lone Wolf adventures with this level of Kai training
    • +
    • InitiateYou begin the Lone Wolf adventures with this level of Kai training
    • Aspirant
    • Guardian
    • Warmarn or Journeyman
    • @@ -558,9 +601,9 @@ To do: 1 -

      Captain D'Val and his guards escort you to the citadel gate where a small covered wagon awaits you. As soon as you clamber in, the gates are thrown open and you are hurried away through the crowded streets of Holmgard. After a short but uncomfortable journey, the wagon stops and the driver pulls open the canvas flap.

      +

      Captain DVal and his guards escort you to the citadel gate where a small covered wagon awaits you. As soon as you clamber in, the gates are thrown open and you are hurried away through the crowded streets of Holmgard. After a short but uncomfortable journey, the wagon stops and the driver pulls open the canvas flap.

      This is the quay, my lord. There is your ship, the Green Sceptre. As he speaks the driver points across the quay to a sleek trade caravel anchored near to the harbour wall.

      -

      The first mate's name is Ronan. You will find him waiting for you across the square at the Good Cheer Inn. Then the driver bids you farewell and quickly disappears into the teeming crowds.

      +

      The first mates name is Ronan. You will find him waiting for you across the square at the Good Cheer Inn. Then the driver bids you farewell and quickly disappears into the teeming crowds.

      You reach the inn to find the front doors locked and the window shutters barred. You are trying to decide what to do next when a hand grabs your arm and you are pulled into the darkness.

      @@ -598,7 +641,7 @@ To do: 4 -

      The tavern is full of brigands and drunks, the good-for-nothing crews of trading ships moored at the jetty, all singing and drinking while some try their strength at arm-wrestling. All are so engrossed that nobody notices you enter. In a far comer, you see the fishermen that robbed you. They are seated at a round table covered with empty ale tankards. You know that if you are to reach Durenor in time, you must retrieve the Seal of Hammerdal and your gold.

      +

      The tavern is full of brigands and drunks, the good-for-nothing crews of trading ships moored at the jetty, all singing and drinking while some try their strength at arm-wrestling. All are so engrossed that nobody notices you enter. In a far corner, you see the fishermen that robbed you. They are seated at a round table covered with empty ale tankards. You know that if you are to reach Durenor in time, you must retrieve the Seal of Hammerdal and your gold.

      Gary Chalk @@ -636,7 +679,7 @@ To do: - Meki Majenor&emdash;Armourer and Weaponsmith + Meki MajenorArmourer and Weaponsmith If you wish to enter the weaponsmithy, turn to 266. @@ -659,7 +702,7 @@ To do: 8 -

      Your sleep is deep indeed&emdash;and it is a sleep from which you will never awaken. During the night you are bitten by a sandsnake. Its deadly venom takes only seconds to work.

      +

      Your sleep is deep indeedand it is a sleep from which you will never awaken. During the night you are bitten by a sandsnake. Its deadly venom takes only seconds to work.

      Your mission and your life end here.
      @@ -672,12 +715,15 @@ To do: Gary Chalk - The King's Tower, a magnificent
      structure of glass and stone
      + + The Kings Tower, a magnificent + structure of glass and stone +
      -

      The carriage speeds through the lush farmlands surrounding the city with its many towers and wide streets. On a hill in the very centre of Hammerdal stands the King's Tower, a magnificent structure of glass and stone. As the carriage halts at the tower gates, you suddenly realize for the first time that as a wielder of the Sommerswerd, your destiny is to become part of the oldest legend of the Lastlands.

      +

      The carriage speeds through the lush farmlands surrounding the city with its many towers and wide streets. On a hill in the very centre of Hammerdal stands the Kings Tower, a magnificent structure of glass and stone. As the carriage halts at the tower gates, you suddenly realize for the first time that as a wielder of the Sommerswerd, your destiny is to become part of the oldest legend of the Lastlands.

      Turn to 196.
      @@ -690,9 +736,9 @@ To do:

      Stowing your equipment beneath the seat, you settle back in comfort and doze off.

      When you awake, there are five other passengers and the journey to Durenor has already begun.

      Pick a number from the Random Number Table.

      - If the number you have picked is 0&endash;3, turn to 51. - If the number you have picked is 4&endash;6, turn to 195. - If the number you have picked is 7&endash;9, turn to 339. + If the number you have picked is 03, turn to 51. + If the number you have picked is 46, turn to 195. + If the number you have picked is 79, turn to 339.
      @@ -717,11 +763,11 @@ To do: -

      After somewhat reluctantly agreeing a wager of 10 Gold Crowns, you begin the game.

      +

      After somewhat reluctantly agreeing to a wager of 10 Gold Crowns, you begin the game.

      Pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense, you may add 2 to this number.

      - If your total score is now 0&endash;3, turn to 58. - If your total score is now 4&endash;6, turn to 167. - If your total score is now 7&endash;11, turn to 329. + If your total score is now 03, turn to 58. + If your total score is now 46, turn to 167. + If your total score is now 711, turn to 329. @@ -738,7 +784,7 @@ To do: 14 -

      As the contest begins, you use your Kai Discipline to weaken your opponent's concentration. Beads of sweat stand out on his forehead and his eyes gradually close as he withers under your relentless Mindblast. In less than a minute he has collapsed to the floor completely unconscious.

      +

      As the contest begins, you use your Kai Discipline to weaken your opponents concentration. Beads of sweat stand out on his forehead and his eyes gradually close as he withers under your relentless Mindblast. In less than a minute he has collapsed to the floor completely unconscious.

      Turn to 305.
      @@ -759,7 +805,7 @@ To do:
    • 12 Gold Crowns

    As you are about to leave the tower, he points out the direction you should take.

    -

    When you reach the Rymerift, take the track northwards. You will come to a bridge guarded by the King's men. When they ask for the password, answer them with the word sunset. The road beyond the Rymerift leads to Port Bax. Godspeed Lone Wolf.

    +

    When you reach the Rymerift, take the track northwards. You will come to a bridge guarded by the Kings men. When they ask for the password, answer them with the word sunset. The road beyond the Rymerift leads to Port Bax. Godspeed Lone Wolf.

    You thank the brave warrior and leave. You must abandon your horse at the watchtower, for it would be impossible to pass through the dense trees on horseback.

    Turn to 244. @@ -797,7 +843,7 @@ To do: - Meki Majenor&emdash;Armourer and Weaponsmith + Meki MajenorArmourer and Weaponsmith If you wish to enter the trading post, turn to 173. @@ -829,7 +875,7 @@ To do:

    The trickster lies dead at your feet. Rolling him over with your foot, you remove several cards from the sleeves of his jacket and throw them on the table. The crowd soon disperses and the tavern is a bustle of noise and activity once more. The other card players retrieve their gold from the table and leave the remainder for you.

    -

    To find out how much has been left on the table, pick a number from the Random Number Table. (In this instance, 0 = 10 instead of zero.) Now multiply this number by 3. The total is the number of Gold Crowns that are on the table. You may also take the Card Sharp's Dagger if you wish. Remember to mark all the items on your Action Chart.

    +

    To find out how much has been left on the table, pick a number from the Random Number Table. (In this instance, 0 = 10 instead of zero.) Now multiply this number by 3. The total is the number of Gold Crowns that are on the table. You may also take the Card Sharps Dagger if you wish. Remember to mark all the items on your Action Chart.

    As the body is being dragged outside, you walk to the bar and call for the innkeeper. You press a Gold Crown into his hand and ask for a room for the night.

    Turn to 314.
    @@ -842,8 +888,8 @@ To do:

    In the morning you are awoken by the cry of the deck watchman: Wreckage off the starboard bow!

    Quickly dressing, you climb up on deck and join the captain at the rail.

    Pick a number from the Random Number Table.

    - If the number you have picked is 0&endash;4, turn to 119. - If the number is 5&endash;9, turn to 341. + If the number you have picked is 04, turn to 119. + If the number is 59, turn to 341. @@ -862,7 +908,7 @@ To do:

    It is the crypt of Killean the Overlord. He had been ruler of Ragadorn, but he and many others in Ragadorn died during an outbreak of Red Death plague three years ago.

    -

    You suddenly recall a journeyman of your monastery called Swift Fox He told you tales of his many travels to Ragadorn. The Red Death killed over half the population here. It also killed Swift Fox.

    +

    You suddenly recall a journeyman of your monastery called Swift Fox. He told you tales of his many travels to Ragadorn. The Red Death killed over half the population here. It also killed Swift Fox.

    If you wish to return to the tavern, turn to 177. If you wish to head west along Tomb Street, turn to 253. If you wish to head east along Watchtower Street, turn to 319. @@ -887,7 +933,10 @@ To do: Gary Chalk - Twisted and disfigured though he is,
    you recognize Captain Kelman
    + + Twisted and disfigured though he is, + you recognize Captain Kelman + @@ -924,7 +973,7 @@ To do:

    You release the lock and slide back the hatch cover. The sudden draught of air causes flames to billow out of the hold. You stumble backwards, clutching your burnt face. Lose 2 ENDURANCE points.

    Fire! Fire! the cry goes up.

    -

    In panic the crew fight to put out the flames. It takes over an hour to control the blaze. The damage is considerable&emdash;the entire store of food and fresh water was in that hold, and the fire has completely ruined both, as well as weakened the structure of the ship.

