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- %xhtml.characters;
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%general.links;
%xhtml.links;
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The first number that you pick from the Random Number Table in this way represents your
The second number that you pick from the Random Number Table represents your powers of
If you are wounded in combat you will lose
If you are wounded in combat you will lose
If you have successfully completed Book 1 of the Lone Wolf series, you will already have your
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
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
on your Action Chart.
If you choose this skill, write Weaponskill in
on your Action Chart.
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
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 DGold Crowns
section of your Action Chart. (If you successfully completed
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)
Mace (Weapons)
Quarterstaff (Weapons)
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
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
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 don
There will be occasions during your adventure when you have to fight an enemy. The enemy's
At the start of a combat, enter Lone Wolf's and the enemy's
There will be occasions during your adventure when you have to fight an enemy. The enemy
At the start of a combat, enter Lone Wolf
The sequence for combat is as follows.
Add any extra points gained through your Kai Disciplines to your current
Subtract the
Example
Lone Wolf (
He subtracts the Winged Devil's
He subtracts the Winged Devil
When you have your Combat Ratio, pick a number from the Random Number Table.
Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of
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
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 D
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 mate
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.
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.
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 indeed
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 King
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.
-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.
-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 opponent
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 King
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.
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 Sharp
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.
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.
-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.
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
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 considerable
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.
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 King
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
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
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.
-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 o
You are hungry and must eat a Meal here or lose 3
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 well
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 mind
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. It
During the journey you must eat a Meal or lose 3
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.
@@ -1089,8 +1150,8 @@ 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.
-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!
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 mind
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 captain
Men, we are three days
The crew seem unhappy at the captain
Later that afternoon, you are invited by both the crew and by the captain to take your evening meal with them.
'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 have the necessary papers
, you only have the option of not showing them if you have the Seal of Hammerdal.
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 officer
The guard's expression changes to a sneer of contempt. I am a soldier of Durenor. Your gold will not help you here.
The guardI 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.
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 Rhygar
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
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
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 serpent
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 hand
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!
A blinding flash of orange flame shoots from his hand towards your face.
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!
Pirates
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 +1551,8 @@ 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 merchant
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
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
Gasping for air, you claw your way up to the surface but strike your head on a hatch cover. Lose 1
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.
The Sommerswerd is a weapon-like Special Item. The +10
The Sommerswerd is a weapon-like Special Item. The +10
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
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
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
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
You sheathe the Sommerswerd in its jewelled scabbard and follow Lord Axim as he leaves the King
Make the necessary adjustments to your
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 crow
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.
-There is a light in the window and the door is open.
@@ -1641,8 +1708,8 @@ 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:
-You are about to give up your search, when you spot the thieves
You take the Mace and Crowns and return to Stonepost Square.
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
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 wheelwright
Rememeber that you must take the Backpack in order to carry any of the Backpack Items.
+Remember 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 merchant
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:
You spur your horse through the tangle of trees until you enter a small clearing. Six Szalls are jumping excitedly around the writhing body of a man on the ground. A strangely carved spear is stuck in his chest, and lying dead beside him is the body of a Knight of the White Mountain. The creatures are shrieking at each other and appear to be unconcerned with the man's obvious agony.
+You spur your horse through the tangle of trees until you enter a small clearing. Six Szalls are jumping excitedly around the writhing body of a man on the ground. A strangely carved spear is stuck in his chest, and lying dead beside him is the body of a Knight of the White Mountain. The creatures are shrieking at each other and appear to be unconcerned with the man
You have noticed during your rigorous training exercises with the Sommerswerd that your Kai Discipline of Sixth Sense has become more sensitive than ever before: you knew exactly what Madin Rendalim's sad news was long before he actually told you. You may find that your improved Sixth Sense will be an important advantage upon your return to Holmgard.
+You have noticed during your rigorous training exercises with the Sommerswerd that your Kai Discipline of Sixth Sense has become more sensitive than ever before: you knew exactly what Madin Rendalim
The following morning you are woken by the cry of the ship's lookout from high up in the crow's nest.
+The following morning you are woken by the cry of the ship
Ship ahoy off the port bow!
You clamber up a narrow ladder and join the captain at the stern. Your eyes are younger than mine, see what you can make of her, my lord,
he says, and hands you an ornate telescope.
You can make out the red sails and black flag of a Lakuri pirate warship on the horizon.
Pick a number from the Random Number Table.
-A veil of sea fog has rolled across the still ocean from the broken spine of land known as the Kirlundin Isles. Strange dark shapes hide within this mist. They are growing larger, and slowly the distinct outlines of ships become plain.
-Prepare for battle!
The admiral's cry is repeated along the many decks of the Durenese fleet.
Prepare for battle!
The admiral
All hands on deck!
As the black ships approach through the fog, a horrific sight befalls you. They are death-hulks, sunken ships crewed by the living corpses of drowned sailors. They have been summoned to the surface by great wizardry, and they are closing for battle. Suddenly the fog vanishes, and you can now see that the death-hulks bar the entrance to the Holmgulf. In the centre of the line is their sinister flagship. Swiftly it sails towards you, a huge ram protruding from its black prow. As it rips its way through the hull of the Durenor, you hear the admiral's last desperate order.
+As the black ships approach through the fog, a horrific sight befalls you. They are death-hulks, sunken ships crewed by the living corpses of drowned sailors. They have been summoned to the surface by great wizardry, and they are closing for battle. Suddenly the fog vanishes, and you can now see that the death-hulks bar the entrance to the Holmgulf. In the centre of the line is their sinister flagship. Swiftly it sails towards you, a huge ram protruding from its black prow. As it rips its way through the hull of the Durenor, you hear the admiral
Abandon ship!
You are now in the thick of the enemy fleet and the Durenor is sinking fast.
-If you do not have a Backpack, remember that you cannot carry this Meal of Laumspur and must consume it immediately or abandon it.
@@ -1867,7 +1937,7 @@ To do:Laumspur is a delicious herb, much sought after in the Lastlands for its healing properties. You have picked enough for one Meal. Eating this meal will restore 3
Laumspur is a delicious herb, much sought after in the Lastlands for its healing properties. You have picked enough for one Meal. Eating this meal will restore 3
Unfortunately for you, the rope has been nearly cut in two by a sword blow, and it is likely to snap under your weight.
Pick a number from the Random Number Table to see if the rope and your luck holds.
-The Magic Spear is a weapon-like Special Item. Remember that you only get a Weaponskill bonus in this fight against the Helghast if you have Weaponskill with Spear. Depending on your interpretation of the rules, you may also be restricted from using a Shield, as a Spear is considered to be two-handed.
@@ -1903,8 +1973,8 @@ To do:The carved spear is made of metal, yet it feels as light as if it were made of wood. You notice the shaft is covered in runes and magic emblems. As you carefully pull it from the man's chest, he gives a long sigh of relief. You are about to examine his wound, when you feel a searing pain shoot through your head. It is so strong and painful that you collapse to the ground. You lose 2
You are amazed to see the man jump to his feet, and then horrified to see the dreadful change that comes over him. The skin of his face appears to writhe and change colour, growing darker and shrinking as it decays on his skull. His eyes burn with a bright red glow and long fangs protrude from his bottom jaw. You choke with fear as you realize it is a Helghast, a nightmarish agent of the Darklords. It is attacking you with its powerful Mindforce. If you do not have the Kai Discipline of Mindshield, you will lose 2
The carved spear is made of metal, yet it feels as light as if it were made of wood. You notice the shaft is covered in runes and magic emblems. As you carefully pull it from the man
You are amazed to see the man jump to his feet, and then horrified to see the dreadful change that comes over him. The skin of his face appears to writhe and change colour, growing darker and shrinking as it decays on his skull. His eyes burn with a bright red glow and long fangs protrude from his bottom jaw. You choke with fear as you realize it is a Helghast, a nightmarish agent of the Darklords. It is attacking you with its powerful Mindforce. If you do not have the Kai Discipline of Mindshield, you will lose 2
You cannot evade this creature and you must fight it to the death.
If you win the combat, you can keep the Spear. Mark it on your Action Chart under the Special Items section as a Magic Spear.
The captain orders his crew to go alongside. As they board the trader, you are shocked by the sight that awaits you. Dead sailors cover the deck, many pierced by arrows. It seems they must have put up a desperate fight to defend their cargo, but not a trace of it remains in any of the ship's holds. Below deck, you discover the captain in his cabin. He is very badly wounded and near to death.
+The captain orders his crew to go alongside. As they board the trader, you are shocked by the sight that awaits you. Dead sailors cover the deck, many pierced by arrows. It seems they must have put up a desperate fight to defend their cargo, but not a trace of it remains in any of the ship
One of the wheels jams in a deep rut and three of the large wooden spokes are shattered. You are forced to stop and replace the wheel before you can continue to Port Bax. You volunteer to help the driver by levering the coach axle with a small tree trunk, so that the spare wheel can be slid into position.
-You are pushing down on the stout branch with all your strength, when the horses suddenly rear up and race forward. The trunk springs back and catches you square in the face, knocking you backwards to the ground. You are stunned and you lose 2 No accident&ellips; I saw &emdash;
You are pushing down on the stout branch with all your strength, when the horses suddenly rear up and race forward. The trunk springs back and catches you square in the face, knocking you backwards to the ground. You are stunned and you lose 2 No accident
Suddenly, you are aware of the beating of wings directly above you. You are shocked to see a Kraan hovering above, trying to grab at you with its sharp claws. Its hooked talons catch your cloak and suddenly you are snatched up into the air. But it is to be a short flight. You draw the Sommerswerd and sink it into the soft belly of the creature. With a shriek of agony, it releases its grip and you fall. You pray that luck will be on your side and that you will land safely.
The guards reluctantly lower their weapons and allow you to cross the bridge. As you slip past, they stare at you and whisper to each other. Once you are safely across the Rymerift, you quickly hurry on your way in case they change their minds and arrest you. After nearly an hour of walking along the forest road, you arrive at a junction where a signpost points to the east.
-You smile and set off eastwards. You should be there in just under an hour.
You suddenly remember what he said about the shop with the orange door. It is the headquarters of the Silent Brotherhood, Lachlan's notorious secret police. To enter here would be more perilous than entering a roomful of Drakkarim!
