X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=xml%2F02fotw.xml;h=6498b9b70173a18a7d497ec3b9ab76b1657cacda;hp=f743d8d9fa550475bacc88c049fe4d692bae24a6;hb=53d5f97cd1474231d3f343c70918a91ade6466e2;hpb=27ef1c7d6baa477a716931a6bf2f65860a0912c1 diff --git a/xml/02fotw.xml b/xml/02fotw.xml index f743d8d..6498b9b 100755 --- a/xml/02fotw.xml +++ b/xml/02fotw.xml @@ -9,13 +9,46 @@ %general.inclusions; ]> - + - - - Flight from the Dark + Fire on the Water Joe Dever and Gary Chalk - Joe Dever
Illustrated by Gary Chalk
+ + Joe Dever + Illustrated by Gary Chalk + &inclusion.joe.dever.bio.lw; &inclusion.gary.chalk.bio.lw; Project Aon - 200313 + 2007511

You are Lone WolfLast of the Kai Lords. Bitter war rages through your homeland as the evil Darklords of the west lay siege to the capital. The King has sent you on a desperate journey to retrieve the only power in Magnamund that can save your people: the Sommerswerd, the sword of the sun. Ahead of you lie terrible dangersferocious sea-storms, the tunnel of Tarnalin, and the ghostly death-hulks of Vonotar the Traitor. But only you can save your land from the devastation of the Darklords.

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

- Text copyright 1984 Joe Dever.
Illustrations copyright 1984 Gary Chalk.
+ + Text copyright 1984 Joe Dever. + Illustrations copyright 1984 Gary Chalk. + -

Text copyright 1984 Joe Dever.
Illustrations copyright 1984 Gary Chalk.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+

+ Text copyright 1984 Joe Dever. + Illustrations copyright 1984 Gary Chalk. + Distribution of this Internet Edition is restricted under the terms of the Project Aon License. +

@@ -144,15 +183,36 @@ To do:
Transcription
Jason Gaerke
Illustration Transcription
-
Jonathan Blake
Paul Haskell
Simon Osborne
+
+ Jonathan Blake + Paul Haskell + Simon Osborne +
XML
-
Jonathan Blake
Jeff Dougan
+
+ Jonathan Blake + Jeff Dougan +
Alternate Illustrations
-
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Michael Hahn (map)
+
+ JC Alvarez (action charts) + Jonathan Blake (extramatter charts and tables) + Michael Hahn (map) +
Proofreading
-
Simon Osborne (Sections 1210 and 246350)
Tony Wrigley (Sections 211245)
+
+ Simon Osborne (Sections 1210 and 246350) + Tony Wrigley (Sections 211245) +
Editing
-
Mike Feldman
Ingo Klcker
Mark Laird
Simon Osborne
Thomas Wolmer
+
+ Mike Feldman + Ingo Klcker + Mark Laird + LeRoy McSwain + Simon Osborne + Thomas Wolmer +
Coordination
Jonathan Blake
Special Thanks
@@ -192,12 +252,12 @@ To do:

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

-

During your training as a Kai Lord you have developed fighting prowessCOMBAT SKILL and physical staminaENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

+

During your training as a Kai Lord you have developed fighting prowessCOMBAT SKILL and physical staminaENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it onto the Random Number Table. If you pick 0 it counts as zero.

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (i.e. if your pencil fell on 4 in the Random Number Table you would write in a COMBAT SKILL Of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

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

-

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

+

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

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

-

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

+

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

@@ -265,8 +325,8 @@ To do: Gary Chalk - - + +
  • 0 = Dagger
  • @@ -323,7 +383,7 @@ To do:
-

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

+

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

@@ -335,7 +395,7 @@ To do: -

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

+

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

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

  • Sword (Weapons)

  • @@ -346,8 +406,8 @@ To do: Gary Chalk - - + +
  • @@ -356,8 +416,8 @@ To do: Gary Chalk - - + +
  • Mace (Weapons)

  • @@ -367,8 +427,8 @@ To do: Gary Chalk - - + +
  • Quarterstaff (Weapons)

  • @@ -379,13 +439,13 @@ To do: Gary Chalk - - + +
  • Broadsword (Weapons)