    +

    In panic the crew fight to put out the flames. It takes over an hour to control the blaze. The damage is considerablethe entire store of food and fresh water was in that hold, and the fire has completely ruined both, as well as weakened the structure of the ship.

    As you stand surveying the wreckage, the captain approaches you, his face blackened by the smoke. He is carrying something in a bundle under his arm. We must talk in private, my lord, he says quietly.

    Without replying, you turn and follow him below to his cabin.

    Turn to 222. @@ -952,9 +1001,9 @@ To do: -

    Your first meeting with the Lord-lieutenant comes as something of a shock. You had perhaps half expected him to be a servile old man, as are the envoys of the southern lands that plague your King's court with their delegations. The man clad in heavy chainmail standing before you is neither old nor servile. You are soon to learn that Lord-lieutenant Rhygar is an exceptional man.

    +

    Your first meeting with the Lord-lieutenant comes as something of a shock. You had perhaps half expected him to be a servile old man, as are the envoys of the southern lands that plague your Kings court with their delegations. The man clad in heavy chainmail standing before you is neither old nor servile. You are soon to learn that Lord-lieutenant Rhygar is an exceptional man.

    Born of a Sommlending father and a Durenese mother, he has become something of a legend in this city. In the last decade, he has led an alliance of the nations to victory against the invading Ice Barbarians of Kalte. Wise in peace, fierce in war, you could not have wished for better company on your quest for the Sommerswerd.

    -

    Rhygar orders that a sumptuous meal be served. It is by far the best food you have tasted since the war began. During the feast, you recall the events that have brought you to Port Bax, and reflect on the daunting challenge that still lies before you. After the meal, Rhygar sends for his physician who attends to your wounds. His potions restore 6 ENDURANCE points. Then he advises you to sleep, for you are to leave with the Lord-lieutenant for Hammerdal in the morning.

    +

    Rhygar orders that a sumptuous meal be served. It is by far the best food you have tasted since the war began. During the feast, you recall the events that have brought you to Port Bax, and reflect on the daunting challenge that still lies before you. After the meal, Rhygar sends for his physician who attends to your wounds. His potions restore 6 ENDURANCE points. Then he advises you to sleep, for you are to leave with the Lord-lieutenant for Hammerdal in the morning.

    Gary Chalk @@ -964,8 +1013,8 @@ To do:

    Early next day, you are taken to an enclosed garden at the rear of the consulate where Rhygar and three of his best soldiers await you on horseback. They are to be your bodyguard and guides on the 230 mile ride to Hammerdal. The streets of Port Bax are just beginning to come to life as you ride through the town. Passing under the moss-covered city gate, you now feel confident that your mission will succeed.

    Pick a number from the Random Number Table.

    - If the number you have picked is 0&endash;4, turn to 176. - If it is 5&endash;9, turn to 254. + If the number you have picked is 04, turn to 176. + If it is 59, turn to 254.
    @@ -974,7 +1023,7 @@ To do:

    You awake at dawn to the sound of a shrill cockcrow. You can see the crooked streets of Ragadorn through a veil of heavy rain beating down on the cobblestones outside. It has been six days since you left Holmgard and you are still 200 miles from Port Bax.

    -

    You are in the loft of a very large coach station. A group of green-clad men have arrived and have started to clean out one of the coaches. You overhear one of them say that the coach leaves for Port Bax at one o'clock this afternoon and that the journey will take seven days.

    +

    You are in the loft of a very large coach station. A group of green-clad men have arrived and have started to clean out one of the coaches. You overhear one of them say that the coach leaves for Port Bax at one oclock this afternoon and that the journey will take seven days.

    You are hungry and must eat a Meal here or lose 3 ENDURANCE points.

    After the Meal, if you decide to approach the coachmen and ask to buy a ticket for the journey to Port Bax, turn to 136. If you would rather descend the ladder to the street outside, turn to 238. @@ -995,7 +1044,7 @@ To do: 34 -

    As you close the door of your cabin, you hear the frantic shouts of the crew as they prepare to fight off the attackers. Suddenly you hear the dull thud of something hitting the rear deck followed by the shrieks of creatures you know only too well&emdash;Giaks! The Zlanbeast are dropping nets of Giaks on to the ship. The door of your cabin bursts open and you are faced by three of the hideous grey-skinned creatures. Their jagged swords are covered in blood. You cannot evade and you must fight them as one enemy.

    +

    As you close the door of your cabin, you hear the frantic shouts of the crew as they prepare to fight off the attackers. Suddenly you hear the dull thud of something hitting the rear deck followed by the shrieks of creatures you know only too wellGiaks! The Zlanbeast are dropping nets of Giaks onto the ship. The door of your cabin bursts open and you are faced by three of the hideous grey-skinned creatures. Their jagged swords are covered in blood. You cannot evade and you must fight them as one enemy.

    Giaks1614 If you win the combat, turn to 345.
    @@ -1017,7 +1066,7 @@ To do: 36 -

    The food tastes delicious and it is only a matter of minutes before you empty your plate. You decide to take a short nap before meeting the others in the bar room. But as you are about to lie down, a terrible pain grips your stomach. Your legs buckle and you fall trembling to the floor. You feel as if your whole body is on fire. One word repeats itself over and over again in your mind&emdash;poison&ellips;poison&ellips;poison&ellips;

    +

    The food tastes delicious and it is only a matter of minutes before you empty your plate. You decide to take a short nap before meeting the others in the bar room. But as you are about to lie down, a terrible pain grips your stomach. Your legs buckle and you fall trembling to the floor. You feel as if your whole body is on fire. One word repeats itself over and over again in your mindpoisonpoisonpoison

    If you have some Laumspur, turn to 145. If you have the Kai Discipline of Healing, turn to 210. If you have neither of the above, turn to 275. @@ -1038,7 +1087,7 @@ To do:

    We should reach Ragadorn in six hours, she says, placing her basket on the floor so that you can sit beside her. You learn that she lives in Ragadorn and she tells you a little about the port.

    -

    Since Killean the Overlord died three years ago, Ragadorn has been ruled by Lachlan, his evil son. He and his mercenaries are nothing but pirates. They bleed the people dry with their heavy taxes, and if anyone complains, they are quietly disposed of. It's a sorry state of affairs. If you take my advice you'll leave Ragadorn as soon as possible.

    +

    Since Killean the Overlord died three years ago, Ragadorn has been ruled by Lachlan, his evil son. He and his mercenaries are nothing but pirates. They bleed the people dry with their heavy taxes, and if anyone complains, they are quietly disposed of. Its a sorry state of affairs. If you take my advice youll leave Ragadorn as soon as possible.

    During the journey you must eat a Meal or lose 3 ENDURANCE Points.

    Then in the distance you hear a bell tolling. You look out of the window to see the city wall of Ragadorn. The coach passes through the west gate and pulls to a halt. As you jump to the ground, you are greeted by the awful smell of this dingy seaport. A rusty sign nailed to a wall says Welcome to Ragadorn.

    The woman tells you that you can board a coach to Port Bax at the coach station near the east gate of the city.

    @@ -1130,8 +1179,8 @@ To do:

    You are galloping along the forest road towards the cloaked riders when you see one of them raise a black staff high above his head. A knot of twisted black steel crowns the tip and it is starting to flow with a vivid blue flame. You are just ready to strike when a searing bolt of energy hurtles from the evil staff and explodes beside you. Thrown sideways by the force of the blast, you tumble into the undergrowth.

    Pick a number from the Random Number Table.

    - If the number you have picked is 0&endash;7, turn to 311. - If it is 8&endash;9, turn to 159. + If the number you have picked is 07, turn to 311. + If it is 89, turn to 159.
    @@ -1155,7 +1204,7 @@ To do: -

    The soldiers quickly descend from the roof of the hut and grab their spears. They advance towards you and one of them shouts, Password, stranger!

    +

    The soldiers quickly descend from the roof of the hut and grab their spears. They advance towards you and one of them shouts, Password, stranger!

    If you know the correct password for this bridge, turn to 111. If you do not, turn to 307.
    @@ -1165,7 +1214,7 @@ To do: 48 -

    Pointing at a jug of ale on the bar, you tell the sailor to watch very closely. Closing your eyes, you concentrate on the jug until you can picture it in your mind's eye. As you will the jug to rise in the air, you hear the sailor gasp in amazement.

    +

    Pointing at a jug of ale on the bar, you tell the sailor to watch very closely. Closing your eyes, you concentrate on the jug until you can picture it in your minds eye. As you will the jug to rise in the air, you hear the sailor gasp in amazement.

    Turn to 268.
    @@ -1215,8 +1264,8 @@ To do: 53 -

    You hear whispering among the crew and catch the words ghost-ships and cursed voyage, but the whispering stops when the captain's voice calls for all hands on deck. A silence descends on the Green Sceptre as Captain Kelman addresses the crew in a loud voice.

    -

    Men, we are three days' sail from Port Bax, but with a strong wind and a stout heart we'll drop anchor and feast there in two. The fire has claimed many of our provisions and rations are hereby cut to one meal a day. A guard shall be placed upon the freshwater cask. But we are strong. We shall endure. Any man found thieving will receive a hundred lashes. That is all. The crew seem unhappy at the captain's decision, but none of them dares to challenge his authority.