+You suddenly remember what he said about the shop with the orange door. It is the headquarters of the Silent Brotherhood, Lachlan
You quickly turn away from the orange door and hurry northwards.
It is likely that the information provided here is a combination of the information given to you previously by Banedon and the Kai Discipline of Sixth Sense, both of which you must have in order to receive the Crystal Star Pendant.
@@ -1993,7 +2063,7 @@ To do:He is Vonotar the Traitor, renegade wizard from the magician's guild of Toran. He is a master of the black arts and now possesses great power which the Darklords themselves have given him. It was his agents who tried to assassinate you during your quest, and it is he who commands the death-hulk fleet. Destroy Vonotar and you will destroy the evil force that gives power to the death-hulks and their crews.
+He is Vonotar the Traitor, renegade wizard from the Magicians
You have walked for over three hours along this lonely coast road when night starts to fall. The land is flat and barren, and you have seen no sign of life here at all. You finally decide to rest beneath the branches of a large tree standing close to the highway. Making a pillow of your backpack, you pull your warm Kai cloak around yourself and drift off into a deep sleep.
Pick a number from the Random Number Table.
-Neither Discipline literally gives you the ability to see through clay. Rather, Sixth Sense intuitively clues you into the marble's location and Mind Over Matter allows you to see the marble in your mind's eye in the process of moving it telekinetically.
+Neither Discipline literally gives you the ability to see through clay. Rather, Sixth Sense intuitively clues you into the marble
Using your Kai Discipline, you can tell which cup hides the marble, for to you, the clay is as transparent as glass itself.
+Using your Kai Discipline, you can tell which cup hides the marble, for to you, the clay is as transparent as glass itself.
Pick a number from the Random Number Table and add 5 to it. This equals the number of Gold Crowns that you win before the rogue suspects something is wrong and ends the game.
With gold in your purse once more, you return to the bar and hand over 1 Gold Crown for a room.
It is a large passenger wagon similar to those used by highway travellers of Sommerlund. The driver pulls the horses to a halt and stares at you from under the wide brim of his hat. You ask where he's bound for.
-We're bound for Ragadorn&emdash;due there by noon today. A seat will cost you 3 Gold Crowns, but you can ride on, the roof for only one.
It is a large passenger wagon similar to those used by highway travellers of Sommerlund. The driver pulls the horses to a halt and stares at you from under the wide brim of his hat. You ask where he
We
You have been walking for half an hour when you see a strange creature on top of a wagon in the road ahead. It is two feet high and resembles an overgrown marsh rat. You assume it is some sort of tunnel dwelling rodent until you notice that it is wearing a splendid jacket of patched leather and carrying what appears to be a spear. As you get nearer, it suddenly turns to face you. Its whiskered nose is sniffing the air and its bright black eyes are peering into the gloom. It sees you and scampers off into the darkness of a smaller tunnel to your left.
Luck is with you, for you land safely on the deck of the Kalkarm, a Durenese warship. The soldiers here have been involved in a desperate battle but have fought off the enemy and are cutting the grappling ropes that hold the ship to a death-hulk. From out of the smoke strides Lord Axim, his face bloodied and his shield badly scarred.
-Thank the gods you are alive, Lone Wolf. The fight has been bitter and our losses are high, but I am heartened indeed to see you standing before me now,
he says and leads you to the ship's rail. Look yonder, their flagship is ablaze.
Thank the gods you are alive, Lone Wolf. The fight has been bitter and our losses are high, but I am heartened indeed to see you standing before me now,
he says and leads you to the shipLook yonder, their flagship is ablaze.
Through the fog of war you can see that the huge death-hulk is slowly sinking beneath a plume of dense black smoke. The Kalkarm is eventually freed and slowly it manoeuvres out of the tangle of wreckage. A wind begins to stir, filling its tattered sails and carrying away the smoke of battle. Lord Axim orders the Royal Arms of Durenor to be hoist aloft so that other ships can rally to the Kalkarm. For the first time since the battle began, you can now see the other Durenese ships. It is an amazing sight for as the enemy flagship sinks beneath the waves, so every death-hulk on the horizon returns to its watery grave.
Their sorcery is broken. We have won this battle,
says Lord Axim. And within a few minutes, not one of the death-hulks remains afloat.
This street follows the city wall northwards. On your right you notice a shop with a bright orange door. Unlike all of the other shops in this street, it bears no sign above it. You suddenly remember the tales of a Kai lord who returned from a visit to Ragadorn about a year ago. He mentioned this orange door in one of his many stories.
+This street follows the city wall northwards. On your right you notice a shop with a bright orange door. Unlike all of the other shops in this street, it bears no sign above it. You suddenly remember the tales of a Kai Lord who returned from a visit to Ragadorn about a year ago. He mentioned this orange door in one of his many stories.
If not, pick a number from the Random Number Table.
-A strange power is coursing through your body. Instinctively you raise the blade above your head and a shaft of sunlight suddenly catches the edge of the sword and floods the King's chamber with a blinding white glow.
-But almost immediately the light starts to fade and you are aware of Lord Axim's hand upon your shoulder. Come, Lone Wolf. There is much to prepare for your return to Sommerlund.
You sheathe the Sommerswerd in its jewelled scabbard and follow Lord Axim as he turns and leaves the King's chamber.
+A strange power is coursing through your body. Instinctively you raise the blade above your head and a shaft of sunlight suddenly catches the edge of the sword and floods the King
But almost immediately the light starts to fade and you are aware of Lord AximCome, Lone Wolf. There is much to prepare for your return to Sommerlund.
You sheathe the Sommerswerd in its jewelled scabbard and follow Lord Axim as he turns and leaves the King
The man pulls a hidden bell-rope, and suddenly four armed guards burst into the room.
-These documents are forgeries. No doubt you are a spy, or worse perhaps? No matter, you'll soon find out how we deal with criminals in Port Bax. Take him away.
Before you can explain, you are seized by both arms and marched away to the city jail. All your equipment is confiscated, including all Special Items and Weapons, and you are thrown into a cell full of evil-looking villains. You notice that several of these ruffians bear the strange tattoo of a serpent on their left wrist: the sign of Vonotar the Traitor. By the time the guards have examined your possessions and realized your true identity, you have been strangled to death by the wizard's evil agents.
+These documents are forgeries. No doubt you are a spy, or worse perhaps? No matter, you
Before you can explain, you are seized by both arms and marched away to the city gaol. All your equipment is confiscated, including all Special Items and Weapons, and you are thrown into a cell full of evil-looking villains. You notice that several of these ruffians bear the strange tattoo of a serpent on their left wrist: the sign of Vonotar the Traitor. By the time the guards have examined your possessions and realized your true identity, you have been strangled to death by the wizard
It has been six days since you left Holmgard, and you must eat a Meal here or lose 3
You pass several narrow warehouses lining the waterfront, and reach the harbour wall. Here the road bears sharply to the right into Tomb Street.
Marching along the centre of this street are four heavily armed city guards. Rather than be stopped and possibly arrested by these soldiers, you dodge into an alleyway off to your right. The guards suddenly halt opposite the alley entrance. If one of them should turn his head, you will be spotted for sure. Behind you is a small window, leading into a crowded tavern.
-Without a second's hesitation, you climb through the window as quickly as possible.
+Without a second
You ask them what they want of you. In answer, they simultaneously produce long, curved daggers from inside their jackets. Their leader steps forward and demands your gold. As you hesitate, he shouts, Take 'im!
and all three attack you.
You ask them what they want of you. In answer, they simultaneously produce long, curved daggers from inside their jackets. Their leader steps forward and demands your gold. As you hesitate, he shouts, Take
and all three attack you.
Deduct 4 points from your
Looking directly into the sailor's eyes, you concentrate your Mindblast at his open hand. Suddenly the man falls backwards from his chair, clutching his hand as if he had just picked up a red-hot coal. When you explain what has happened to him, he looks at you in amazement.
+Looking directly into the sailor
Both guards stare at the Seal in awe. The legend of the Seal of Hammerdal is well known to all the people of Durenor. It is said that of all the lost treasures of Durenor, the Seal of Hammerdal is the one they would not wish returned. The anxious faces of the two guards show they clearly realize its significance.
One of the guards escorts you across the Rymerift and along a forest road that eventually ends at a junction. A signpost points to the east.
-I must leave you now and return to the Rymerift. I fear that war will soon cast its black shadow upon this land and I shall be needed at the border. Godspeed to you Sommlending, godspeed.
You watch for a few minutes as the soldier returns along the forest track before you set off eastwards. You should arrive in Port Bax within the hour.
As the mast smashes into the deck, a splintered beam hits your head and you are knocked overboard. Gasping for air, you fight your way to the surface and catch hold of a hatch cover. You are half-stunned. You lose 2
You pull yourself on to this makeshift raft and cling to it with all your strength. If you are wearing a Chainmail Waistcoat, you must discard it now or otherwise you will be drowned for sure.
+You pull yourself onto this makeshift raft and cling to it with all your strength. If you are wearing a Chainmail Waistcoat, you must discard it now or otherwise you will be drowned for sure.
You feel dizzy and sick. As the heaving sea buffets you relentlessly, you gradually slip into unconsciousness. When you awake many hours later, the storm has passed. By the position of the sun, you judge it to be late afternoon. In the distance you can see a small fishing boat and beyond it, on the horizon, land. The only trace of the Green Sceptre is the hatch cover on which you now sit.
You head south and follow the quayside until you come to a junction where the street heads off towards the east. Most of the shops in this street are still closed except for one to your right. There is a sign above the door.
-Yooze notta Dureneeze man-man, eh? Whereza yooze come za from, eh?
questions Gashgiss, in his strange Noodnic accent.
You tell him that you are a Sommlending on your way to Hammerdal. He looks at you nervously, then asks, Yooze notta Blackscreamerz, eh?
You realize that the Blackscreamerz
that Gashgiss refers to are Helghast. You learn that two of them arrived in Tarnalin over two hours ago, and caused quite a panic in the main tunnel. Gashgiss knows where they are lying in ambush, waiting for you to appear.
Iza show yooze z'way past zem, eh?
he offers. You nod your agreement and follow him down the steps of the platform, to the hall below.
Iza show yooze z
he offers. You nod your agreement and follow him down the steps of the platform, to the hall below.