-

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

+

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

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

@@ -561,8 +621,8 @@ To do: Gary Chalk - - + + If you wish to draw your weapon and attack your unknown assailant, turn to 273. If you wish to try and pull free of his grasp, turn to 160. @@ -598,8 +658,8 @@ To do: Gary Chalk - - + + If you wish to confront the fishermen, turn to 104. If you wish to talk to the innkeeper at the bar, turn to 342. @@ -628,8 +688,8 @@ To do: Gary Chalk - - + + Meki MajenorArmourer and Weaponsmith @@ -667,10 +727,13 @@ To do: Gary Chalk - The Kings Tower, a magnificent
structure of glass and stone
+ + The Kings Tower, a magnificent + structure of glass and stone + - - + +

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

Turn to 196. @@ -709,10 +772,10 @@ To do: Gary Chalk - - + + -

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

+

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

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

If your total score is now 03, turn to 58. If your total score is now 46, turn to 167. @@ -789,8 +852,8 @@ To do: Gary Chalk - - + + Meki MajenorArmourer and Weaponsmith @@ -882,7 +945,10 @@ To do: Gary Chalk - Twisted and disfigured though he is,
you recognize Captain Kelman
+ + Twisted and disfigured though he is, + you recognize Captain Kelman + @@ -949,13 +1015,13 @@ To do:

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

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

-

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

+

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

Gary Chalk - - + +

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.

@@ -990,7 +1056,7 @@ To do: 34 -

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

+

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

Giaks1614 If you win the combat, turn to 345.
@@ -1029,8 +1095,8 @@ To do: Gary Chalk Inside the coach, it is warm and dry - - + +

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. Its a sorry state of affairs. If you take my advice youll leave Ragadorn as soon as possible.

@@ -1084,8 +1150,8 @@ To do: Gary Chalk - - + + If you wish to take his advice, restore 1 ENDURANCE point and turn to 194. If you prefer to stay awake and keep watch for any other survivors of the storm, turn to 251. @@ -1150,7 +1216,7 @@ To do: -

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

+

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

If you know the correct password for this bridge, turn to 111. If you do not, turn to 307.
@@ -1236,8 +1302,8 @@ To do: Gary Chalk - - + +

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.

@@ -1323,10 +1389,10 @@ To do: Gary Chalk - - + + - If you have collected the necessary documents on your quest, turn to 126. + If you have collected the necessary documents on your quest, turn to 126. If you do not have the documents he requires, or do not wish to show them to him, you will have to risk showing him the Seal of Hammerdal. Turn to 263. If you do not have either the Seal or the documents, leave the room and return to the outer hall by turning to 318. @@ -1402,10 +1468,13 @@ To do: Gary Chalk - One of the cloaked strangers holds aloft a black staff
and a blue flame ignites at the twisted iron tip
+ + One of the cloaked strangers holds aloft a black staff + and a blue flame ignites at the twisted iron tip + - - + +

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

Turn to 311. @@ -1451,13 +1520,13 @@ To do:

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

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

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

-

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

+

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

Gary Chalk - - + +

A blinding flash of orange flame shoots from his hand towards your face.

Turn to 336. @@ -1482,7 +1551,7 @@ 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 merchants pass?

+

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

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

If you wish to sign the forms and purchase a white pass, mark it on your
Action Chart and turn to 142. If you do not have enough money or do not wish to purchase the pass, leave this office and return to the hall by turning to 318. @@ -1520,7 +1589,7 @@ To do:

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

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

-

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

+

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

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

If you wish to use your cloak to try to signal to the fishing boat, turn to 278. If you want to ignore the boat and paddle towards the shore instead, turn to 337. @@ -1543,14 +1612,17 @@ To do:

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

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

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

-

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

+

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

Gary Chalk - At that moment the true power of the
Sommerswerd is revealed to you
+ + At that moment the true power of the + Sommerswerd is revealed to you + - - + +
Turn to 40.
@@ -1589,8 +1661,8 @@ To do: Gary Chalk - - + + Gunios Weaponsmithy @@ -1695,7 +1767,7 @@ To do: -

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 merchants cargo.

@@ -1703,11 +1775,11 @@ To do:
-

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:

@@ -1862,7 +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 ENDURANCE points to your total. (Remember to add this to your Action Chart.) You wrap the herb up, and return to the coach with the other passengers.

+

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 ENDURANCE points to your total. (Remember to add this to your Action Chart.) You wrap the herb up, and return to the coach with the other passengers.

Turn to 249.
@@ -1899,7 +1974,7 @@ 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 mans 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 ENDURANCE points.

-

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 ENDURANCE points for every round of combat that you fight with this creature. Normal weapons cannot harm it and it is immune to Mindblast. You can only wound it in combat with the Magical Spear.