    +

    You hear whispering among the crew and catch the words ghost-ships and cursed voyage, but the whispering stops when the captains voice calls for all hands on deck. A silence descends on the Green Sceptre as Captain Kelman addresses the crew in a loud voice.

    +

    Men, we are three days sail from Port Bax, but with a strong wind and a stout heart well drop anchor and feast there in two. The fire has claimed many of our provisions and rations are hereby cut to one meal a day. A guard shall be placed upon the freshwater cask. But we are strong. We shall endure. Any man found thieving will receive a hundred lashes. That is all. The crew seem unhappy at the captains decision, but none of them dares to challenge his authority.

    Later that afternoon, you are invited by both the crew and by the captain to take your evening meal with them.

    If you wish to eat with the captain, turn to 321. If you wish to eat with the crew, turn to 154. @@ -1244,7 +1293,7 @@ To do: -

    'Tis a fine blade, wrought of Durenese steel. It can be yours for only 12 Gold Crowns.

    +

    Tis a fine blade, wrought of Durenese steel. It can be yours for only 12 Gold Crowns.

    If you wish to purchase this Broadsword, mark it on your Action Chart.

    If you leave this shop by the front door, turn to 347. If you leave by the rear door, turn to 3. @@ -1315,7 +1364,7 @@ To do:
    62 - +

    If you have the necessary papers, you only have the option of not showing them if you have the Seal of Hammerdal.

    @@ -1323,7 +1372,7 @@ To do:
    -

    You enter a large room full of ledgers and files. A man wearing the uniform of a Durenese naval officer is seated opposite at a large desk. He peers at you inquisitively from behind a huge book and says, You must have pressing business in the naval quadrant to apply for a red pass at this late hour. I shall need to see your access papers and proof of your commanding officer's authorization.

    +

    You enter a large room full of ledgers and files. A man wearing the uniform of a Durenese naval officer is seated opposite at a large desk. He peers at you inquisitively from behind a huge book and says, You must have pressing business in the naval quadrant to apply for a red pass at this late hour. I shall need to see your access papers and proof of your commanding officers authorization.

    Gary Chalk @@ -1331,7 +1380,7 @@ To do: - If you have collected the necessary documents on your quest, turn to 126. + If you have collected the necessary documents on your quest, turn to 126. If you do not have the documents he requires, or do not wish to show them to him, you will have to risk showing him the Seal of Hammerdal. Turn to 263. If you do not have either the Seal or the documents, leave the room and return to the outer hall by turning to 318.
    @@ -1393,7 +1442,7 @@ To do: 68 -

    The guard's expression changes to a sneer of contempt. I am a soldier of Durenor. Your gold will not help you here.

    +

    The guards expression changes to a sneer of contempt. I am a soldier of Durenor. Your gold will not help you here.

    Unfortunately you have insulted his honour and he intends to teach you a harsh lesson.

    Turn to 306.
    @@ -1403,16 +1452,19 @@ To do: 69 -

    One of the cloaked strangers removes a black staff from beneath his robes and holds it aloft. A blue flame ignites at the twisted iron tip and a searing blast of energy leaps towards you. There is a deafening crack as the bolt is turned away by Rhygar's shield.

    +

    One of the cloaked strangers removes a black staff from beneath his robes and holds it aloft. A blue flame ignites at the twisted iron tip and a searing blast of energy leaps towards you. There is a deafening crack as the bolt is turned away by Rhygars shield.

    Gary Chalk - One of the cloaked strangers holds aloft a black staff
    and a blue flame ignites at the twisted iron tip
    + + One of the cloaked strangers holds aloft a black staff + and a blue flame ignites at the twisted iron tip +
    -

    Give no quarter, cries the Lord-lieutenant as he attacks the cloaked staff-bearer. His sword slices clean through the robed stranger but he remains unharmed. You suddenly realize why he does not bleed. He and his sinister companions are Helghast, fell captains of the Darklords. They have the ability to adopt human form but are invulnerable to normal weapons. The Helghast lets out a hideous scream that tears at your mind. Blinded by the sudden pain, you trip and fall into the dense undergrowth of the wooded hillside. Unless you have the Kai Discipline of Mindshield, lose 2 ENDURANCE points from this attack by the Helghast's Mindforce.

    +

    Give no quarter, cries the Lord-lieutenant as he attacks the cloaked staff-bearer. His sword slices clean through the robed stranger but he remains unharmed. You suddenly realize why he does not bleed. He and his sinister companions are Helghast, fell captains of the Darklords. They have the ability to adopt human form but are invulnerable to normal weapons. The Helghast lets out a hideous scream that tears at your mind. Blinded by the sudden pain, you trip and fall into the dense undergrowth of the wooded hillside. Unless you have the Kai Discipline of Mindshield, lose 2 ENDURANCE points from this attack by the Helghasts Mindforce.

    Turn to 311.
    @@ -1421,7 +1473,7 @@ To do: 70 -

    You gasp with pain as the serpent's fangs sink deeply into your arm. Grabbing the snake behind its ugly head, you rip away the thrashing creature and hurl it into the long grass. But your wound is deep and inflamed by venom.

    +

    You gasp with pain as the serpents fangs sink deeply into your arm. Grabbing the snake behind its ugly head, you rip away the thrashing creature and hurl it into the long grass. But your wound is deep and inflamed by venom.

    If you have a Crystal Star Pendant, turn to 219. If you do not, turn to 44.
    @@ -1453,10 +1505,10 @@ To do: 73 -

    The climb is very difficult, for you have only one free hand&emdash;the other holds the glowing hilt of the Sommerswerd.

    +

    The climb is very difficult, for you have only one free handthe other holds the glowing hilt of the Sommerswerd.

    You eventually reach the rim of the tower and quickly hook a leg over the narrow ledge. You are about to jump into the tower and attack when a thin voice makes you freeze.

    How I shall delight in the irony of your death, Lone Wolf.

    -

    The sorcerer is standing in the far comer of the tower, his left hand pointing at your head. Your quest has failed Lone Wolf. Now you must die!

    +

    The sorcerer is standing in the far corner of the tower, his left hand pointing at your head. Your quest has failed Lone Wolf. Now you must die!

    Gary Chalk @@ -1474,7 +1526,7 @@ To do:

    Placing your hands upon his chest, you try to seal the open wound. He has lost a lot of blood and although he is sweating heavily, his skin is cold to the touch. His eyes suddenly roll open and he shouts a garbled warning.

    -

    Pirates&ellips;Lakuri pirates&ellips;beware the red sails&ellips;repel boarders!

    +

    PiratesLakuri piratesbeware the red sailsrepel boarders!

    The captain is soon unconscious once more. You wrap him in blankets and place a cushion beneath his head, but he has drifted off into a sleep from which he will not awake. Back on deck, the bodies of the dead crew have been gathered together. Captain Kelman approaches you and hands you a vicious-looking black scimitar.

    This is no pirate sword, Lone Wolf. This weapon was forged in the furnaces of Helgedad. It is a Darklord blade.

    It is daunting news. If the Darklords have allied the Lakuri pirates to their cause, the voyage to Durenor will be a perilous one. You fling the black sword into the sea and return to the Green Sceptre. As you set sail for the east, you watch as the Durenor merchantman slips beneath the waves.

    @@ -1487,8 +1539,8 @@ To do:

    You enter a musty office where two men sit hunched over desks bowed beneath the weight of books and papers.

    -

    Good evening, sir, says one of the men, his long waxed moustache twitching as he speaks. Sir, requires a merchant's pass?

    -

    Before you can reply, the man passes to you a fistful of complicated forms. If sir would care to sign these, I can issue sir's pass immediately. The fee is 10 Gold Crowns.

    +

    Good evening, sir, says one of the men, his long waxed moustache twitching as he speaks. Sir requires a merchants pass?

    +

    Before you can reply, the man passes to you a fistful of complicated forms. If sir would care to sign these, I can issue sirs pass immediately. The fee is 10 Gold Crowns.

    If you wish to sign the forms and purchase a white pass, mark it on your
    Action Chart and turn to 142. If you do not have enough money or do not wish to purchase the pass, leave this office and return to the hall by turning to 318.
    @@ -1525,7 +1577,7 @@ To do:

    You dive backwards, but only just in time to avoid the falling mast as it smashes straight through the deck. You stagger upright and peer into the mass of shattered timbers. Pinned beneath the broken mast is the lifeless body of Captain Kelman.

    As you stare in horror, a loud crack fills the air as the storm breaks open the already damaged hull of the Green Sceptre. As the ship breaks up you are hurled over the side and into the raging sea.

    -

    Gasping for air, you claw your way up to the surface but strike your head on a hatch cover. Lose 1 ENDURANCE point and pull yourself on to this makeshift raft. If you are wearing a Chainmail Waistcoat, you must discard this now or risk drowning. In the grey light of the storm, you watch as the broken ship sinks beneath the heaving sea. You are feeling dizzy and very sick. Hanging on to the cover with all your strength, you gradually slip into unconsciousness.