The Noodnics seem to have overcome their shock and react to you now as if you were one of them. Before you leave, a pretty female Noodnic offers you some food for your journey ahead. There is enough for two Meals. You thank her for her generosity and then follow Gashgiss along one of the many passages leading out of the cavern. After an hour of trekking through the dark, he stops and points towards a shaft of light that is pouring through a crevice in the far distance. Yooze goez left, yooze be zafe,
he says.
You thank Gashgiss for his help and silently thank your Kai masters who taught you the skill of Animal Kinship. The many years of instruction have probably saved your life. You squeeze through a fissure in the rock wall and drop three feet to the pathway below. You are thinking how kind the Noodnics were when you discover that they have stolen all your gold! You will have to mark this on your Action Chart.
Due to the loss of
You are becoming weaker and weaker. After what seems an eternity of painful struggle you find the Laumspur and force yourself to swallow the dry leaves. Within seconds you are violently sick, after which you drift off into a restless sleep.
-It is nearly an hour before you awake and you still feel dreadfully ill. Deduct 5
It is nearly an hour before you awake and you still feel dreadfully ill. Deduct 5
As you slowly regain your strength, the shock of what has happened soon turns to anger. You grab your equipment and stagger out of the room, intent on confronting your would-be assassin.
You were right. The cloud is made of huge Zlanbeast and many Kraan, a smaller species but one that is just as deadly. Hanging below their black bellies are nets full of Giaks. As the Zlanbeast descend on the Green Sceptre, a net of shrieking Giaks crashes on to the deck behind you. Some are crushed in the fall, but many more have survived and waste no time attacking you. You must fight them as one enemy.
+You were right. The cloud is made of huge Zlanbeast and many Kraan, a smaller species but one that is just as deadly. Hanging below their black bellies are nets full of Giaks. As the Zlanbeast descend on the Green Sceptre, a net of shrieking Giaks crashes onto the deck behind you. Some are crushed in the fall, but many more have survived and waste no time attacking you. You must fight them as one enemy.
You wrap yourself in your Kai cloak and raise the hood. The driver shouts and whips the horses and soon you are on your way along the tree-lined coast road to Ragadorn. During the journey, you talk to the driver and learn some useful things about the seaport of Ragadorn.
Ever since Killean the Overlord died three years ago, Ragadorn has been ruled (or misruled according to the driver) by his son, Lachlan. It seems that he and his men are nothing more than pirates. They tax the people heavily, and murder all who oppose them.
You are hungry and during the coach ride, you must eat a Meal or lose 3
At last, in the distance, you can just make out the city wall of Ragadorn. A bell is tolling&emdash;it rings twelve times. Eventually the coach passes through the west gate of the wall and pulls to a halt.
-If you want to get to Durenor, you can catch a coach from the stable at the east gate. Best hurry mind, it leaves at one o'clock,
the driver tells you.
At last, in the distance, you can just make out the city wall of Ragadorn. A bell is tolling
If you want to get to Durenor, you can catch a coach from the stable at the east gate. Best hurry mind, it leaves at one o
the driver tells you.
You thank the driver for the advice and jump to the cobblestones below. For the first time, you suddenly notice the awful stench of this dirty seaport. A rusty sign nailed to a rot-infested house says Welcome to Ragadorn
.
You ride all night without sleep. As the dawn breaks, you are greeted by a startling change of landscape. The barren Wildlands have given way to moors and waterlogged fens. And a dark shadow runs the length of the eastern horizon for as far as the eye can see. This is the Durenor forest, the natural frontier of the mountain kingdom where it borders the untamed Wildlands. It is indeed a welcome sight.
-You are no more than a day's ride from Port Bax, but you are tired after your night ride and you must eat a Meal or lose 3
After an hour's ride you come to a fork in the road. There is no signpost.
+You ride all night without sleep. As the dawn breaks, you are greeted by a startling change of landscape. The barren Wildlands have given way to moors and waterlogged fens. And a dark shadow runs the length of the eastern horizon for as far as the eye can see. This is the Durenor forest, the natural frontier of the mountain kingdom where it borders the untamed Wildlands. It is indeed a welcome sight.
You are no more than a day
After an hour
Using your skill to mimic the gruff Ragadornian accent, you bluff the guard, saying that there is a fight in Tomb Square. You say that the city watch have been overpowered, and that he is needed at once.
To see if your bluff has been successful, pick a number from the Random Number Table.
-You are to sail back to Holmgard aboard the flagship Durenor, a warship whose great curving prow and tall masts emphasize its sheer power and strength. You and Lord Axim are taken aboard and welcomed by Admiral Calfen, commander of the fleet, and then the fleet prepares to set sail.
In less than an hour, the harbour lies far behind you. The domes of Port Bax are now merely dots on the horizon.
Pick a number from the Random Number Table.
-The crew's quarters are cramped and stifling. But despite a lack of space and a poor evening meal (so poor in fact that you lose 2
The crew
After supper, they invite you to play Portholes
with them, and wager a little gold on the fall of the dice.
After travelling a mile along the left track, you arrive at a long stone bridge. At first glance, the river that it crosses seems to be swollen and in danger of flooding the banks. Then you realize that this is the Rymerift. The waters of the Rymerift are two miles across at the widest point and over a mile deep for most of its length. Here, the land has slipped away and a natural gap has appeared separating Durenor from the rest of Magnamund.
There is a signpost at the entrance to the stone bridge.
-You breathe a sigh of relief, for you are on the correct path and should be in the city within the hour.
The driver becomes very angry and shouts, There's a long walk ahead of you, stranger,
as he slams the door in your face. You cannot afford to buy a room for the night, so you decide to bed down with the horses in the stable next door.
The driver becomes very angry and shouts, There
as he slams the door in your face. You cannot afford to buy a room for the night, so you decide to bed down with the horses in the stable next door.
Captain Kelman has instructed me to take you to the Green Sceptre, but only if I am sure that you are the Kai Lord they call Lone Wolf. Can you prove your identity?
You decide you must show your mastery of one of your Kai Disciplines.
We've a full sail and a sharp prow. There's not a warship on the northern seas that'll catch the Green Sceptre,
said the captain.
He is proved right, for the pirate ship soon disappears over the horizon. Twenty-five years at sea and I've never known the Lakuri pirates to venture this far north to raid,
he said, stroking his beard thoughtfully. They must be after a valuable cargo to sail so far from their tropical islands.
We
said the captain.
He is proved right, for the pirate ship soon disappears over the horizon. Twenty-five years at sea and I
he said, stroking his beard thoughtfully. They must be after a valuable cargo to sail so far from their tropical islands.
As the captain descends below deck to his cabin, you get an uneasy feeling that the valuable cargo may be you.
You make your way up a flight of stairs and on to the crowded deck. Fierce battle rages all around you as the Durenese fleet is engulfed by the rush of ghostly death-hulks. Suddenly a flash of searing flame shoots from a tower at the rear of the death-hulk you are on, and explodes into the side of a Durenese warship less than fifty yards away. You watch with horror as soldiers leap from the deck, their clothes and hair in flames.
+You make your way up a flight of stairs and onto the crowded deck. Fierce battle rages all around you as the Durenese fleet is engulfed by the rush of ghostly death-hulks. Suddenly a flash of searing flame shoots from a tower at the rear of the death-hulk you are on, and explodes into the side of a Durenese warship less than fifty yards away. You watch with horror as soldiers leap from the deck, their clothes and hair in flames.
Slowly, one by one, the other travellers appear and stare in shock at the dead coachman. We must bury him,
says the priest.
You silently nod your agreement and prepare a grave in which to lay the corpse. As you all walk back to the coach, you discuss what should be done.
I know the road to Port Bax. I had better drive the coach,
volunteers Halvorc.
I do hope we're not blamed for his death,
says the priest nervously.
I do hope we
says the priest nervously.
It was an act of the gods,
says Dorier.
I shall testify to that,
says Ganon. Lies are never spoken by Knights of the White Mountain.
It is true that in Durenor, a true knight will speak only the truth whether for his own good or ill. His words seem to reassure the priest and you are all soon once more on the road heading towards the eastern horizon. It is late in the afternoon when you arrive at a coach station in a small coastal village known as Gorn Cove, which is mainly populated by outcasts, thieves and Szalls.
-The death of the coachman is met by the villagers, with great suspicion, but Dorier's words convince them that it was accidental.
+The death of the coachman is met by the villagers, with great suspicion, but Dorier
There is only one inn at the village, a tavern known as the Forlorn Hope. Its state of disrepair is typical of all the other hovels in this poor sea village. A room for the night costs 1 Gold Crown.
You leave the gaming-house and walk dejectedly back towards the coach station. In the distance you can see the east gate of the city. Waiting below it is the coach to Durenor. You must get to Port Bax&emdash;the future of Sommerlund depends on it. You slip past the guard and board the coach without him seeing you enter. As the departure time gets nearer, five other passengers climb into the coach and seat themselves around you. The guard slams the door and you begin your journey to Port Bax.
+You leave the gaming-house and walk dejectedly back towards the coach station. In the distance you can see the east gate of the city. Waiting below it is the coach to Durenor. You must get to Port Bax
Pick a number from the Random Number Table.
-The guard looks at your white card and sneers, This is a merchant's pass. It's of no use to you here. You must have a red pass to gain access to the naval quadrant.
He flicks the card back at you and returns to his post at the gate.
The guard looks at your white card and sneers, This is a merchant
He flicks the card back at you and returns to his post at the gate.
Then, by chance, you notice a small boy steal a money pouch from the belt of a merchant, and slip it into his boot.
The knight steps towards you and says, I've yet to meet a peasant who could afford to buy his own horse. You are not a peasant, but I'd wager you to be a thief.
The knight steps towards you and says, I
With a flick of his broadsword, he unhorses you and heavily you fall to the ground. Instinctively, you draw your weapon in self-defence as the knight attacks you.
It seems our bird has flown,
says the captain, pointing to a longboat moving swiftly towards another ship on the horizon. She flies no flag, and her hull is of a strange shape. I've ne'er before seen the like.