+

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 ENDURANCE points for every round of combat that you fight with this creature. Normal weapons cannot harm it and it is immune to Mindblast. You can only wound it in combat with the Magical Spear.

Helghast2230

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.

@@ -1937,8 +2012,8 @@ To do: Gary Chalk - - + +

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.

Turn to 120. @@ -1988,7 +2063,7 @@ To do: -

He is Vonotar the Traitor, renegade wizard from the Magicians 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 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.

You may climb the tower and attack Vonotar by turning to 73. If you do not wish to risk your life against this powerful magician, escape from this ship by jumping overboard, and turning to 267.
@@ -2028,7 +2103,7 @@ To do: -

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.

Turn to 314. @@ -2040,7 +2115,7 @@ To do:

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 hes bound for.

-

Were bound for Ragadorndue there by noon today. A seat will cost you 3 Gold Crowns, but you can ride on, the roof for only one.

+

Were bound for Ragadorndue there by noon today. A seat will cost you 3 Gold Crowns, but you can ride on the roof for only one.

If you wish to ride inside, pay the driver 3 Gold Crowns and turn to 37. If you would prefer to ride on the roof, pay him 1 Gold Crown and turn to 148. If you cannot pay the fare, you must let the coach continue and begin your journey on foot. Turn to 292. @@ -2055,10 +2130,14 @@ To do: Gary Chalk - The strange creature is wearing a splendid
jacket of patched leather and carrying
what appears to be a spear
+ + The strange creature is wearing a splendid + jacket of patched leather and carrying + what appears to be a spear + - - + +

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.

If you have the Kai Discipline of Animal Kinship, turn to 279. @@ -2162,8 +2241,8 @@ To do: Gary Chalk - - + +

It has been six days since you left Holmgard, and you must eat a Meal here or lose 3 ENDURANCE points. You gather your equipment and leave the room. As you descend the rickety stairs, you see the innkeeper cleaning the floor with a mop and bucket.

If you wish to ask the innkeeper how you can get to Durenor, turn to 217. @@ -2244,10 +2323,13 @@ To do: Gary Chalk - You find yourself staring into the
glowing eyes of a Helghast
+ + You find yourself staring into the + glowing eyes of a Helghast + - - + +
If you have a Magic Spear, turn to 38. If you do not, turn to 304. @@ -2293,8 +2375,8 @@ To do: Gary Chalk - - + + If you wish to continue on your journey towards the watchtower, turn to 232. If you would rather avoid the guard, make a wide detour and enter the forest further south by turning to 244. @@ -2330,7 +2412,7 @@ To do:

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 ENDURANCE points.

-

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.

If you wish to use your cloak to try to signal to the fishing boat, turn to 278. If you wish to ignore the boat and paddle towards the shore, turn to 337. @@ -2366,10 +2448,13 @@ To do: Gary Chalk - The large Noodnic, wearing a brightly coloured
cloak of patchwork silks, addresses you
+ + The large Noodnic, wearing a brightly coloured + cloak of patchwork silks, addresses you + - - + +

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.

@@ -2391,7 +2476,7 @@ To do:

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 ENDURANCE points.

+

It is nearly an hour before you awake and you still feel dreadfully ill. Deduct 5 ENDURANCE points.

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.

Turn to 200.
@@ -2401,13 +2486,13 @@ To do: 146 -

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.

Gary Chalk - - + + Giaks1515 If you win this combat, turn to 345. @@ -2464,13 +2549,13 @@ To do: Gary Chalk - - + + Port Bax50 Mls -

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 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 days ride from Port Bax, but you are tired after your night ride and you must eat a Meal or lose 3 ENDURANCE Points. If you have the Kai Discipline of Hunting, you may use this skill to trap a wild moor-rat or marsh-bird for your breakfast.

After an hours ride you come to a fork in the road. There is no signpost.

If you wish to take the left fork, turn to 261. @@ -2586,8 +2671,8 @@ To do: Gary Chalk - - + +

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.

If you wish to demonstrate your Kai Discipline of Healing, turn to 16. @@ -2654,14 +2739,17 @@ To do: 166 -

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.

Gary Chalk - Soldiers leap from the deck, their
clothes and hair in flames
+ + Soldiers leap from the deck, their + clothes and hair in flames + - - + +
If you wish to investigate the tower, turn to 328. If you wish to escape from this ship, jump overboard by turning to 267. @@ -2748,8 +2836,8 @@ To do: Gary Chalk - - + +

Then, by chance, you notice a small boy steal a money pouch from the belt of a merchant, and slip it into his boot.