    +

    Gasping for air, you claw your way up to the surface but strike your head on a hatch cover. Lose 1 ENDURANCE point and pull yourself onto this makeshift raft. If you are wearing a Chainmail Waistcoat, you must discard this now or risk drowning. In the grey light of the storm, you watch as the broken ship sinks beneath the heaving sea. You are feeling dizzy and very sick. Hanging on to the cover with all your strength, you gradually slip into unconsciousness.

    When you eventually awake, the storm has passed. The only trace of the Green Sceptre is the hatch cover on which you lie. By the position of the sun you suppose it to be late afternoon. In the distance, you can see a small fishing boat and beyond it, the coastline stretches out along the horizon.

    If you wish to use your cloak to try to signal to the fishing boat, turn to 278. If you want to ignore the boat and paddle towards the shore instead, turn to 337. @@ -1534,25 +1586,28 @@ To do:
    79 - + -

    The Sommerswerd is a weapon-like Special Item. The +10 COMBAT SKILL bonus referred to for Weaponskill is a combination of the +8 COMBAT SKILL that the Sommerswerd grants naturally and +2 for Weaponskill with Short Sword, Sword, or Broadsword (as each of them grant proficiency with the Sommerswerd). It is not an additional bonus. When used in combat, treat it like a one-handed sword, regardless of Weaponskill bonus. The text or footnotes will always remind you to double your enemy's ENDURANCE point loss if it is undead.

    +

    The Sommerswerd is a weapon-like Special Item. The +10 COMBAT SKILL bonus referred to for Weaponskill is a combination of the +8 COMBAT SKILL that the Sommerswerd grants naturally and +2 for Weaponskill with Short Sword, Sword, or Broadsword (as each of them grant proficiency with the Sommerswerd). It is not an additional bonus. When used in combat, treat it like a one-handed sword, regardless of Weaponskill bonus. The text or footnotes will always remind you to double your enemys ENDURANCE point loss if it is undead.

    The power coursing through your body so overwhelms your senses that you become oblivious to your surroundings. You instinctively raise the blade above your head where a shaft of sunlight suddenly catches upon its very tip and floods the chamber with a blinding white glow. At that moment the true power of the Sommerswerd is revealed to you.

    -

    This weapon was forged long before the Sommlending, the Durenese or the Darklords dwelt in the Lastlands. Its makers were of a race that men would now call gods. To release the power that it contains, only a Kai lord may wield it. Should it be used in combat by anyone who is not a Kai lord, its power will fade and be lost forever.

    -

    When used in combat, the Sommerswerd will add 8 points to your COMBAT SKILL (10 points if you possess the Kai Discipline of Weaponskill with swords). It has the ability to absorb any magic that is used against its bearer, and it doubles the total of all ENDURANCE points lost by undead enemies (e.g. Helghasts) in combat. It is the only weapon in all of Magnamund that can kill a Darklord, and for this reason the Darklords are bent on thwarting your quest.

    -

    You now realize you hold the only power in Magnamund that can save your people. Slowly the light starts to fade and you become aware of Lord Axim's hand upon your shoulder.

    +

    This weapon was forged long before the Sommlending, the Durenese or the Darklords dwelt in the Lastlands. Its makers were of a race that men would now call gods. To release the power that it contains, only a Kai Lord may wield it. Should it be used in combat by anyone who is not a Kai Lord, its power will fade and be lost forever.

    +

    When used in combat, the Sommerswerd will add 8 points to your COMBAT SKILL (10 points if you possess the Kai Discipline of Weaponskill with swords). It has the ability to absorb any magic that is used against its bearer, and it doubles the total of all ENDURANCE points lost by undead enemies (e.g. Helghast) in combat. It is the only weapon in all of Magnamund that can kill a Darklord, and for this reason the Darklords are bent on thwarting your quest.

    +

    You now realize you hold the only power in Magnamund that can save your people. Slowly the light starts to fade and you become aware of Lord Axims hand upon your shoulder.

    Come, Lone Wolf, there is much preparation for your return to Sommerlund.

    -

    You sheathe the Sommerswerd in its jewelled scabbard and follow Lord Axim as he leaves the King's chamber.

    -

    Make the necessary adjustments to your COMBAT SKILL total now that you possess the Sommerswerd. Note the powers of the sword under the Special Items section of your Action Chart.

    +

    You sheathe the Sommerswerd in its jewelled scabbard and follow Lord Axim as he leaves the Kings chamber.

    +

    Make the necessary adjustments to your COMBAT SKILL total now that you possess the Sommerswerd. Note the powers of the sword under the Special Items section of your Action Chart.

    Gary Chalk - At that moment the true power of the
    Sommerswerd is revealed to you
    + + At that moment the true power of the + Sommerswerd is revealed to you + @@ -1576,12 +1631,12 @@ To do: 81 -

    You awake the following morning to the cries of the lookout from high in the crow's nest above.

    +

    You awake the following morning to the cries of the lookout from high in the crows nest above.

    Longboat adrift off the port stern!

    You climb up on the deck and meet the captain, bracing yourself against the fresh breeze. Less than fifty yards off the port stern, a damaged longboat bobs up and down in the heavy sea. On board are three men huddled together against the wind.

    Pick a number from the Random Number Table.

    - If the number you have picked is 0&endash;4, turn to 260. - If it is 5&endash;9, turn to 281. + If the number you have picked is 04, turn to 260. + If it is 59, turn to 281.
    @@ -1597,7 +1652,7 @@ To do: - Gunio's Weaponsmithy + Gunios Weaponsmithy

    There is a light in the window and the door is open.

    @@ -1641,8 +1696,8 @@ To do:

    There are many ships of all sizes and nationalities moored on this side of the harbour. The River Dorn, which divides the city of Ragadorn, is always busy.

    -

    You are about to give up your search, when you spot the thieves' fishing boat. There is nobody aboard, but a thorough search of the cabin reveals a Mace and 3 Gold Crowns hidden inside a folded hammock. The hammock bears a label that reads:

    - North Star Tavern&emdash;Barnacle Street +

    You are about to give up your search, when you spot the thieves fishing boat. There is nobody aboard, but a thorough search of the cabin reveals a Mace and 3 Gold Crowns hidden inside a folded hammock. The hammock bears a label that reads:

    + North Star TavernBarnacle Street

    You take the Mace and Crowns and return to Stonepost Square.

    If you choose to go east along Barnacle Street turn to 215. If you choose to go south along Westbank Wharf, turn to 303. @@ -1654,7 +1709,7 @@ To do: 87 -

    As you raise your weapon and strike at the knight, you realize too late that you have made a dreadful mistake, for he is a champion swordsman and the soldiers are from the élite regiment of King Alin IV's bodyguard. Thinking you are a Helghast, they quickly surround you and cut you to pieces.

    +

    As you raise your weapon and strike at the knight, you realize too late that you have made a dreadful mistake, for he is a champion swordsman and the soldiers are from the lite regiment of King Alin IVs bodyguard. Thinking you are a Helghast, they quickly surround you and cut you to pieces.

    Your mission and your life come to a tragic end here in Tarnalin.
    @@ -1663,10 +1718,10 @@ To do: 88 -

    Although night has fallen, a full moon casts a bright light upon the village. Behind the tavern, you see a small wheelwright's shop with two horses hitched to a hay-cart.

    +

    Although night has fallen, a full moon casts a bright light upon the village. Behind the tavern, you see a small wheelwrights shop with two horses hitched to a hay-cart.

    If you have the Kai Discipline of Camouflage, turn to 179. If you wish to take a horse and escape, turn to 150. - If you wish to hide in the wheelwright's shop, turn to 71. + If you wish to hide in the wheelwrights shop, turn to 71.
    @@ -1703,16 +1758,16 @@ To do:

    Rememeber that you must take the Backpack in order to carry any of the Backpack Items.

    -

    It is probably fair to consider both Meals as only one item of the merchant's cargo.

    +

    It is probably fair to consider both Meals as only one item of the merchants cargo.

    -

    The boy is thrown out of the trading post by two black-clad guards. The merchant thanks you and offers you the choice of any two Items of his cargo:

    +

    The boy is thrown out of the trading post by two black-clad guards. The merchant thanks you and offers you the choice of any two Items of his cargo:

    If you decide to take any of these, remember to mark them on your Action Chart.

    You roll the bodies into the Rymerift and then run across the bridge in case anyone saw the incident. The forest track continues for over an hour before you arrive at a junction, where you see a signpost.

    - Port Bax&emdash;3 Miles + Port Bax3 Miles

    You adjust your equipment and set off towards the east.

    Turn to 265.
    @@ -2989,7 +3063,7 @@ To do: - Port Watchtower&emdash;Harbour Authority + Port WatchtowerHarbour Authority

    You can see that the cobbled street ends at a high stone wall. There is a large red gate in this wall and it is guarded by two soldiers. Beyond the gate, you can make out the masts of ships moored in the harbour.

    @@ -3002,7 +3076,7 @@ To do: 192 -

    The drunken sailors roar with delight, money changes hands and bets are settled. You notice your opponent wink at two of his henchmen. They begin to move towards you. Without a moment's hesitation, you rise from the table and punch the sailor so hard in the face that he somersaults backwards crashing into his surprised friends. You leave them sprawled in a heap on the floor.