It seems our bird has flown,
says the captain, pointing to a longboat moving swiftly towards another ship on the horizon. She flies no flag, and her hull is of a strange shape. I
You watch as the longboat reaches the mysterious ship. As if by magic a sea fog appears from nowhere and engulfs the vessel. Moments later, both the ship and the fog have disappeared.
Pick a number from the Random Number Table.
-For three days and nights, you have ridden along the highway as it follows its route up the river valley of the Durenon. In the distance are the peaks of the Hammerdal mountains, one of the highest ranges in all Magnamund. The capital lies at the very centre of those mountains.
+For three days and nights, you have ridden along the highway as it follows its route up the river valley of the Durenon. In the distance are the peaks of the Hammerdal Mountains, one of the highest ranges in all Magnamund. The capital lies at the very centre of those mountains.
It is now the morning of the fourteenth day of your quest. You have made camp near a waterfall where the fast-flowing Durenon drops over 120 feet. You are about to leave, when a group of six hooded riders appears on the forest highway above, blocking your exit from the camp.
-Lord-lieutenant Rhygar demands that they let you pass, adding that you bear a royal dispatch. In Durenor, it is a treasonable offence to hinder a King's messenger, but unfortunately, the cloaked riders do not seem impressed by his warning, and they remain where they are.
+Lord-lieutenant Rhygar demands that they let you pass, adding that you bear a royal dispatch. In Durenor, it is a treasonable offence to hinder a King
If you do not care for reason, perhaps our swords will turn your tails,
says Rhygar. He draws his sword, and orders his men to attack.
Although the delicious smell of the food is making your mouth water, you suspect that something is very wrong. You set the tray down by the door. Your hunger has made you tired, and you decide to take a short nap before meeting the others in the bar.
-When you awake, you see the bodies of two dead rats lying beside the food tray&emdash;they have been poisoned. The shock soon turns to anger when you realize that the poison was in the food intended for you.
+When you awake, you see the bodies of two dead rats lying beside the food tray
You grab your equipment and leave the room, intent on discovering your would-be assassin.
Using your Kai Discipline of Camouflage, you can hide undetected in the hay-cart until it is safe to come out.
This street seems dirtier and smellier than the one you have just been down. The cluttered window of a shop to your left catches your attention. In the window are many useful Items, all of which bear a price tag.
You may enter and purchase any of the above Items. Remember to mark them on your Action Chart. When you have completed your purchases, you continue your way along Sage Street, towards the Ragadorn Bridge. This bridge is the only connection between the east and west sides of the port and you push your way through the crowds of people and carts. You find yourself in a rubbish-strewn thoroughfare known as East Trade Lane.
You must find shelter for the night or you will risk being arrested by the city guard. Your Kai sense tells you that the best course of action is to return to the tavern and ask the innkeeper for a room. Refreshed by a comfortable night's sleep, you can then make plans to reach Durenor first thing in the morning.
-You must find shelter for the night or you will risk being arrested by the city guard. Your Kai sense tells you that the best course of action is to return to the tavern and ask the innkeeper for a room. Refreshed by a comfortable night
The forest drops away steeply at the edge of your campsite, and in your haste you trip and fall headlong through the trees.
Pick a number from the Random Number Table.
-As the Drakkar dies at your feet, the pirates falter at the sight of such a powerful warrior floored, and then flee to their sinking ship. Captain Kelman rallies his crew and leads them against the retreating enemy, driving them into the water with the fury of the attack.
The Green Sceptre pulls free of the pirate ship, which keels heavily to starboard.
-Our thanks, Kai lord.
The captain grasps your hand. We are proud and thankful to have you with us.
A cheer resounds along the deck, and the crew voice their praise.
Our thanks, Kai Lord.
The captain grasps your hand. We are proud and thankful to have you with us.
A cheer resounds along the deck, and the crew voice their praise.
You help tend the wounded whilst repairs are carried out to the damaged prow. Within the hour, the wind fills the sails and you are back on course for Durenor once more.
You are standing opposite a large building with a sign on the wall:
A green-clad coachman is sitting next to a notice board that reads, Port Bax&emdash;Journey Time&emdash;7 Days
.
A green-clad coachman is sitting next to a notice board that reads, Port Bax
.
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.
-You adjust your equipment and set off towards the east.
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 +3088,7 @@ To do: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 moment
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.
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.
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.
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.
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 King
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.
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.
-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 other
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 following descriptions are of the illustration that originally appeared in the print editions:
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.]
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.
-As you climb the stone steps, you are recognized by the Sommlending guards on duty at the main door. They disappear inside and quickly return in the company of a tall grey-haired official. His anguished expression suddenly changes to a smile of joy as he beholds your ragged Kai cloak and tunic.
Hope beyond hope! Thank the gods that you live, Kai Lord. The scant news that has reached us from the west has caused us great alarm.
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
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 can
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.
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 captain
Men, we
The crew seem pleased by the captain
Then the captain turns to you. We
As you return to your cabin, the KingForty days, Lone Wolf. We only have strength to stand against them for forty days.
You do not have long to complete your dangerous mission.
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.
-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. You
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. You
You thank the old man and leave the city hall.
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, Lachlan
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.
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
This black mood that haunts our decks is the evil work of the Darklords. I know of their power to turn a man
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.
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 I
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
The charm is lucky indeed
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.
This was no accidental fire,
he says solemnly. This was an act of sabotage. The forward hold is a food store yet I find this oil jug and these soaked rags upon the floor. Someone on this ship is prepared to risk his life to stop us reaching Durenor.
You both stare at the burnt rags as if they hold the answer to your questions. Suddenly a cry from up on deck breaks the silence.
@@ -3393,10 +3485,10 @@ To do: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 guard
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
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.
-You breathe a sigh of relief for you should arrive there in under an hour.
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 crow
Land off the port bow! Land a
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.
That
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!
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 y
The big man shakes his head and pours another round of ale for the drunken sailors.
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.
As you walk towards the junction at the end of the street, you are assailed from all sides with pleas for gold.
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.
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.
We
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.
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 Helghast
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
It is an undead creature, so remember to double all
Opposite the coach station is a narrow street leading to a gaming-house with a sign outside.
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 0
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 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).
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 man
On the afternoon of the fourth day, you are talking with an injured sailor up on deck when you smell smoke seeping from the hold.
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.
You
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.
The Sommerswerd is a weapon-like Special Item. The +10
The Sommerswerd is a weapon-like Special Item. The +10
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
When you use the sword in combat it will add 8 points to your
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.
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.
During the course of the afternoon's journey, you chat with your fellow travellers and learn about their backgrounds.
+During the course of the afternoon
Sitting opposite are two brothers named Ganon and Dorier. They are knights in the Order of the White Mountain, warrior lords of Durenor who have pledged allegiance to protect the country from raids by the bandits of the Wildlands. They own a castle and land near Port Bax. Next to them sits Halvorc the merchant. His nose is swollen and his face is badly bruised thanks to Lachlan, the Overlord of Ragadorn. A little misunderstanding about port taxes lost him his cargo and most of his gold. Seated by the far door is a priest called Parsion. Like you, he is a Sommlending who has journeyed across the Wildlands by coach on his way to Port Bax. Beside you sits a young woman called Viveka. She is a mercenary adventuress who earns her gold by fighting for it, and sells her services to the highest bidder. She is returning to Port Bax having collected payment for a successful adventure in Ragadorn.
Not wishing to reveal your true identity, you have pretended to be a simple peasant. The travellers seem unaware of the war that now rages in Sommerlund.
@@ -3760,7 +3858,7 @@ 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 merchant
If you are to get past this border guard alive, you will have to come up with an alternative plan.
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.
-Certain this is the right direction, you walk confidently along the tree-lined avenue.
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.
-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 Potion
If you wish to take any of these items, mark them on your Action Chart.
+If you wish to take any of these items,
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.
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 snake
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:
As you surface, you see that battle now rages all around you and the sea is choked with the bodies of the dead and drowning. You manage to swim thirty yards and scramble over the rail of a Durenese warship. Here, a bitter struggle is being waged against a long death-hulk that has grappled alongside. The zombies have clambered aboard and are slaughtering the terror-struck Durenese soldiers.
You are indeed a Kai lord,
says the sailor, but the astonishment on his face quickly changes to an unpleasant sneer.
You are indeed a Kai Lord,
says the sailor, but the astonishment on his face quickly changes to an unpleasant sneer.
Or should I say you were!
As he speaks, a door crashes open behind you and you turn to see three harbour thugs advancing towards you. Each is armed with a scimitar and you have no choice but to fight all three as one enemy.
You are about to strike when your assailant shouts, I am Ronan, my lord. I mean you no harm.
You manage to divert your blow at the last moment and your weapon smashes the back of a wooden chair. The beads of sweat that have broken out on the sailor's face appear to confirm that he speaks the truth.
+You manage to divert your blow at the last moment and your weapon smashes the back of a wooden chair. The beads of sweat that have broken out on the sailor
As you face the sailor across the table, bets are made throughout the tavern.
As Rhygar and his men gallop nearer to the riders, one of the cloaked horsemen draws a black staff from beneath his robes. A fierce blue flame shoots from its tip and explodes beneath Rhygar's horse, sending him head over heels into the dense undergrowth. Rhygar's men furiously attack with their swords. Their sharp blades slice clean through their enemies' cloaks and bodies, and then you realize that they are having no effect. For these are Helghast, fell captains of the Darklords. They have the ability to adopt human form but they are invulnerable to normal weapons. The cloaked staff-bearer gives a hideous laugh that tears at your mind. He is using a very powerful Mindblast against you. You know you are outnumbered by a superior enemy and you must act quickly if you are to survive this ambush at all.
+As Rhygar and his men gallop nearer to the riders, one of the cloaked horsemen draws a black staff from beneath his robes. A fierce blue flame shoots from its tip and explodes beneath Rhygar
You desperately wave your Kai cloak above your head until you are near to exhaustion.
Pick a number from the Random Number Table to see if your effort has been rewarded.
-You recognize the creature to be a Noodnic, an intelligent but mischievous mountain-dwelling native of Durenor. The Noodnics inhabit a maze of smaller shafts and fissures that honeycomb the Hammerdal mountains, and live off whatever they can steal from the merchant caravans that travel the Tarnalin. It occurs to you that if you can catch the Noodnic, you may be able to learn if the Helghast are hiding within the tunnel.