If you decide to grab the boy and make him hand back the pouch, turn to 91. @@ -2790,10 +2878,13 @@ To do: Gary Chalk - Lord-lieutenant Rhygar demands that they
let you pass as you bear a royal dispatch
+ + Lord-lieutenant Rhygar demands that they + let you pass as you bear a royal dispatch + - - + +

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.

If you have the Kai Discipline of Sixth Sense, turn to 322. @@ -2863,8 +2954,8 @@ To do: Gary Chalk - - + + Turn to 186.
@@ -2981,8 +3072,8 @@ To do: Gary Chalk - - + + Port WatchtowerHarbour Authority @@ -3025,8 +3116,8 @@ To do: -

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

-

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

+

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

+

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

Welcome to Ragadorn

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

If you wish to go east along Barnacle Street turn to 215. @@ -3058,7 +3149,7 @@ To do: -

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

+

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

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

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

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

@@ -3107,10 +3198,13 @@ To do: Gary Chalk - The others are all seated at a large table
awaiting your appearance
+ + The others are all seated at a large table + awaiting your appearance + - - + +

[The following descriptions are of the illustration that originally appeared in the print editions:

@@ -3150,8 +3244,8 @@ To do: Gary Chalk - - + +

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.

@@ -3291,8 +3385,8 @@ To do: Gary Chalk - - + + The North Star Tavern @@ -3366,14 +3460,17 @@ To do: 222 -

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

+

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

Gary Chalk - Captain Kelman opens the mysterious bundle and
a large charred earthenware jug drops out
+ + Captain Kelman opens the mysterious bundle and + a large charred earthenware jug drops out + - - + +

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.

@@ -3454,7 +3551,7 @@ To do:

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

-

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

+

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

If you wish to go left, turn to 27. If you wish to go right turn to 114. @@ -3480,8 +3577,8 @@ To do: Gary Chalk - - + +

As you walk towards the junction at the end of the street, you are assailed from all sides with pleas for gold.

If you wish to give any of your gold to these beggars, turn to 93. @@ -3493,7 +3590,7 @@ To do: 231 -

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

+

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

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

If you have the Kai Discipline of Tracking, turn to 182. If you wish to return to the tavern, turn to 177. @@ -3530,7 +3627,7 @@ To do: 234 -

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

+

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

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

Your life and your quest end here.
@@ -3562,7 +3659,7 @@ To do: 237 -

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

+

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

Helghast2330

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

If you win the combat, turn to 309. @@ -3584,17 +3681,20 @@ To do:

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

No Weapons Allowed Inside -

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

+

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

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

Gary Chalk - An attractive young woman spins a black dish
divided into ten sections marked 09
+ + An attractive young woman spins a black dish + divided into ten sections marked 09 + - - + +
-

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

+

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

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

If you have lost all your Gold Crowns, turn to 169. If you have winnings to collect, or if you wish to withdraw with what money you have left, leave the building and turn to 186. @@ -3620,8 +3720,8 @@ To do: Gary Chalk - - + +

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.

If you wish to enter the hold, turn to 29. @@ -3652,7 +3752,7 @@ To do:

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

-

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

+

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

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

Turn to 152.
@@ -3691,8 +3791,8 @@ To do: Gary Chalk - - + + Meki MajenorArmourer and Weaponsmith @@ -3739,10 +3839,13 @@ To do: Gary Chalk - You chat with your fellow travellers
and learn about their backgrounds
+ + You chat with your fellow travellers + and learn about their backgrounds + - - + +

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.

@@ -3834,8 +3937,8 @@ To do: Gary Chalk - - + + If you wish to continue north and enter Black Knight Street, turn to 335. If you wish to head east, enter Sage Street by turning to 181. @@ -3879,7 +3982,7 @@ To do:

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

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

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

- If you wish to aid the person in trouble, turn to 95. + If you wish to aid the people in trouble, turn to 95. If you wish to ignore their desperate pleas, continue riding along the road by turning to 198.
@@ -3904,9 +4007,9 @@ To do:
  • Quarterstaff
  • Enough Food for 1 Meal
  • 6 Gold Crowns
  • -
  • Potion of Orange Liquid
  • +
  • Potion of Orange Liquid
  • -

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

    +

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

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

    Turn to 65.
    @@ -3954,7 +4057,7 @@ To do:

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