    +

    The drunken sailors roar with delight, money changes hands and bets are settled. You notice your opponent wink at two of his henchmen. They begin to move towards you. Without a moments hesitation, you rise from the table and punch the sailor so hard in the face that he somersaults backwards crashing into his surprised friends. You leave them sprawled in a heap on the floor.

    As you reach the tavern door, an ugly sailor draws his sword and blocks your escape. But before you have a chance to do anything, there is a loud thud and he falls to his knees. Behind him stands the serving girl, a large wooden club in her hand, smiling at you. You thank her, and wink as you race out of the door and into the darkened street beyond.

    After running blindly in the dark for many minutes, you notice a stable and coach station through the gloom ahead. With the shouts of angry sailors still ringing in your ears, you run to the building and climb a ladder where you spend the night safely hidden in the hay-loft.

    Turn to 32. @@ -3030,8 +3104,8 @@ To do: -

    When you awake, you are shocked to find yourself lying beneath a wooden jetty, and the shallow water surrounding you fills your nostrils with a foul stench. As you stand, your head throbs violently as if you had been knocked unconscious. This is exactly what has happened to you, and your Gold, your Backpack, your Weapons and all your Special Items (including the Seal of Hammerdal) have been stolen by the fishermen.

    -

    With a groan of despair, you climb out of the slimy water and pull yourself on to the jetty. Looking up you see a faded sign.

    +

    When you awake, you are shocked to find yourself lying beneath a wooden jetty, and the shallow water surrounding you fills your nostrils with a foul stench. As you stand, your head throbs violently as if you had been knocked unconscious. This is exactly what has happened to you, and your Gold, your Backpack, your Weapons and all your Special Items (including the Seal of Hammerdal) have been stolen by the fishermen.

    +

    With a groan of despair, you climb out of the slimy water and pull yourself onto the jetty. Looking up you see a faded sign.

    Welcome to Ragadorn

    You fear the rumours about this place are true. It is nearly dark and it has started to rain. You must find the Seal if you are to persuade the Durenese to give you the Sommerswerd. Looking round, you see a large market square with a stone signpost in the centre, indicating the various roads that lead off the square.

    If you wish to go east along Barnacle Street turn to 215. @@ -3046,7 +3120,7 @@ To do:

    You have been travelling for nearly two hours when the driver shouts, Toll bridge ahead. One Crown apiece.

    -

    Looking out of the window, it is pouring down with rain but you can just make out a wooden bridge and a log cabin in the distance. The driver halts the coach at the log cabin and an ugly creature appears at the doorway. It is a warty-skinned Szall, a harmless and cowardly breed of Giak. They have been natives of the Wildlands since the Age of the Black Moon, when thousands of their kind migrated from the Durncrag mountains to avoid the tyranny of Vashna, the mightiest of the Darklords.

    +

    Looking out of the window, it is pouring down with rain but you can just make out a wooden bridge and a log cabin in the distance. The driver halts the coach at the log cabin and an ugly creature appears at the doorway. It is a warty-skinned Szall, a harmless and cowardly breed of Giak. They have been natives of the Wildlands since the Age of the Black Moon, when thousands of their kind migrated from the Durncrag Mountains to avoid the tyranny of Vashna, the mightiest of the Darklords.

    The Szall demands one Gold Crown from each passenger before the coach will be allowed to pass. The other passengers each place one Crown upon a small plate and hand it to you.

    If you have enough gold to pay the toll, do so and continue on your journey by turning to 249. If you have no money, turn to 50. @@ -3063,7 +3137,7 @@ To do: -

    King Alin IV sits alone in his domed tower, viewing his mountain domain through one of the many portals of tinted glass. You and Lord Axim are formally announced as you enter the chamber, and you respectfully bow to his Majesty. Then, Lord Axim removes the Seal of Hammerdal from your finger and walks over to the King's side. For nearly an hour they talk, their sombre faces reflecting the seriousness of the situation. There is a short pause of silent meditation, and King Alin suddenly rises from his throne and addresses you for the first time.

    +

    King Alin IV sits alone in his domed tower, viewing his mountain domain through one of the many portals of tinted glass. You and Lord Axim are formally announced as you enter the chamber, and you respectfully bow to his Majesty. Then, Lord Axim removes the Seal of Hammerdal from your finger and walks over to the Kings side. For nearly an hour they talk, their sombre faces reflecting the seriousness of the situation. There is a short pause of silent meditation, and King Alin suddenly rises from his throne and addresses you for the first time.

    Alas, the Darklords have woken once more, and once more does Sommerlund come in search of our aid. I had prayed that my reign would be remembered as a time of peace and fulfilment, but in my heart I knew it was to be otherwise.

    The King removes a golden key from the pocket of his white robe and inserts it in a marble dais standing in the centre of the chamber. A gentle humming fills the room, as the stone cover slides back to reveal the hilt of a golden sword.

    Take the sword, Lone Wolf. It is foretold that only a true son of Sommerlund can release the powers that lie within its blade.

    @@ -3080,8 +3154,8 @@ To do:

    As dawn breaks, a fierce storm rises and you are woken by the violent rocking of the ship. The floor of your cabin is awash, and the shouts of the crew can hardly be heard above the howling wind. You quickly dress, gather up your equipment and make your way to the deck.

    You are soon joined by the captain, who takes hold of your arm and orders you to return to your cabin. Suddenly, as you start to go down, there is a thunderous crack as, high in the rigging, part of the mast snaps. You look up to see the shattered pole falling towards you.

    Pick a number from the Random Number Table.

    - If the number you have picked is 1&endash;4, turn to 78. - If the number is 5&endash;9, turn to 141. + If the number you have picked is 14, turn to 78. + If the number is 59, turn to 141. If the number is 0, turn to 247.
    @@ -3099,7 +3173,7 @@ To do: 199 -

    The innkeeper pockets the Crown and says in a mocking voice, You can get there by putting one foot in front of the other&emdash;like this, and with a loud laugh he walks behind the counter and disappears into the kitchen beyond. You curse his trickery and leave the inn, pausing only, in your anger, to kick over his bucket of dirty water.

    +

    The innkeeper pockets the Crown and says in a mocking voice, You can get there by putting one foot in front of the otherlike this, and with a loud laugh he walks behind the counter and disappears into the kitchen beyond. You curse his trickery and leave the inn, pausing only, in your anger, to kick over his bucket of dirty water.

    Turn to 143.
    @@ -3112,7 +3186,10 @@ To do: Gary Chalk - The others are all seated at a large table
    awaiting your appearance
    + + The others are all seated at a large table + awaiting your appearance + @@ -3122,7 +3199,7 @@ To do:

    Viveka is seated at one end of the table, with a wary expression on her face. One arm is on the table near a large mug of ale, with her finger tapping the edge. As usual, she is dressed in battle gear.

    Ganon is seated between Viveka and Halvorc, with a sombre look on his face. He is in the uniform of the Knights of the White Mountain and has a meal and wine cup in front of him.

    Dorier is standing behind his brother Ganon, with a more gentle expression. The hilt of his sword is visible between his Knight of the White Mountain uniform and his cloak. Another wine cup on the table appears to belong to him.

    -

    Halvorc is seated comfortably between Ganon and Parison, giving you an ugly sneer. His hand strays close to a small ale mug.

    +

    Halvorc is seated comfortably between Ganon and Parsion, giving you an ugly sneer. His hand strays close to a small ale mug.

    Parsion is sitting on the side of the table close to you, but with his body turned to the side, opposite Viveka. His hand, which has a snake painted or tattooed on the wrist, is holding a medium-sized ale mug. He regards you out of the corner of his eye from beneath the large hood of his robe.]

    @@ -3141,8 +3218,8 @@ To do:

    As you rise, the snake hisses and strikes at your arm. You dodge to one side, but are you quick enough to avoid its deadly fangs?

    Pick a number from the Random Number Table to find out.

    - If the number you have picked is 0&endash;4, turn to 285. - If the number is 5&endash;9, turn to 70. + If the number you have picked is 04, turn to 285. + If the number is 59, turn to 70.
    @@ -3179,7 +3256,7 @@ To do: 204 -

    The keen sight you have developed through your Kai Discipline of Tracking has enabled you to identify the talisman that sits on top of the black staff. It is the crescent and crystal star emblem of the magician's guild of Toran in northern Sommerlund. This man is a renegade of the guild and a traitor to your country.

    +

    The keen sight you have developed through your Kai Discipline of Tracking has enabled you to identify the talisman that sits on top of the black staff. It is the crescent and crystal star emblem of the Magicians Guild of Toran in northern Sommerlund. This man is a renegade of the guild and a traitor to your country.

    If you wish to climb the tower and attack this treacherous magician, turn to 73. If you do not wish to risk your life against this powerful sorcerer, jump overboard by turning to 267.
    @@ -3189,7 +3266,7 @@ To do: 205 -

    The innkeeper frowns at you and points to a side door. If you can't afford a room, you can go and sleep in the stable.

    +

    The innkeeper frowns at you and points to a side door. If you cant afford a room, you can go and sleep in the stable.

    As you walk towards the exit, you feel the stare of the other passengers burning into your back. The door is slammed shut and you stand shivering in the cold night air.

    Turn to 213.
    @@ -3226,11 +3303,11 @@ To do: 209 -

    The crew start to whisper. You hear the words ghost-ship and cursed voyage, but the muttering stops when the captain's voice booms out an order for all hands on deck. Only the creaking of the timbers can be heard as Captain Kelman climbs to the rear deck to address the crew.