+You recognize the creature to be a Noodnic, an intelligent but mischievous mountain-dwelling native of Durenor. The Noodnics inhabit a maze of smaller shafts and fissures that honeycomb the Hammerdal Mountains, and live off whatever they can steal from the merchant caravans that travel the Tarnalin. It occurs to you that if you can catch the Noodnic, you may be able to learn if the Helghast are hiding within the tunnel.
You sleep deeply without being disturbed before rising at dawn, gathering your equipment and joining the others as they board the coach.
For two days and nights, the coach follows the trade route across the flat, treeless Wildlands. It stops only to allow the driver to sleep. But on the morning of the ninth day of your quest, there is an unfortunate accident.
Pick a number from the Random Number Table.
-Cautiously, the soldiers surround you and take your Weapons and Backpack. The knight steps forward and raises the visor of his helm.
+Cautiously, the soldiers surround you and take your Weapons and Backpack.
Who are you? What is your purpose in Tarnalin?
he demands in a gruff voice.
You tell him that you are a Kai Lord from Sommerlund on an urgent mission to King Alin. He seems unconvinced by your words until you show him the Seal of Hammerdal. Then, without hesitation, he orders his men to return your belongings and ushers you through the wall of wagons. Beyond, you can see a horse-drawn carriage waiting in the centre of the crowded tunnel.
Back to Hammerdal without delay,
he orders the driver, and you are thrown back in your seat as the coach moves off at breakneck speed.
You soon learn that the knight is Lord Axim of Ryme, commander of King Alin's personal bodyguard. He was on his way to Port Bax when the Helghast entered Tarnalin. He and ten soldiers were the only ones to survive a deadly encounter with these evil creatures.
+You soon learn that the knight is Lord Axim of Ryme, commander of King Alin
During your ride through the Tarnalin, you must eat a Meal or lose 3
You feel the snake's fangs catch in the arm of your tunic, but that is all. You are lucky that the only damage done was to your clothing. As the serpent disappears into the long grass, you quickly climb the tree and spend the rest of the night safely above the ground.
+You feel the snake
You are welcomed by an old woman dressed from head to toe in white. She smiles and offers you a delicious cup of jala. Your experience of Ragadorn so far makes you suspicious of the dark liquid and you politely refuse her offer. As you push the steaming mug away, she notices the seal on your finger.
+You are welcomed by an old woman dressed from head to toe in white. She smiles and offers you a delicious cup of jala. Your experience of Ragadorn so far makes you suspicious of the dark liquid and you politely refuse her offer. As you push the steaming mug away, she notices the Seal on your finger.
What a magnificent ring! Is it for sale?
she asks, her eyes lighting up with excitement. You tell her firmly that it is not but she will not accept your refusal. She offers you any choice of the hundreds of potions that fill the glass cabinets behind her counter. As you turn to leave, she offers you 40 Gold Crowns.
A creature, much larger than the others and dressed in a magnificent robe of patchwork silk, screams an order in their strange language. All of the furry creatures arm themselves with spears and swords that look as if they have been crafted from broken wagon spokes and broom handles. With a strange battle-cry that sounds like Gashgiss&emdash;Nashgiss
, they charge towards you. Your curiosity soon gives way to the realization that you must evade them or be trampled to by the sheer weight of their numbers.
A creature, much larger than the others and dressed in a magnificent robe of patchwork silk, screams an order in their strange language. All of the furry creatures arm themselves with spears and swords that look as if they have been crafted from broken wagon spokes and broom handles. With a strange battle-cry that sounds like Gashgiss
, they charge towards you. Your curiosity soon gives way to the realization that you must evade them or be trampled to by the sheer weight of their numbers.
You turn and sprint along the narrow corridor until their angry cries begin to fade. You reach the entrance to where the passage connects with the main tunnel, and continue your journey from there.
For six hours you run without rest. The Helghast are on the highway and you are forced to make your way through the steep and wooded foothills to avoid the risk of capture. Many times you feel that you just cannot go on, that the pain and the fatigue are too much to bear. But each time you falter, you are spurred on by Rhygar. You marvel at his endurance, for he is not a young man and he is clothed in the heavy armour of a Sommlending knight.
-By nightfall, you have reached the entrance to Tarnalin, the western tunnel through the Hammerdal mountains. The three tunnels of Durenor were excavated during the age of the Black Moon, and each tunnel is over forty miles long and passes through the huge circle of the Hammerdal range to the capital. The tunnels provide the only access to the city.
-Rhygar sits beside you and takes some bread and meat from his pack. Eat this, Lone Wolf. You must sustain your strength for the journey to Hammerdal, for from here you must venture alone through the Tarnalin. I shall remain here and hold the enemy back for as long as I have the strength to fight. Do not argue&emdash;that your mission should succeed is the only thing that matters.
If Rhygar is to hold off the Helghast, he will need a magic weapon as his own sword is of no use against the creatures.
+By nightfall, you have reached the entrance to Tarnalin, the western tunnel through the Hammerdal Mountains. The three tunnels of Durenor were excavated during the age of the Black Moon, and each tunnel is over forty miles long and passes through the huge circle of the Hammerdal range to the capital. The tunnels provide the only access to the city.
+Rhygar sits beside you and takes some bread and meat from his pack. Eat this, Lone Wolf. You must sustain your strength for the journey to Hammerdal, for from here you must venture alone through the Tarnalin. I shall remain here and hold the enemy back for as long as I have the strength to fight. Do not argue
If Rhygar is to hold off the Helghast, he will need a magic weapon as his own sword is of no use against the creatures.
As you paddle towards the sleek trade caravel, you notice to your surprise that the boarding ladder is being pulled up. A mean-looking sailor leans over the gunwale and curses at you. He seems to think that you are a refugee trying to stowaway on board. But when you shout that you are Lone Wolf and you were ambushed by an impostor at the tavern, the ladder is soon lowered again. As you climb over the side of the ship, you are met by a tall man in a gold-braided uniform. His face is almost totally covered by a shock of bright red hair and a bright red beard.
Haul anchor!
he booms. The crew spring into action as if their very lives depended on it.
The captain ushers you below to his cabin where he pours two glasses of Wanlo, a strong spirit. His face shows concern as you tell him what has happened.
-There is evil treachery at work and the enemy already has plans afoot to thwart your quest,
he begins when you've told your tale. It seems that you have lost the element of surprise&emdash;and I have lost a courageous first mate. Let us only hope that the voyage to Durenor be swift and safe.
The captain ushers you below to his cabin where he pours two glasses of wanlo, a strong spirit. His face shows concern as you tell him what has happened.
+There is evil treachery at work and the enemy already has plans afoot to thwart your quest,
he begins when youIt seems that you have lost the element of surprise
You leave him to go up on deck just in time to see the outline of Holmgard on the horizon. With mixed feelings of pride and apprehension, you descend the stairway to your cabin as the last spire of the capital disappears from view.
Pick a number from the Random Number Table.
-Stepping over the body, you climb the watchtower stairs and quickly search the living quarters. You find:
+Stepping over the body, you climb the watchtower stairs and
Piles of rotting garbage fitter this stretch of the waterfront, giving off such an evil smell that you are forced to cover your mouth and nose with your cloak. Ahead to your left, you notice the glow of torchlight streaming from an open door. Above the door is a sign.
+Piles of rotting garbage litter this stretch of the waterfront, giving off such an evil smell that you are forced to cover your mouth and nose with your cloak. Ahead to your left, you notice the glow of torchlight streaming from an open door. Above the door is a sign.
It may be of some consolation to learn that your death was mercifully swift. The Helghast's fingers tore and burnt their way through your throat within a few seconds. But now the Seal of Hammerdal is on its way to the Darklords' city of Helgedad.
+It may be of some consolation to learn that your death was mercifully swift. The Helghast
There is a shocked silence as you scoop up the 5 Gold Crowns from the table and turn to leave, but as you reach the tavern door, an ugly thug draws his sword and blocks your exit. Just as you are wondering what to do, there is a loud thud, and the man keels over on to the floor. Behind him, to your surprise stands the serving girl with a large wooden club in her hand. You thank her politely and race out of the door into the darkened street beyond.
+There is a shocked silence as you scoop up the 5 Gold Crowns from the table and turn to leave, but as you reach the tavern door, an ugly thug draws his sword and blocks your exit. Just as you are wondering what to do, there is a loud thud, and the man keels over onto the floor. Behind him, to your surprise stands the serving girl with a large wooden club in her hand. You thank her politely and race out of the door into the darkened street beyond.
After running for ten minutes in the dark, you spot a large stable and coach station through the gloom ahead. With the shouts of angry sailors still ringing in your ears, you quickly enter the building and spend the night safely hidden in the hay-loft.
The soldier stabs at your chest with his spear, but you quickly sidestep and it merely grazes your arm. The guard is determined to fight but you do not want to have to kill him in combat, so you decide to try and knock him unconscious.
-Fight the following combat as normal, but double all
Fight the following combat as normal, but double all
A sailor called Sprogg sits beside you and explains the rules of the game Portholes
. First he shows you two diamond-shaped dice made of red glass. Each dice has ten sides and they are numbered 0&endash;9. Each player rolls both dice and adds the numbers together (0 = zero). If anyone throws two 0's, they shout portholes
and automatically win.
A sailor called Sprogg sits beside you and explains the rules of the game Portholes
. First he shows you two diamond-shaped dice made of red glass. Each die has ten sides and they are numbered 0portholes
and automatically win.
Each player stakes 3 Gold Crowns per throw. There are two other players in the game and they all place their stake money into a hat before the dice are rolled.
Pick two numbers from the Random Number Table for each of the other two players, and note these scores down. Now pick two numbers from the Random Number Table for yourself. If your total is higher than the other players, you win 6 Gold Crowns. If either of the other players beat your score, you lose 3 Gold Crowns. You may leave the game at any time, but you must stop playing if you lose all your Crowns (bad luck!).
You come to rest face downwards in a tangle of thick bracken. The ringing of steel and the horrible cries of the Helghast echo through the trees around you. You are stunned and cannot move until a hand grabs your arm and pulls you upright. It is Rhygar. His face is bloodied and his armour is battered and charred.
-We must flee these demons, Lone Wolf. Strength and steel will not avail us here.
You glimpse the silhouette of six Helghast on the forest road above. Their minds bent on the slaughter of Rhygar's men, they fail to see you both slip away under cover of the wooded hillside.
+We must flee these demons, Lone Wolf.
You glimpse the silhouette of six Helghast on the forest road above. Their minds bent on the slaughter of Rhygar
Although you awake to a cold and rain-swept dawn, the branches of the tree and your Kai cloak have kept you warm and dry during the night. Looking along the coast road, in the distance you can see a wagon heading towards you.
The gruesome death-cries of the Helghast finally fade and you risk stopping for a few seconds to catch your breath. You wince as you discover that the creature's fingers have burnt into your neck. The wounds are very sore and painful and you must lose 4
The gruesome death-cries of the Helghast finally fade and you risk stopping for a few seconds to catch your breath. You wince as you discover that the creature
With the compliments of one of your friends,
he says, and leaves before you can ask which one. The food smells most appetizing. You have not eaten today and now you must eat a Meal or lose 3
The following morning you are woken by the cry of the ship's lookout high in the crow's nest: Ship ahoy! Ship off the starboard bow!
The following morning you are woken by the cry of the shipShip ahoy! Ship off the starboard bow!
You climb up on deck and brace yourself against the fresh sea breeze. On the horizon, you can see the wooded coastline of eastern Sommerlund, but in the middle distance is a merchant ship that looks badly damaged. It is low in the water and has only one mast remaining intact. It flies the flag of Durenor but the flag is upside down, a signal of distress.
Pick a number from the Random Number Table.
-You search in his pack and are horrified to find that it contains a scroll of human skin upon which a message has been written in a strange runic script. The only word that you can make out is Kai
. You also find an evil-looking dagger with a black blade, and a block of cold obsidian.
These items bear the signs of the Darklords' craft. Something is very wrong here. You drop the pack as quickly as if it were red-hot and turn to mount your horse. To your dismay, you find it is no longer there: the Szalls must have stolen it. Wearily, you realize you will now have to continue your journey on foot.
+These items bear the signs of the Darklords
The meal is poor. It is made up of yesterday's leftovers, and what the captain tells you as you finish your meagre supper confirms your suspicions.
-I have a confession to make, Kai lord. The fire destroyed our entire food store; we had barely enough in the galley for this meal. I fear that we will have to survive on a diet of fresh fish until we reach Port Bax.
The meal is poor. It is made up of yesterday
I have a confession to make, Kai Lord. The fire destroyed our entire food store; we had barely enough in the galley for this meal. I fear that we will have to survive on a diet of fresh fish until we reach Port Bax.
Unless you have food in your Backpack, the poor meal leaves you hungry and you lose 2
After dinner, the captain challenges you to a game of Samor, a board game a little like chess, involving skilful strategy and bluff. To add a little excitement, he suggests a small wager.
You sense that the left tunnel is the quickest route to Hammerdal by about two miles. Just before you reach the junction you come across a large puddle in the centre of the highway. You notice that two sets of footprints, about the size and shape of a man's boot trail away from the water and lead off into both tunnels. The prints are still wet and you judge that they were made within the last twenty minutes.
+You sense that the left tunnel is the quickest route to Hammerdal by about two miles. Just before you reach the junction you come across a large puddle in the centre of the highway. You notice that two sets of footprints, about the size and shape of a man
As the pirates clamber aboard, you are horrified to see the black-clad shape of a Drakkarim warrior in their midst. He has spotted you and he is advancing towards you, a large broadsword raised above his head. You must fight him to the death.
You are slowly walking back along the cobbled street, trying to think of the best course of action, when a young boy approaches you. I can get you into the harbour, mister,
he says, but it'll cost you.
He produces an envelope containing a sheaf of official-looking papers. These'll get you a red pass at the port watchtower. All yours for only 6 Gold Crowns.
You are slowly walking back along the cobbled street, trying to think of the best course of action, when a young boy approaches you. I can get you into the harbour, mister,
he says, but it
He produces an envelope containing a sheaf of official-looking papers. These
If you wish to buy the documents, pay the boy 6 Gold Crowns. If you refuse them, he will soon lose interest in you and will disappear. When you have made your decision, you return to the port watchtower.
If you have ever been given a Crystal Star Pendant, turn to Section 113, regardless of whether or not you have lost it, or whether or not you have Tracking. The Tracking option should only be used if you have never received the Crystal Star Pendant).
+If you have ever been given a Crystal Star Pendant, turn to Section 113, regardless of whether or not you have lost it, or whether or not you have Tracking. The Tracking option should only be used if you have never received the Crystal Star Pendant.
Two zombies try to block your passage but you cleave them in half with one sweep of the Sommerswerd. You are at the foot of the tower and you can now see a hunchbacked man in crimson robes above you. He wears a tall, curved tokmor, a magician's head-dress. It bears the emblem of a serpent. In his right hand is a black staff.
-Two zombies try to block your passage but you cleave them in half with one sweep of the Sommerswerd. You are at the foot of the tower and you can now see a hunchbacked man in crimson robes above you. He wears a tall, curved tokmor, a magician
You are in combat with a Helghast.
It is attacking you with a powerful Mindblast. If you do not have the Kai Discipline of Mindshield, you will lose 2
It is attacking you with a powerful Mindblast. If you do not have the Kai Discipline of Mindshield, you will lose 2
Though you keep your Backpack itself, you lose everything it contained in addition to your Weapons and the Chainmail Waistcoat, if you had one. This was clarified by Joe Dever in a Lone Wolf Club newsletter.
+Though you keep your Backpack itself, you lose everything it contained in addition to your Weapons and the Chainmail Waistcoat, if you had one. This was clarified by Joe Dever in Lone Wolf Club Newsletter #2.
When you are only fifty yards offshore, you slip into the waves and swim towards land. When you finally reach the beach, you sink your fingers deep into the wet sand and slowly claw your way up the beach to the shelter of some dunes. You are exhausted and very hungry. The only possessions that you have saved are your Gold Crowns, your Backpack and any Special Items that you did not discard in the storm. Any weapons that you possessed before the storm have been lost. Make the necessary adjustment to your Action Chart. However, a few hundred yards away, you notice clumps of small twisted trees laden with purple fruit.
+When you are only fifty yards offshore, you slip into the waves and swim towards land. When you finally reach the beach, you sink your fingers deep into the wet sand and slowly claw your way up the beach to the shelter of some dunes. You are exhausted and very hungry. The only possessions that you have saved are your Gold Crowns, your Backpack and any Special Items that you did not discard in the storm. Any weapons that you possessed before the storm have been lost.
You grasp the haft of the spear and level it at the approaching Helghast. It shrieks a desperate cry for it knows that it cannot avoid being impaled on the sharp tip of your spear. The shock of impact knocks you backwards and you crash to the highway below, losing 2
A fierce battle now rages throughout the ship as the evil Giaks fight to win control of the Green Sceptre. Perched high up in the masts, the Kraan are rending the sails with their talons and razor-sharp teeth whilst the Zlanbeast have flown back towards Wreck Point to pick up more nets of malicious Giaks.
-Through the body-strewn decks, a menacing shape looms. Both Giaks and sailors are cut down by the creature as it advances towards you. It is a Drakkar, a cruel warrior of the Darklords. Raising his jet black broadsword, he attacks and you must fight him to the death.
+Through the body-strewn decks, a menacing shape looms. Both Giaks and sailors are cut down by the creature as it advances towards you. It is a Drakkar, a cruel warrior of the Darklords. Raising his jet-black broadsword, he attacks and you must fight him to the death.
The driver nods and hands back the ticket. The inn is warm but poorly furnished. You must eat a Meal here which will cost you 1 Gold Crown unless you have a Meal in your Backpack.
-The Kai Discipline of Hunting cannot be used on your journey through the Wildlands, as it is a barren wasteland inhabited only by creatures called Szalls, a weak and cowardly breed of Giak.
+The Kai Discipline of Hunting cannot be used on your journey through the Wildlands, as it is a barren wasteland inhabited only by creatures called Szalls, a weak and cowardly breed of Giak.
At the end of this street is a large stable. To your right, you can see some of the mob searching the shops and houses. Suddenly, one of them sees you and raises the alarm. There he is&emdash;there's the murderer!
At the end of this street is a large stable. To your right, you can see some of the mob searching the shops and houses. Suddenly, one of them sees you and raises the alarm. There he is
There is no time to think. You rush into the stable and freeing one of the horses you leap on its back. As you ride out into the moonlight, an axe flies through the air and grazes your shoulder. You lose 1
The sailor's face changes from a smile to a sneer at your reply. He quickly moves away from the table.
+The sailor
Perhaps neither you nor I are all we claim to be. No matter. You will not live long enough to discover who I really am!
You hear a door crash open behind you. Spinning round, you see three harbour thugs moving towards you. Each is armed with a scimitar and you must fight them as one enemy.
Holmgard has suffered much since your departure. Many of the shops and houses you remember passing on your way to the quay, are little more now than heaps of ashes. The Darklords' army with their evil engines of war surround the walls, and the flaming arcs of fireballs shooting through the air, continually light the night sky as they rain down on the streets below. The people fight the fire as best they can, but they are hungry and exhausted and close to surrender. At first, as it enters the harbour, the fleet is mistaken for the enemy and cries of despair can be heard all along the quay. But as the first of the soldiers set foot in the city and unfurl the royal arms of Durenor, the news of your return spreads quickly. The cries of despair have changed to a chorus of cheers: The Kai Lord has returned.
Holmgard has suffered much since your departure. Many of the shops and houses you remember passing on your way to the quay, are little more now than heaps of ashes. The DarklordsThe Kai Lord has returned.
You are standing at the top of the great watchtower, high above the main gate of the city, when the first light of dawn creeps slowly over the horizon. Thousand upon thousand of the black-clad enemy are massed around the city wall, huddled like beetles in the trenches that cover the plain. In the midst of this horde, a great red tent has been erected bearing the symbol of a broken skull. It is the mark of Zagarna, Lord of Kaag, a Darklord of Helgedad. His great ambition is the destruction of Holmgard; his fiercest desire to lead his army to victory over the House of Ulnar and claim Sommerlund for his own.