    -

    Men, we're three days' sail from Port Bax. The fire has robbed us of our provisions and our freshwater has been fouled. We shall have to steer a new course for Ragadorn, where we shall make good our repairs and replenish our stores. That is all.

    -

    The crew seem pleased by the captain's announcement, and set about their duties with renewed vigour.

    -

    Then the captain turns to you. We're about eight hours from Ragadorn, my lord. My orders are to see you safely to Port Bax and pass you into the care of the Sommlending consul, Lord-lieutenant Rhygar. But time is not our ally and I fear the repairs may take a week or more to complete. When we drop anchor, you will have to find your own route to Durenor&emdash;by sea with us or alone by the coast road.

    -

    As you return to your cabin, the King's words haunt your thoughts: Forty days, Lone Wolf. We only have strength to stand against them for forty days. You do not have long to complete your dangerous mission.

    +

    The crew start to whisper. You hear the words ghost-ship and cursed voyage, but the muttering stops when the captains voice booms out an order for all hands on deck. Only the creaking of the timbers can be heard as Captain Kelman climbs to the rear deck to address the crew.

    +

    Men, were three days sail from Port Bax. The fire has robbed us of our provisions and our freshwater has been fouled. We shall have to steer a new course for Ragadorn, where we shall make good our repairs and replenish our stores. That is all.

    +

    The crew seem pleased by the captains announcement, and set about their duties with renewed vigour.

    +

    Then the captain turns to you. Were about eight hours from Ragadorn, my lord. My orders are to see you safely to Port Bax and pass you into the care of the Sommlending consul, Lord-lieutenant Rhygar. But time is not our ally and I fear the repairs may take a week or more to complete. When we drop anchor, you will have to find your own route to Durenorby sea with us or alone by the coast road.

    +

    As you return to your cabin, the Kings words haunt your thoughts: Forty days, Lone Wolf. We only have strength to stand against them for forty days. You do not have long to complete your dangerous mission.

    Turn to 197.
    @@ -3241,8 +3318,8 @@ To do:

    You place both hands on your stomach and try to fight back the pain as you concentrate on focusing your skill. The familiar warmth of your healing power numbs the pain, but the poison is very strong and your struggle is not yet over.

    Pick a number from the Random Number Table. May the luck of the gods steer your choice, for your life now hangs on the number that you pick.

    - If the number you have picked is 0&endash;4, turn to 275. - If the number is 5&endash;9, turn to 330. + If the number you have picked is 04, turn to 275. + If the number is 59, turn to 330.
    @@ -3250,9 +3327,9 @@ To do: 211 -

    The consulate of Sommerlund? he says in surprise, somewhat taken aback by your sudden appearance. Then, recovering himself, he says, Why, of course! It is in Alin Square, near the harbour. Turn right when you leave and right again at the end of the avenue. That will take you to the Red Gate. You'll need a red pass to enter, as the consulate is in the naval quadrant of the city. It's a restricted area.

    +

    The consulate of Sommerlund? he says in surprise, somewhat taken aback by your sudden appearance. Then, recovering himself, he says, Why, of course! It is in Alin Square, near the harbour. Turn right when you leave and right again at the end of the avenue. That will take you to the Red Gate. Youll need a red pass to enter, as the consulate is in the naval quadrant of the city. Its a restricted area.

    You ask the man how you can obtain a red pass.

    -

    From the captain of the port watch, he says. You're obviously a stranger to Port Bax; there are few indeed that do not know the answer to that question. The port watchtower is at the end of the avenue, just as you turn for the Red Gate.

    +

    From the captain of the port watch, he says. Youre obviously a stranger to Port Bax; there are few indeed that do not know the answer to that question. The port watchtower is at the end of the avenue, just as you turn for the Red Gate.

    You thank the old man and leave the city hall.

    Turn to 191.
    @@ -3281,7 +3358,7 @@ To do:

    Once you are inside, you are immediately aware that this is not a shop at all. The room is cold and bare except for a large table in the centre. You notice sinister large iron manacles attached to each of its corners.

    -

    You are in the headquarters of the Silent Brotherhood, Lachlan's notorious secret police. With a mounting feeling of terror, you remember the tale of another Kai Lord; of how he had been captured and accused of spying. He had escaped after being tortured for three days and nights. You are not to be so fortunate. The door has automatically locked and soon the Silent Brothers, who are at this moment observing you through peep-holes in the wall, will come for you.

    +

    You are in the headquarters of the Silent Brotherhood, Lachlans notorious secret police. With a mounting feeling of terror, you remember the tale of another Kai Lord; of how he had been captured and accused of spying. He had escaped after being tortured for three days and nights. You are not to be so fortunate. The door has automatically locked and soon the Silent Brothers, who are at this moment observing you through peep-holes in the wall, will come for you.

    It may interest you to know that after a long week in the prison of the chief inquisitor you did not let a single Kai secret pass your lips. It is a record that has yet to be equalled, but not one that spared your life.

    Your life and your mission end here.
    @@ -3311,8 +3388,8 @@ To do: 216 -

    For three days and nights the mighty fleet of Durenor steers swiftly towards the Holmgulf, a strong wind filling the sails of the warships. But although the voyage is fast, the soldiers' confidence and eagerness for battle has slowly faded as if their will has been drained by some invisible vampire. Lord Axim is close to despair.

    -

    This black mood that haunts our decks is the evil work of the Darklords. I know of their power to turn a man's mind, but the curse that befalls us is a sorcery we cannot even see to destroy. How I pray that this spell would end, for even if we arrive at our destination, I fear that we are too weak in mind to break our foe.

    +

    For three days and nights the mighty fleet of Durenor steers swiftly towards the Holmgulf, a strong wind filling the sails of the warships. But although the voyage is fast, the soldiers confidence and eagerness for battle has slowly faded as if their will has been drained by some invisible vampire. Lord Axim is close to despair.

    +

    This black mood that haunts our decks is the evil work of the Darklords. I know of their power to turn a mans mind, but the curse that befalls us is a sorcery we cannot even see to destroy. How I pray that this spell would end, for even if we arrive at our destination, I fear that we are too weak in mind to break our foe.

    As if in answer to his prayer, the black curse seems to be lifted from the fleet with the dawning of the next day. But the spell is replaced by a threat far deadlier.

    Turn to 100.
    @@ -3322,7 +3399,7 @@ To do: 217 -

    The big man looks at you and says in a cynical voice. The coach station. A coach leaves for Port Bax this afternoon. For a Gold Crown I'll tell you how to get there.

    +

    The big man looks at you and says in a cynical voice: The coach station. A coach leaves for Port Bax this afternoon. For a Gold Crown Ill tell you how to get there.

    If you wish to pay him, remember to mark it on your Action Chart and turn to 199. If you wish to leave the inn now, turn to 143.
    @@ -3343,7 +3420,7 @@ To do:

    Already the venom is taking effect. Your wounded arm feels stiff and a cold sweat has broken out on your brow. Quickly you remove the Pendant that Banedon gave you at the Ruins of Raumas. Using a sharp point of the star, you cut a deep V through the two puncture holes made by the fangs, and suck out the venom.

    -

    The charm is lucky indeed&emdash;and so are you. You lose 3 ENDURANCE points but not your life. You decide to climb the tree and spend the rest of the night safely above the ground.

    +

    The charm is lucky indeedand so are you. You lose 3 ENDURANCE points but not your life. You decide to climb the tree and spend the rest of the night safely above the ground.

    Turn to 312.
    @@ -3371,11 +3448,14 @@ To do: 222 -

    After taking care to close his door, the captain opens the mysterious bundle and tips the contents on to his cabin table. A large charred earthenware jug and several blackened rags drop in a heap. They give off a strange oily smell.

    +

    After taking care to close his door, the captain opens the mysterious bundle and tips the contents onto his cabin table. A large charred earthenware jug and several blackened rags drop in a heap. They give off a strange oily smell.

    Gary Chalk - Captain Kelman opens the mysterious bundle and
    a large charred earthenware jug drops out
    + + Captain Kelman opens the mysterious bundle and + a large charred earthenware jug drops out + @@ -3393,10 +3473,10 @@ To do: 223 -

    The guard stares at the magnificent ring in awe. The legend of the Seal of Hammerdal is well known to the people of Durenor. It is said that of all the lost treasures of the Durenese, the Seal of Hammerdal is one that they would not wish returned. The guard's anxious face shows he clearly recognizes the ring's dreadful significance.

    -

    I will not hinder your urgent mission, but I cannot help you except to set you on the road for Port Bax. Continue on this forest path and you will come to a fork near a stunted oak tree. Take the left track&emdash;it is the quickest way.

    +

    The guard stares at the magnificent ring in awe. The legend of the Seal of Hammerdal is well known to the people of Durenor. It is said that of all the lost treasures of the Durenese, the Seal of Hammerdal is one that they would not wish returned. The guards anxious face shows he clearly recognizes the rings dreadful significance.

    +

    I will not hinder your urgent mission, but I cannot help you except to set you on the road for Port Bax. Continue on this forest path and you will come to a fork near a stunted oak tree. Take the left trackit is the quickest way.