But victory is not to be his this day. Raising the Sommerswerd high above your head, a shaft of dawn sunlight catches upon the tip of the golden sword and a brilliant flash of blinding white flame runs the entire length of the blade. The power of the Sommerswerd electrifies you. Your senses reel and now your body reacts instinctively. You lower the Sommerswerd and point the blade towards the tent of Lord Zagarna. There is a mighty roar as the power of the sun-sword is unleashed in a searing white beam. The tent explodes and a brilliant fireball of white flame mushrooms skyward. A long and terrible cry rends the air. It is Lord Zagarna. The leader of the evil army is no more.
Gripped with fear and panic, the vast black army rise up and run in chaos from the city wall. The impossible has happened, their invincible master is slain. Again the Sommerswerd has returned to defeat them. The army and the allies of Durenor ride out of the city gates in pursuit of the panic-stricken enemy as they run blindly towards the Durncrag mountains. The victory is yours. Holmgard is saved and the murder of the Kai has finally been avenged.
+Gripped with fear and panic, the vast black army rise up and run in chaos from the city wall. The impossible has happened, their invincible master is slain. Again the Sommerswerd has returned to defeat them. The army and the allies of Durenor ride out of the city gates in pursuit of the panic-stricken enemy as they run blindly towards the Durncrag Mountains. The victory is yours. Holmgard is saved and the murder of the Kai has finally been avenged.
But for you, Lone Wolf, a life of high adventure has only just begun. A new challenge awaits you and the Sommerswerd in Book Three of the Lone Wolf series:
- +
+
Kai Disciplines:
+Bonus Disciplines:
+Weapons:
+Belt Pouch:
Meals:
Backpack Items:
+Special Items:
+Combat results are given enemy's endurance loss first followed by the hero's endurance loss. For example, "12/0" means that the enemy loses 12 endurance points while the hero loses 0 endurance points. A combat result of "k" means that the combatant is killed. For example, "0/k" means that the enemy loses 0 endurance points while the hero is killed. | +|||||||||||||
Random Number | +Combat Ratio | +||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
-11 or lower | +-10/ -9 | +-8/ -7 | +-6/ -5 | +-4/ -3 | +-2/ -1 | +0 | +1/ 2 | +3/ 4 | +5/ 6 | +7/ 8 | +9/ 10 | +11 or higher | +|
1 | +0/k | +0/k | +0/8 | +0/6 | +1/6 | +2/5 | +3/5 | +4/5 | +5/4 | +6/4 | +7/4 | +8/3 | +9/3 | +
2 | +0/k | +0/8 | +0/7 | +1/6 | +2/5 | +3/5 | +4/4 | +5/4 | +6/3 | +7/3 | +8/3 | +9/3 | +10/2 | +
3 | +0/8 | +0/7 | +1/6 | +2/5 | +3/5 | +4/4 | +5/4 | +6/3 | +7/3 | +8/3 | +9/2 | +10/2 | +11/2 | +
4 | +0/8 | +1/7 | +2/6 | +3/5 | +4/4 | +5/4 | +6/3 | +7/3 | +8/2 | +9/2 | +10/2 | +11/2 | +12/2 | +
5 | +1/7 | +2/6 | +3/5 | +4/4 | +5/4 | +6/3 | +7/2 | +8/2 | +9/2 | +10/2 | +11/2 | +12/2 | +14/1 | +
6 | +2/6 | +3/6 | +4/5 | +5/4 | +6/3 | +7/2 | +8/2 | +9/2 | +10/2 | +11/1 | +12/1 | +14/1 | +16/1 | +
7 | +3/5 | +4/5 | +5/4 | +6/3 | +7/2 | +8/2 | +9/1 | +10/1 | +11/1 | +12/0 | +14/0 | +16/0 | +18/0 | +
8 | +4/4 | +8/4 | +6/3 | +7/2 | +8/1 | +9/1 | +10/0 | +11/0 | +12/0 | +14/0 | +16/0 | +18/0 | +k/0 | +
9 | +5/3 | +6/3 | +7/2 | +8/0 | +9/0 | +10/0 | +11/0 | +12/0 | +14/0 | +16/0 | +18/0 | +k/0 | +k/0 | +
0 | +6/0 | +7/0 | +8/0 | +9/0 | +10/0 | +11/0 | +12/0 | +14/0 | +16/0 | +18/0 | +k/0 | +k/0 | +k/0 | +
7 | +5 | +0 | +1 | +5 | +1 | +5 | +7 | +3 | +6 | +
3 | +6 | +4 | +3 | +9 | +3 | +9 | +2 | +8 | +1 | +
4 | +5 | +1 | +4 | +2 | +6 | +1 | +0 | +7 | +3 | +
0 | +1 | +7 | +2 | +5 | +0 | +2 | +8 | +9 | +2 | +
6 | +2 | +4 | +8 | +1 | +5 | +9 | +6 | +4 | +8 | +
9 | +0 | +1 | +7 | +9 | +0 | +3 | +1 | +3 | +9 | +
7 | +4 | +9 | +7 | +8 | +5 | +8 | +2 | +5 | +1 | +
0 | +5 | +4 | +6 | +7 | +7 | +0 | +4 | +8 | +6 | +
9 | +6 | +0 | +2 | +4 | +4 | +6 | +8 | +3 | +2 | +
2 | +8 | +5 | +6 | +3 | +8 | +3 | +7 | +0 | +9 | +
(Title Page) Replaced seastorms
with sea-storms
.
(The Game Rules) Replaced all occurrences of ie
with i.e.
. Removed that you will find in the front of this book. For further adventuring you can copy out the chart yourself or get it photocopied.
Split the last paragraph into two starting with Through your experiences
.
(The Game Rules) Replaced all occurrences of ie
with i.e.
. Removed that you will find in the front of this book. For further adventuring you can copy out the chart yourself or get it photocopied.
Split the last paragraph into two starting with Through your experiences
. Replaced on to
with onto
. Replaced fall to zero
with fall to zero or below
.
(Kai Disciplines) Replaced Kai Discipline section
with Kai Disciplines section
. Capitalized all occurrences of discipline
.
(Equipment) Removed the 1=, 2=,&ellips;
in the How to carry your equipment
section. These were obviously carried over from Flight from the Dark's random number equipment assignment, which is now obsolete.
(Equipment) Removed the 1=, 2=,
in the How to carry your equipment
section. These were obviously carried over from
(Rules for Combat) Removed on the inside back cover of the book
. Removed on the last page of the book
. Replaced on the page after the Random Number Table
with in the back of this book
.
(Levels of Kai Training) The Levels of Kai Training section did not originally appear in this book, but has been added for the reader's information.
+(Levels of Kai Training) The Levels of Kai Training section did not originally appear in this book, but has been added for the reader
(Kai Wisdom) Removed on the back cover of the book
and replaced LONE WOLF
with Lone Wolf
.
(4) Replaced Sandsnake
with sandsnake
.
(12) Replaced agreeing a wager
with agreeing to a wager
.
(16) Replaced razor sharp
with razor-sharp
.
(23) Replaced torch-lit
with torchlit
.
(24) Replaced Fox He
with Fox. He
.
(27) Capitalized wildlands
.
(31) Replaced both occurences of Lord-Lieutenant
with Lord-lieutenant
. Replaced lord-lieutenant
with Lord-lieutenant
.
(31) Replaced both occurrences of Lord-Lieutenant
with Lord-lieutenant
. Replaced lord-lieutenant
with Lord-lieutenant
.
(34) Replaced on to
with onto
.
(35) Moved the Tracking choice into the first position.
(38) Replaced rib-cage
with rib cage
.
(40) Replaced Lord-Lieutenant
with Lord-lieutenant
.
(50) Replaced the first word The
with A
. This is the first time you meet the priest&emdash;the introduction to the other coach members comes later.
(50) Replaced the first word The
with A
. This is the first time you meet the priest
(63) Moved the Animal Kinship choice into the first position.
(64) Replaced it, their
with it. Their
. Moved the Sixth Sense choice into the first position.
(69) Replaced staffbearer
with staff-bearer
and Lord-Lieutenant
with Lord-lieutenant
.
(79) Replaced enemies, eg Helghasts, in
with enemies (e.g. Helghasts) in
.
(75) Replaced Sir, requires
with Sir requires
.
(78) Replaced on to
with onto
.
(79) Replaced both occurrences of Kai lord
with Kai Lord
, and enemies, eg Helghasts, in
with enemies (e.g. Helghast) in
.
(84) Replaced leatherbound
with leather-bound
.
(88) Moved the Camouflage choice into the first position.
(95) Moved the choice to heal the wounded man into the first position.
+(100) Replaced on to
with onto
.
(102) Moved the Tracking choice into the first position.
+(113) Replaced magician
with Magicians
.
(118) Moved the Animal Kinship choice into the first position.
-(122) Moved the Sixth Sense choice into the first position and replaced Pick
with If not, pick
.
(123) Replaced king's
with King's
.
(126) Replaced Vonatar
with Vonotar
.
(122) Replaced Kai lord
with Kai Lord
. Moved the Sixth Sense choice into the first position and replaced Pick
with If not, pick
.
(123) Replaced king
with King
.
(126) Replaced Vonatar
with Vonotar
, and jail
with goal
.
(131) Replaced If you have no Weapon, deduct
with Deduct
since Lone Wolf has had no opportunity to acquire Weapons.
(132) Moved the paragraph about keeping the Magic Spear before the choices.
(140) Replaced well-known
with well known
.
(141) Replaced on to
with onto
.
(146) Replaced on to
with onto
.
(150) Replaced marshbird
with marsh-bird
.
(151) Replaced succesful
with successful
.
(152) Replaced warfleet
with war fleet
.
(164) Replaced rockface
with rock-face
. Moved the Sixth Sense choice into the first position.
(166) Replaced on to
with onto
.
(169) Replaced gaming house
with gaming-house
.
(176) Moved the Sixth Sense choice into the first position. Replaced despatch
with dispatch
in the illustration's caption. Replaced king's
with King's
.
(181) Useful
in the last sentence of the first paragraph didn't need to be capitalized.
(176) Moved the Sixth Sense choice into the first position. Replaced despatch
with dispatch
in the illustrationHammerdal mountains
with Hammerdal Mountains
, and king
with King
.
(181) Useful
in the last sentence of the first paragraph didn
(184) Replaced Kai lord
with Kai Lord
.
(192) Replaced sommersaults
with somersaults
.
(193) Replaced ill-omen
with ill omen
.
(194) Replaced on to
with onto
.
(195) Replaced Durncrag mountains
with Durncrag Mountains
.
(202) Replaced Lord-Lieutenant
with Lord-lieutenant
.
(203) Replaced housemice
with house mice
.
(209) Replaced king's
with King's
and Lord-Lieutenant
with Lord-lieutenant
.
(204) Replaced magician
with Magicians
.
(209) Replaced king
with King
and Lord-Lieutenant
with Lord-lieutenant
.
(213) Replaced assasinates
with assassinates
.
(217) Replaced says in a cynical voice.
with says in a cynical voice:
.
(222) Replaced on to
with onto
.
(223) There was a superfluous comma between dreadful
and significance
in the first paragraph.
(231) Moved the Tracking choice into the first position.
+(228) Replaced distance to left
with distance to the left
.
(231) Moved the Tracking choice into the first position. Replaced on to
with onto
.
(232) Moved the Sixth Sense choice into the first position.
+(234) Replaced on to
with onto
.
(237) Replaced on to
with onto
.
(241) he
has now been capitalized.
(242) Replaced (eg
with (e.g.
.
(243) Replaced Kai lord
with Kai Lord
.
(244) Moved the Tracking choice into the first position.
(254) Moved the Sixth Sense choice into the first position.
(255) Replaced weaponskill
with Weaponskill
.
(258) Moved the Sixth Sense choice into the first position.
+(261) Replaced person
with people
to agree in number to the second choice.
(265) Replaced warfleet
with war fleet
. Moved the Tracking choice into the first position.
(267) Replaced Kai lord
with Kai Lord
. Replaced on to
with onto
.
(274) Replaced first floor
with first-floor
.
(276) It makes sense to restore your
If you lose, restore your
ENDURANCE points to the same total that you had before the contest, and turn to 192.
(277) Replaced staffbearer
with staff-bearer
.
(289) Replaced Jala
with jala
.
(279) Replaced Hammerdal mountains
with Hammerdal Mountains
.
(289) Replaced Jala
with jala
. Replaced seal
with Seal
.
(298) Replaced If you do not have a Weapon, you
with You
since Lone Wolf has had no opportunity to acquire Weapons.
(Section 299) The original edition of this book reads: If you wish to give him your Magic Spear, so that he can defend the tunnel entrance, turn to 102. If you do not possess a Magic Spear, or do not wish to give it to Rhygar, turn to 118.
Later editions came out reversing these two choices (i.e. the first choice leads to Section 118, the second choice to Section 102). Both of these versions are very problematic to game flow and inspired a controversy among the members of Project Aon. The version that you see in our text is a mixed scenario intended to most closely match the author's surmised original intention, even though it does not appear in either previously published version.
(Section 299) The original edition of this book reads: If you wish to give him your Magic Spear, so that he can defend the tunnel entrance, turn to 102. If you do not possess a Magic Spear, or do not wish to give it to Rhygar, turn to 118.
Later editions came out reversing these two choices (i.e. the first choice leads to Section 118, the second choice to Section 102). Both of these versions are very problematic to game flow and inspired a controversy among the members of Project Aon. The version that you see in our text is a mixed scenario intended to most closely match the author
If you wish to use either of the previously published versions, then refer to the appropriate choice as listed here. Discussion of the different versions follows:
Original version: The choices appear to serve no other purpose other than punishing Lone Wolf with certain death for mercifully handing Rhygar the Spear. The fact that this version was revised and the path that Lone Wolf is given in the Legends of Lone Wolf series also both appear to refute the correctness of this version.
Revised version: Under this version, it is impossible for Lone Wolf to succeed without taking the left path back at the beginning of the Durenor Forest (Section 150), ignoring the warning of the Szalls, and fighting the Helghast. This directly contradicts the statement in Kai Wisdom that a wise choice of Disciplines enables you to succeed regardless of your starting
Project Aon version: Although never previously published, this scenario allows Lone Wolf to succeed despite giving the Magic Spear to Rhygar.
-(312) Replaced rainswept
with rain-swept
.
Replaced Hammerdal mountains
with Hammerdal Mountains
.
(300) Replaced Wanlo
with wanlo
.
(305) Replaced on to
with onto
.
(306) Replaced score reaches zero
with score reaches zero or below
. Replaced points to zero
with points to zero or below
.
(308) Replaced Each dice
with Each die
.
(312) Replaced rainswept
with rain-swept
. Replaced on to
with onto
.
(314) Moved the Hunting choice into the first position.
(315) Moved the Mind Over Matter choice into the first position.
+(321) Replaced Kai lord
with Kai Lord
.
(332) Added This creature is immune to Mindblast.
to the end of the final paragraph.
(333) Replaced blood-stained
with bloodstained
.
(334) Moved the Tracking choice into the first position. Replaced pot-holes
with potholes
(337) Moved the Hunting choice into the first position.
-(Combat Rules Summary) Replaced cross reference
with cross-reference
.
(345) Replaced jet black
with jet-black
.
(350) Replaced Durncrag mountains
with Durncrag Mountains
. Replaced air, continually
with air continually
.
(Combat Rules Summary) Replaced cross reference
with cross-reference
. Replaced fall to 0
with fall to 0 or below
.
(31) If you do not have a Backpack, you may choose to assume here that you are outfitted with one by Rhygar.
-(Section 47) You must have learned the password (i.e. have read Section 15) during this same adventure (not only during a previous reading) in order to use it.
-(Section 62) If you have the necessary papers
, you only have the option of not showing them if you have the Seal of Hammerdal.
(Section 78) If you have a Chainmail Waistcoat, you must discard it. You are not allowed to risk drowning
. This is just flavourful text, not a real option.
(Section 79) The Sommerswerd is a weapon-like Special Item. The +10
(Section 94) 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.
-(Section 103) If you do not have a Backpack, remember that you cannot carry this Meal of Laumspur and must consume it immediately or abandon it.
-This Meal of Laumspur may be consumed when prompted for a Meal, in which case it fulfils the Meal requirement in addition to restoring 3
(Section 106) The Magic Spear is a weapon-like Special Item. Remember that you only get a Weaponskill bonus in this fight against the Helghast if you have Weaponskill with Spear. Depending on your interpretation of the rules, you may also be restricted from using a Shield, as a Spear is considered to be two-handed.
-(Section 113) It is likely that the information provided here is a combination of the information given to you previously by Banedon and the Kai Discipline of Sixth Sense, both of which you must have in order to receive the Crystal Star Pendant.
-(Section 116) Neither Discipline literally gives you the ability to see through clay. Rather, Sixth Sense intuitively clues you into the marble's location and Mind Over Matter allows you to see the marble in your mind's eye in the process of moving it telekinetically.
-(Section 145) Due to the loss of
(Section 150) You may now resume the use of Hunting to fulfil the Meal requirement, as you are now headed into the Durenor Forest east of the Wildlands.
-(Section 194) It is likely that the author did not realize that the Crystal Star Pendant and Map of Sommerlund would or might be among the items lost. You may choose to simply keep either or both of these items if you have them, despite the instructions. Alternatively, you may choose to assume that they are with the Seal of Hammerdal and be recorded on your Action Chart if and when you find it. If you do choose to interpret the text strictly, you should not look at the map if you are without the Map of Sommerlund.
-(Section 196) Remember to erase the Seal of Hammerdal from your Action Chart.
-(Section 228) It is not made clear that the left path leads to the east and the right path to the west, even though it does so in parallel sections. (cf. Section 171)
-(Section 238) You only receive the free silver token once, regardless of how many times you enter the gaming-house. The restriction on Weapons inside the gaming-house is merely flavourful text and has no effect on your Action Chart.
-In the game of Cartwheel
, the number 0 is adjacent to the number 9. For example, if you bet on 9, and the silver ball falls on 0, you win 5 Gold Crowns for every 1 that you staked.
(Section 242) The Sommerswerd is a weapon-like Special Item. The +10
(Section 262) 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.
-(Section 284) You need not adjust your Action Chart in regards to your Weapons or Backpack.
-(299) See the erratum for this section for details of the gameplay changes made to this section. Note: the results of the choices presented here are discussed.
-(Section 302) If you have stated your mission to the Knight (i.e. you have read Section 80), then you should ignore the words climb the watchtower stairs and
.
(Section 311) If you have not already been told, the Helghast are the riders who attacked your party. Helghast are fell captains of the Darklords. They have the ability to adopt human form but are invulnerable to normal weapons.
(Section 313) Erase the Magic Spear from your Action Chart.
-(Section 314) Remember to deduct 3
(Section 327) If you do not have 6 Gold Crowns, the boy will sell the papers to you for however many you have, including zero. These papers need not be marked on your Action Chart (and thus do not require a Backpack to carry them in). Without these papers, it would be possible to wander endlessly in Port Bax.
-(Section 328) If you have ever been given a Crystal Star Pendant, turn to Section 113, regardless of whether or not you have lost it, or whether or not you have Tracking. The Tracking option should only be used if you have never received the Crystal Star Pendant).
-(Section 337) Though you keep your Backpack itself, you lose everything it contained in addition to your Weapons and the Chainmail Waistcoat, if you had one. This was clarified by Joe Dever in a Lone Wolf Club newsletter.
-(Section 338) If you choose to run away, erase the Magic Spear from your Action Chart.
-(Section 346) The restriction on Hunting in the Wildlands applies only to the ability to fulfil instructions to eat a Meal automatically. You may still use Hunting when prompted to do so. However, until given further notice, you must obey instructions to eat Meals as if you did not have Hunting. This includes the instruction in this same section; you must lose 3
Only the first occurrence of each secondary illustration is cited.
24 May 2001
- -Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Gary Chalk and Brian Williams are similarly offering the illustrations that they did for Joe Dever's books. This license is intended to protect the rights of the authors and the illustrators, the rights of his readers, and the quality of the distributions of the books.
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&ldquot;Illustrator&ldquot; shall hereafter refer to Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone and holder of the copyrights for the illustrations of books two through four of the Freeway Warrior series. Where either Gary Chalk or Brian Williams are mentioned singly, they will be referred to by name.
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