    You thank the loyal guard, and push on once more into the forest. A mile or so along the road, you come to the fork and take the left track. It leads to a stone bridge across the Rymerift. The waters of the Rymerift are over one mile deep and up to two miles at its widest point. Near to the bridge you find a signpost.

    - Port Bax&emdash;3 Miles + Port Bax3 Miles

    You breathe a sigh of relief for you should arrive there in under an hour.

    Turn to 265.
    @@ -3406,10 +3486,10 @@ To do: 224 -

    The following morning you are woken by the cry of seagulls as they wheel and soar above the clipper. The wind is strong and it fills the sails. You breakfast with Captain Kelman who is in better spirits than the previous day. He tells you that the Green Sceptre is making good speed and should arrive at Port Bax, the main Durenese seaport, within a week. Suddenly you hear a cry from the crow's nest.

    -

    Land off the port bow! Land a'port!

    +

    The following morning you are woken by the cry of seagulls as they wheel and soar above the clipper. The wind is strong and it fills the sails. You breakfast with Captain Kelman who is in better spirits than the previous day. He tells you that the Green Sceptre is making good speed and should arrive at Port Bax, the main Durenese seaport, within a week. Suddenly you hear a cry from the crows nest.

    +

    Land off the port bow! Land aport!

    You and the captain climb up on deck and brace yourselves against the fresh sea breeze.

    -

    That's Mannon, the southernmost island of the Kirlundin chain, says the captain, pointing towards the sharp rocky coastline in the distance. Wreck Point the traders call it. Many a ship has ended her days upon those granite teeth.

    +

    Thats Mannon, the southernmost island of the Kirlundin chain, says the captain, pointing towards the sharp rocky coastline in the distance. Wreck Point the traders call it. Many a ship has ended her days upon those granite teeth.

    Captain Kelman hands you an ornate telescope with which to take a closer look. The sharp rocks are festooned with the splintered skeletons of ships that have run aground, or were dashed against the shore in a storm. You stare in fascination at the shattered hulls, imagining the terrifying scenes of their destruction. Then, suddenly, high above the pinnacles of stone hovers a black shadow, like a small rain cloud. It seems to be moving towards you. Suddenly you realise what the cloud really is. It is a swarm of large Zlanbeast and possibly some Kraan. The alarm is shouted along the deck: Prepare for battle!

    If you wish to stay on deck, ready your weapon and turn to 146. If you wish to return to your cabin, turn to 34. @@ -3433,7 +3513,7 @@ To do:

    The innkeeper speaks with the gruff tone of a native Ragadornian. You discover from him that this seaport is ruled by Lachlan, son of Killean the Overlord who died three years ago of the dreadful Red Death plague. The innkeeper does not speak highly of Lachlan, whom he calls the Prince of Thieves.

    -

    He and his mercenaries bleed the people dry with heavy taxes, and if y'complain, you end up in the harbour with a dagger in your back. The big man shakes his head and pours another round of ale for the drunken sailors.

    +

    He and his mercenaries bleed the people dry with heavy taxes, and if ycomplain, you end up in the harbour with a dagger in your back. The big man shakes his head and pours another round of ale for the drunken sailors.

    If you wish to buy a room for the night pay the innkeeper 2 Gold Crowns and turn to 56. If you wish to try your luck at winning some Gold Crowns at arm-wrestling, turn to 276.
    @@ -3459,7 +3539,7 @@ To do:

    They are Larnuma trees and their fruit is very nutritious as well as being sweet and juicy. After your Meal you feel much stronger. You pick enough fruit for 2 Meals and store it in your Backpack.

    -

    Looking behind the trees, you see a wide coast road that stretches into the distance to left and right. There are no signposts.

    +

    Looking behind the trees, you see a wide coast road that stretches into the distance to the left and right. There are no signposts.

    If you wish to go left, turn to 27. If you wish to go right turn to 114.
    @@ -3498,7 +3578,7 @@ To do: 231 -

    The back door opens on to a small square, in the centre of which is a large tomb. The fishermen have disappeared into the gloomy streets; all that is except one who has slipped on the wet cobblestones and knocked himself out. He is lying in the gutter with his face submerged in a puddle.

    +

    The back door opens onto a small square, in the centre of which is a large tomb. The fishermen have disappeared into the gloomy streets; all that is except one who has slipped on the wet cobblestones and knocked himself out. He is lying in the gutter with his face submerged in a puddle.

    You roll him over with your foot and search him. You discover 5 Gold Crowns, a Dagger, and to your great relief the Seal of Hammerdal on his finger. Mark on your Action Chart those items you take with you and continue.

    If you have the Kai Discipline of Tracking, turn to 182. If you wish to return to the tavern, turn to 177. @@ -3524,7 +3604,7 @@ To do: 233 -

    We're bound for Ragadorn&emdash;due there by noon today, he says, his face almost completely hidden by the wide brim of his hat. A seat below will cost you 3 Crowns, but you can ride on the roof for only one.

    +

    Were bound for Ragadorndue there by noon today, he says, his face almost completely hidden by the wide brim of his hat. A seat below will cost you 3 Crowns, but you can ride on the roof for only one.

    If you wish to ride inside the coach, pay the driver 3 Gold Crowns and turn to 37. If you would prefer to stay on the roof, pay him one Gold Crown and turn to 148. If you cannot pay the fare, you must leave the coach and walk. Turn to 292. @@ -3535,8 +3615,8 @@ To do: 234 -

    Before you can defend yourself, the Helghast has smashed into you and you both fall on to the highway below.

    -

    It may be some comfort to learn that your death was swift and painless. Your neck was instantly broken and you were spared the agony of the Helghast's black fingers tearing and burning their way through your throat. The Seal of Hammerdal is now on its way to Holmgard, which will now fall to the Darklords.

    +

    Before you can defend yourself, the Helghast has smashed into you and you both fall onto the highway below.

    +

    It may be some comfort to learn that your death was swift and painless. Your neck was instantly broken and you were spared the agony of the Helghasts black fingers tearing and burning their way through your throat. The Seal of Hammerdal is now on its way to Holmgard, which will now fall to the Darklords.

    Your life and your quest end here.
    @@ -3567,7 +3647,7 @@ To do: 237 -

    The dead zombies lie around your feet. By now, the soldiers' fear of the undead has turned to sheer hatred. A chorus of Durenese battle-cries resounds along the deck. You lead the charge along a boarding plank and on to the deck of the death-hulk, cleaving the zombie crew aside like a scythe through wheat. Then suddenly a black-cloaked figure blocks your path, a twisted sword held in its shrunken black hand. It is a Helghast, and you must fight it to the death.

    +

    The dead zombies lie around your feet. By now, the soldiers fear of the undead has turned to sheer hatred. A chorus of Durenese battle-cries resounds along the deck. You lead the charge along a boarding plank and onto the deck of the death-hulk, cleaving the zombie crew aside like a scythe through wheat. Then suddenly a black-cloaked figure blocks your path, a twisted sword held in its shrunken black hand. It is a Helghast, and you must fight it to the death.

    Helghast2330

    It is an undead creature, so remember to double all ENDURANCE points that it loses as a result of your possessing the Sommerswerd. It is immune to Mindblast.

    If you win the combat, turn to 309. @@ -3589,17 +3669,20 @@ To do:

    Opposite the coach station is a narrow street leading to a gaming-house with a sign outside.

    No Weapons Allowed Inside -

    You are excited by the chance of being able to win some gold and you quickly enter. Any Weapons you may have must be left with a guard at the door. You can recover your Weapons when you decide to leave. You are given a silver token worth 1 Gold Crown, that can only be used in this gaming-house.

    -

    The entrance hall opens out into a huge room where many gambling games are in progress. One that catches your eye is called Cartwheel. At one end of a long table, an attractive young woman spins a black dish divided into ten sections marked 0&endash;9. As the dish spins, she drops a small silver ball into it which eventually comes to rest in one of the numbered sections. Several merchants are seated around the table and they are betting heavily on the fall of the silver ball.

    +

    You are excited by the chance of being able to win some gold and you quickly enter. Any Weapons you may have must be left with a guard at the door. You can recover your Weapons when you decide to leave. You are given a silver token worth 1 Gold Crown, that can only be used in this gaming-house.

    +

    The entrance hall opens out into a huge room where many gambling games are in progress. One that catches your eye is called Cartwheel. At one end of a long table, an attractive young woman spins a black dish divided into ten sections marked 09. As the dish spins, she drops a small silver ball into it which eventually comes to rest in one of the numbered sections. Several merchants are seated around the table and they are betting heavily on the fall of the silver ball.

    Gary Chalk - An attractive young woman spins a black dish
    divided into ten sections marked 0&endash;9
    + + An attractive young woman spins a black dish + divided into ten sections marked 09 +
    -

    To play Cartwheel, you must first decide the number you would like to bet on and just how many Gold Crowns you would like to stake. Make a note of these numbers and then pick a number from the Random Number Table. If you pick exactly the same number, you win 8 Gold Crowns for every 1 Gold Crown that you gamble. If the number you pick is immediately before or after the correct choice, you win 5 Gold Crowns for every 1 Gold Crown that you stake. There is a limit to how much you can win on this table: 40 Gold Crowns.

    +

    To play Cartwheel, you must first decide the number you would like to bet on and just how many Gold Crowns you would like to stake. Make a note of these numbers and then pick a number from the Random Number Table. If you pick exactly the same number, you win 8 Gold Crowns for every 1 Gold Crown that you gamble. If the number you pick is immediately before or after the correct choice, you win 5 Gold Crowns for every 1 Gold Crown that you stake. There is a limit to how much you can win on this table: 40 Gold Crowns.

    You may play as many rounds of Cartwheel as you wish until either you lose all your Gold Crowns or you decide to pick up your winnings (maximum of 40 Gold Crowns).

    If you have lost all your Gold Crowns, turn to 169. If you have winnings to collect, or if you wish to withdraw with what money you have left, leave the building and turn to 186. @@ -3610,9 +3693,9 @@ To do: 239 -

    You try to apply your hands to the injured man's chest, but the Szalls are pulling at your cloak and trying to drag you away.

    +

    You try to apply your hands to the injured mans chest, but the Szalls are pulling at your cloak and trying to drag you away.

    If you have the Kai Discipline of Camouflage, turn to 77. - If you do not possess this skill, you must attack the Szalls in order to save the man's life. Turn to 28. + If you do not possess this skill, you must attack the Szalls in order to save the mans life. Turn to 28.
    @@ -3640,7 +3723,7 @@ To do:

    A hush descends on the tavern as the man you have accused turns to face you.

    -

    You've got a careless tongue, stranger, he says menacingly. It should be cut out before it does any more harm. He draws a curved dagger and attacks you. The crowd form a circle around you both, preventing either of you from escaping. You must fight this man to the death.

    +

    Youve got a careless tongue, stranger, he says menacingly. It should be cut out before it does any more harm. He draws a curved dagger and attacks you. The crowd form a circle around you both, preventing either of you from escaping. You must fight this man to the death.

    Trickster1725 If you win the combat, turn to 21.
    @@ -3651,13 +3734,13 @@ To do: -

    The Sommerswerd is a weapon-like Special Item. The +10 COMBAT SKILL bonus referred to for Weaponskill is a combination of the +8 COMBAT SKILL that the Sommerswerd grants naturally and +2 for Weaponskill with Short Sword, Sword, or Broadsword (as each of them grant proficiency with the Sommerswerd). It is not an additional bonus. When used in combat, treat it like a one-handed sword, regardless of Weaponskill bonus. The text or footnotes will always remind you to double your enemy's ENDURANCE point loss if it is undead.

    +

    The Sommerswerd is a weapon-like Special Item. The +10 COMBAT SKILL bonus referred to for Weaponskill is a combination of the +8 COMBAT SKILL that the Sommerswerd grants naturally and +2 for Weaponskill with Short Sword, Sword, or Broadsword (as each of them grant proficiency with the Sommerswerd). It is not an additional bonus. When used in combat, treat it like a one-handed sword, regardless of Weaponskill bonus. The text or footnotes will always remind you to double your enemys ENDURANCE point loss if it is undead.

    Much of your time at Hammerdal is taken up by training with the Sommerswerd. Day by day your skill with the wondrous blade improves, and as you progress, so you learn more of its marvellous properties.

    -

    When you use the sword in combat it will add 8 points to your COMBAT SKILL total (10 points if you possess the Kai Discipline of Weaponskill with any sword). It has the ability to absorb any magic used against you and doubles the total of all ENDURANCE points lost by undead enemies (e.g. Helghast) during combat.

    +

    When you use the sword in combat it will add 8 points to your COMBAT SKILL total (10 points if you possess the Kai Discipline of Weaponskill with any sword). It has the ability to absorb any magic used against you and doubles the total of all ENDURANCE points lost by undead enemies (e.g. Helghast) during combat.

    You also come to realise that it is the only weapon in all of Magnamund that can kill a Darklord, and for this reason above all others they are determined to destroy you before you reach Durenor.

    Turn to 152.
    @@ -3668,7 +3751,7 @@ To do:

    Seeing their master slain, the Giaks falter and retreat towards the stern. Captain Kelman rallies his crew and attacks, leading his men against the snarling creatures and driving them back until they leap into the sea to avoid the rain of swords. Knowing the battle to be lost, the Kraan leave the masts and fly back to the distant coastline.

    -

    Our thanks, Kai lord, the captain says and shakes your hand. We are proud and thankful to have you with us.

    +

    Our thanks, Kai Lord, the captain says and shakes your hand. We are proud and thankful to have you with us.

    A cheer resounds along the deck as the crew voice their praise.

    You help tend the wounded whilst repairs are carried out on the damaged masts. Within two hours they are complete, the wind fills the sails and you continue your voyage to Durenor.

    Turn to 240. @@ -3699,7 +3782,7 @@ To do: - Meki Majenor&emdash;Armourer and Weaponsmith + Meki MajenorArmourer and Weaponsmith
    If you wish to investigate the weaponsmithy, turn to 266. @@ -3740,11 +3823,14 @@ To do: 249 -

    During the course of the afternoon's journey, you chat with your fellow travellers and learn about their backgrounds.

    +

    During the course of the afternoons journey, you chat with your fellow travellers and learn about their backgrounds.

    Gary Chalk - You chat with your fellow travellers
    and learn about their backgrounds
    + + You chat with your fellow travellers + and learn about their backgrounds + @@ -3760,7 +3846,7 @@ To do:

    The soldier looks at you with a disbelieving stare.

    -

    Where are your goods? Where is your horse or wagon? Merchants never travel to Port Bax on foot. You are no merchant&emdash;a bandit more like, desperate to put distance between yourself and some foul deed best left untold. Go back to where you have come from, scum. We have no need of the sort of goods you sell.

    +

    Where are your goods? Where is your horse or wagon? Merchants never travel to Port Bax on foot. You are no merchanta bandit more like, desperate to put distance between yourself and some foul deed best left untold. Go back to where you have come from, scum. We have no need of the sort of goods you sell.

    If you are to get past this border guard alive, you will have to come up with an alternative plan.

    If you wish to walk away, make a wide detour and enter the forest further south, turn to 244. If you want to try and bribe the guard, turn to 68. @@ -3783,7 +3869,7 @@ To do:

    You try to remember some of the stories told to you by an old Kai master called Wise Hawk. He was envoy to Port Bax for many years, and he knew and loved this city as well as any native Durenese. You recall him saying that the consulate overlooked Alin Square in the naval quadrant of the city. There is a sign to your left pointing along the avenue.

    - Naval Quadrant&emdash;1/2 Mile + Naval Quadrant1/2 Mile

    Certain this is the right direction, you walk confidently along the tree-lined avenue.

    Turn to 191.
    @@ -3884,7 +3970,7 @@ To do:

    The road follows a course along a high, grassy ridge for many miles before turning northwards to the coast. You pass a village where the houses curve in a circle around a large pond of stagnant water. As you ride through, a gaggle of Szall children come running towards you, shouting and throwing stones.

    You descend into the deep valley beyond and gradually the moor gives way to richer land that has been cleared and ploughed. The hillside opposite is heavily wooded. You are not far from the coast and you can see the tall cliffs with their multicoloured bands of rock jutting out into the ocean.

    Then just as you are passing through a small copse, you hear desperate cries for help off to your right.

    - If you wish to aid the person in trouble, turn to 95. + If you wish to aid the people in trouble, turn to 95. If you wish to ignore their desperate pleas, continue riding along the road by turning to 198.
    @@ -3897,7 +3983,7 @@ To do:

    The Potion of Orange Liquid is probably Alether, but the text does not give you the ability to recognize it. Therefore, you should not use it as such.

    -

    You have lost your Backpack and therefore cannot carry the Meal or the Orange Potion&emdash;further adding to its uselessness.

    +

    You have lost your Backpack and therefore cannot carry the Meal or the Orange Potionfurther adding to its uselessness.

    @@ -3909,9 +3995,9 @@ To do:
  5. Quarterstaff
  6. Enough Food for 1 Meal
  7. 6 Gold Crowns
  8. -
  9. Potion of Orange Liquid
  10. +
  11. Potion of Orange Liquid
  12. -

    If you wish to take any of these items, mark them on your Action Chart.

    +

    If you wish to take any of these items, mark them on your Action Chart.

    As you are leaving, you collide with another guard and you both tumble down the stairs, but before he can gather his senses, you have sprinted off into the night.

    Turn to 65. @@ -3932,7 +4018,7 @@ To do: 264 -

    Focusing your powers of concentration on the snake's head, you will it to slither away in search of food. Slowly but surely your psychic suggestion works, and the snake eventually uncoils itself and vanishes into the long grass. Breathing a sigh of relief, you decide it would be safer to climb the tree and spend the rest of the night above the ground.

    +

    Focusing your powers of concentration on the snakes head, you will it to slither away in search of food. Slowly but surely your psychic suggestion works, and the snake eventually uncoils itself and vanishes into the long grass. Breathing a sigh of relief, you decide it would be safer to climb the tree and spend the rest of the night above the ground.

    Turn to 312.
    @@ -3959,7 +4045,7 @@ To do:

    As you enter, a bell rings and a small man in a padded leather jerkin bids you welcome. He is busy polishing a rusty suit of armour with a wire brush. The price of his weapons are displayed on a wooden board above the counter: