X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=xml%2F03tcok.xml;h=00028a376103c74860178df3ae7c1ef60fa86eae;hp=1324997ef699b920ee600924f70fec0b18a71fa8;hb=44e4bbd470c858c0df12c93dae2d7793b2e1b3f2;hpb=ee2abf0475e9a8ac9cd318d5dbb48c8d221ea892 diff --git a/xml/03tcok.xml b/xml/03tcok.xml index 1324997..00028a3 100755 --- a/xml/03tcok.xml +++ b/xml/03tcok.xml @@ -15,6 +15,18 @@ $Id$ $Log$ +Revision 1.9 2007/05/12 17:59:51 jonathan.blake +converted Anskavern to Anskaven and minor footnote issues + +Revision 1.8 2007/05/11 23:28:05 jonathan.blake +Fixed illustration dimensions + +Revision 1.7 2007/05/10 23:24:50 jonathan.blake +Final (I mean it this time) changes prior to republication + +Revision 1.6 2007/05/07 22:53:56 jonathan.blake +special thanks and fixing illustration dimensions + Revision 1.5 2007/02/10 01:27:25 jonathan.blake Fixes from online Errata page @@ -81,7 +93,7 @@ fix illustration captions &inclusion.gary.chalk.bio.lw; Project Aon - 200729 + 2007511

You are Lone Wolflast of the Kai Lords. You have defeated the Darklords and saved your land from their devastation. But Vonotar the Traitor has escaped to the frozen wastes of Kalte and now rules over the Ice Barbarians. Your people demand that Vonotar be made to pay for his treachery. So great is the outcry that the King is obliged to promise that the evil traitor will be brought back to Holmgard, and made to stand trial for his crimes. For you, Lone Wolf, the Kings promise is the start of a quest that will pit you against a hated foe, deep within the dangerous Caverns of Kalte.

@@ -181,7 +193,7 @@ fix illustration captions
Coordination
Jonathan Blake
Special Thanks
-
James Marshall, Peter Smyth
+
Scott Ferguson, James Marshall, Peter Smyth
@@ -221,7 +233,7 @@ fix illustration captions

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 any of the previous adventures in 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 3. You may also carry over any Weapons and Special Items that you held at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

You may choose one bonus Kai Discipline to add to your Action Chart for every Lone Wolf adventure you have successfully completed; then read the section on equipment for Book 3 carefully.

@@ -291,8 +303,8 @@ fix illustration captions Gary Chalk - - + +
  • 0 = Dagger
  • @@ -361,7 +373,7 @@ fix illustration captions -

    Before leaving the northern port of Anskavern, you are escorted to the City Hall and equipped with special winter boots, a tunic, a fur-lined cloak and mittens. You are given a Map of Kalte and a pouch of gold. 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 now enter this number in the Gold Crowns section of your Action Chart. (If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total of any Crowns you may already possess. Remember you can only carry fifty Crowns.)

    +

    Before leaving the northern port of Anskaven, you are escorted to the City Hall and equipped with special winter boots, a tunic, a fur-lined cloak and mittens. You are given a Map of Kalte and a pouch of gold. 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 now enter this number in the Gold Crowns section of your Action Chart. (If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total of any Crowns you may already possess. Remember you can only carry fifty Crowns.)

    Before you set sail, you are given the choice of the following items (in addition to those you already possess, but remember you may only carry two weapons). You may take any two of the following:

    • Sword (Weapons)

    • @@ -372,8 +384,8 @@ fix illustration captions Gary Chalk - - + +
    • Spear (Weapons)

    • @@ -386,8 +398,8 @@ fix illustration captions Gary Chalk - - + +
    • Quarterstaff (Weapons)

    • @@ -397,8 +409,8 @@ fix illustration captions Gary Chalk - - + +
    • Broadsword (Weapons)

    • @@ -568,15 +580,8 @@ fix illustration captions
      1 - - -

      The city name Anskavern in this section is spelled as Anskaven in some maps. It is unclear which spelling is correct.

      -
      -
      - - -

      Even before you accepted the task of bringing Vonotar to justice, preparations were being made for your voyage to Kalte. The captain of the Sommlending warship Cardonal, having returned from a long Kaltersee patrol, was ordered to await your arrival at Anskavern. During the night, food, ice equipment and Kanu-dog teams were taken on board. The mission was highly secretonly senior members of the crew were told the true nature of the voyage that lay ahead.

      +

      Even before you accepted the task of bringing Vonotar to justice, preparations were being made for your voyage to Kalte. The captain of the Sommlending warship Cardonal, having returned from a long Kaltersee patrol, was ordered to await your arrival at Anskaven. During the night, food, ice equipment and Kanu-dog teams were taken on board. The mission was highly secretonly senior members of the crew were told the true nature of the voyage that lay ahead.

      The plan is to set you ashore at Halle Bluff, drop anchor and await your return. An lite team of trusted guides will lead you from the bluff to Ikaya. Once inside the ice fortress, you are to hunt down and capture Vonotar, and then return with your guides to the ship. Your mission must be accomplished within thirty days at most, for winter is closing in and no ship can withstand the grip of the Kalte pack-ice. If you do not return in time, the captain will be forced to set sail without you.

      For six days, the Cardonal sails across the stormy Kaltersee without running into a storm; but every day the temperature steadily drops until a layer of ice covers the decks. On the morning of the seventh day, the snow-capped island of Tola is sighted on the horizon. Soon after, a light wind rises from the west.

      At first, there appears to be little danger, but within half an hour a furious blizzard is blowing, and all sight of land quickly vanishes in the scudding drift. All day the furious gale rages. Tremendous winds slice the tops of the huge grey waves and water crashes over the decks, masts and rigging of the ship, freezing almost immediately into solid ice. The sides of the ship become several feet thick with sea water. It is not until early evening that the weather clears, and although the wind still blows strongly, the force of the gale is spent.

      @@ -584,8 +589,8 @@ fix illustration captions Gary Chalk - - + +

      You are soon to discover that the gale has blown the ship nearly thirty miles off course, along the lip of the Ljuk ice shelf. You know that to return to Halle Bluff would waste a precious day, so you decide to land on the ice shelf and start your mission from there.

      As the last of the Kanu-dogs are carried ashore, your guides tell you of the two possible routes to Ikaya from here. The first route involves a hundred and thirty mile trek to Cloudmaker Mountain and then, following the difficult terrain of the Viad Glacier, a further hundred miles must be covered before you arrive at the ice fortress. The alternative route involves a longer journey of nearly one hundred and eighty miles into the Hrod Basin, followed by a trek of a hundred miles through Storm Giant Pass to Ikaya. Even if the weather and your luck hold good, either route will involve ten days of hard trekking before you reach your goal. You should consult the map of Kalte before making your decision.

      @@ -639,8 +644,8 @@ fix illustration captions Gary Chalk Two men in ragged clothes are huddled together beside a small fire - - + + If you wish to approach them and ask for some of their food, turn to 295. @@ -703,7 +708,7 @@ fix illustration captions -

      You may not examine any of these liquids more than once per liquid.

      +

      You may only examine each liquid once.

      @@ -753,8 +758,8 @@ fix illustration captions Gary Chalk - - + + If you wish to pull the lever and open the door, turn to 128. If you wish to leave him where he is, and continue exploring the main corridor, turn to 254. @@ -834,8 +839,8 @@ fix illustration captions Gary Chalk His grip falters and he plummets backwards into the gaping void - - + +

      You strain your eyes, hoping to see something, anything, but the gorge is as black as midnight. You turn to see Irian pointing, not at the gorge, but towards the western horizon. Look over there, he says, indicating a ridge in the distance. Two fur-clad warriors are standing on top of a large platform of ice. They are looking in your direction, alerted, no doubt, by Dyces dying scream.

      Ice Barbarians, says Fenor, his voice shaking with fear. If they reach Ikaya before us, were as good as dead!

      @@ -919,8 +924,8 @@ fix illustration captions Gary Chalk - - + + If you have the Kai Discipline of Sixth Sense, turn to 231. If you wish to take one of the Bracelets, put it on your wrist and mark it on your Action Chart as a Special Item, and turn to 187. @@ -983,8 +988,8 @@ fix illustration captions The statue rises slowly from the altar and advances towards you - - + + If you wish to attack this strange statue, turn to 150. If you wish to dodge past it and run towards the archway beyond, turn to 306. @@ -1057,8 +1062,8 @@ towards you Gary Chalk - - + + If you have the Kai Discipline of Sixth Sense and if you have reached the Kai rank of Guardian and therefore possess 7 Kai Disciplines, turn to 341. If you have the Kai Discipline of Sixth Sense, but have not yet reached the Kai rank of Guardian, turn to 124. @@ -1172,8 +1177,8 @@ towards you Gary Chalk - - + + If you possess a Silver Key, turn to 303. If you do not possess this Special Item, turn to 15. @@ -1300,8 +1305,8 @@ towards you Gary Chalk My name is Loi-Kymar. I am an elder of the Magicians Guild of Toran, - - + +

      Vonotar, that unspeakable wretch, is responsible for my plight. Days before the Darklord invasion of Sommerlund, he betrayed your Kai masters to win powerthe black power of death and darkness. However, he failed to play his part in the war plans his evil masters had laid. The Darklords do not tolerate such weaknessmercy has no place in their brutal minds. In the bitterness of defeat, they sought to destroy Vonotar for his crime of failure. Vonotar knew that I possessed the only means to effect an escape from their vengeance, for my Guildstaff has the power of teleportation. He tried to steal it and flee to the safety of Ikaya by himself, but he learnt that its power is not for all men to share; only I am blessed with its secret. He was angry and would have murdered my kinspeople had I not agreed to bring him here, so I had no choice but to do so.

      Ever since, I have been a prisoner in this cell. Vonotar has tortured my body and my mind, but I have not divulged the secret of my Guildstaff, which he now keeps in the Hall of the Brumalmarc. For if I were to tell him, my life would no longer be of any value.

      @@ -1369,8 +1374,8 @@ towards you Gary Chalk - - + + Ten days from now, you will reach your ship the Cardonal and regretfully report that you have failed your mission.
      @@ -1483,8 +1488,8 @@ towards you Gary Chalk - - + +

      You notice that where the statue once lay, two stone buttons have risen from the surface.

      Turn to 227. @@ -1554,8 +1559,8 @@ towards you A shadow to your right betrays the Baknar as it lopes towards you - - + + Baknar1930 If you win the combat, turn to 245. @@ -1571,8 +1576,8 @@ towards you Gary Chalk - - + +

      The kitchen is small and surprisingly well stocked with herbs. These must have come from the trading post at Ljuk, says Loi-Kymar, peering at the many jars and bottles. He takes several of the herb jars and crams them into the pockets of his robes. You are anxious to leave in case other guards should enter, but the old magician seems completely engrossed in his new discoveries. He opens two small jars, and mixes the contents together, urging you to eat with him. It will give you strength, Lone Wolf, he says. As you eat the dry leaves, you feel a warm glow radiating throughout your body. Restore 6 ENDURANCE points to your current total.

      Turn to 301. @@ -1621,8 +1626,8 @@ towards you Gary Chalk - - + +

      The Ice Barbarian mutants attack simultaneously, and you must fight them as one creature. They are immune to Mindblast. At the same time their strange controller is attacking you with its Mindforce. Unless you possess the Kai Discipline of Mindshield, you lose 2 ENDURANCE points due to this attack.

      Ice Barbarian Mutants1824 @@ -1696,8 +1701,8 @@ towards you Gary Chalk The two-headed serpent slithers along the ledge - - + + Javek1515

      If you lose any ENDURANCE points during this combat, do not subtract them from your ENDURANCE point total. Instead, pick a number from the Random Number Table. If the number you pick is 08, the Javek has sunk its fangs harmlessly into your padded arm, and you may continue the combat without losing any ENDURANCE points.

      @@ -1744,8 +1749,8 @@ towards you Gary Chalk - - + + Turn to 134. @@ -1864,8 +1869,8 @@ towards you Gary Chalk - - + +

      If you wish to keep this Effigy, slip it into your pocket and mark it on your Action Chart as a Special Item.

      If you wish to activate the buttons again, turn to 65. @@ -1885,8 +1890,8 @@ towards you The three Baknar jump from the ice wall and land with a crash on the sledges - - + +

      Suddenly, shrieks from above warn you that you are not the only creatures seeking shelter here. Within seconds, three large Baknar jump from the ice wall and land with a crash on the sledges. Your fellow driver, Irian, is thrown against the ice and collapses unconscious. You are prevented from going to his aid by a hungry carnivorous Baknar. There is no hope of evading it; you must fight it to the death.

      Baknar1930 @@ -1971,8 +1976,8 @@ crash on the sledges Gary Chalk - - + + If you wish to take a dive through the shrinking gap, turn to 283. If you prefer to stay where you are, turn to 256. @@ -2048,8 +2053,8 @@ crash on the sledges Gary Chalk - - + +

      You can now see the real Ikaya upon the horizon.

      If you wish to risk taking the sledge across the ice bridge, turn to 73. @@ -2083,8 +2088,8 @@ crash on the sledges Gary Chalk - - + +

      Help me, help me! he cries, slowly losing his grip.

      If you want to try to rescue Dyce, turn to 19. @@ -2153,8 +2158,8 @@ crash on the sledges Suddenly you see a large black shape pass close to the surface of the ice - - + + If you have the Kai Discipline of Camouflage, turn to 96. If you wish to run across the surface of the lake, turn to 322. @@ -2253,8 +2258,8 @@ surface of the ice Gary Chalk - - + + If you wish to try to attach your rope to the bowl and swing across, turn to 201. If you do not wish to risk falling into the fissure, return along the passage and take the other route by turning to 297. @@ -2397,8 +2402,8 @@ surface of the ice At the foot of the stairs, still upright and in armour, are the skeletal remains of an ancient tomb keeper - - + + If you wish to ignore the skeleton and climb the stairs, turn to 36. If you wish to attack the skeleton, turn to 278. @@ -2429,8 +2434,8 @@ are the skeletal remains of an ancient tomb keeper Gary Chalk - - + + Kalkoth1028 If you lose any ENDURANCE points during the course of the combat, turn immediately to 66. @@ -2470,8 +2475,8 @@ are the skeletal remains of an ancient tomb keeper You have released an Ice Demon and it is intent on your destruction - - + + If you possess the Sommerswerd, turn immediately to 120. If you possess a Firesphere, turn to 310. @@ -2560,8 +2565,8 @@ destruction Gary Chalk - - + +

      The kitchen is small and surprisingly well stocked with herbs. These are from the Trading Post at Ljuk, says Loi-Kymar, peering closely at the labelled jars, several of which he crams into his pockets. Opening two herb jars, he mixes the contents, and offers them to you. It will give you strength, Lone Wolf, he says. You eat the dry leaves and feel a warm glow radiating throughout your body.

      Restore 6 ENDURANCE points to your current total, and turn to 301. @@ -2630,8 +2635,8 @@ destruction Gary Chalk - - + + If you wish to attempt to save Dyce, turn to 19. If you feel there is no way you can save him, turn to 257. @@ -2761,8 +2766,8 @@ destruction From out of the dark slithers a huge ghoulish green monster over which Vonotar has control - - + + If you possess an Effigy, turn immediately to 34. If you do not possess an Effigy but do possess the Sommerswerd, turn to 164. @@ -2888,8 +2893,8 @@ monster over which Vonotar has control Gary Chalk - - + + If you wish to search the corpses, turn to 298. If you wish to continue, you may leave this cavern by the tunnel in the far wall. Turn to 315. @@ -2975,8 +2980,8 @@ monster over which Vonotar has control Gary Chalk - - + +

      You cautiously approach the strange glow, but fail to see a snow covered crevasse and fall in a tumble of snow and ice.

      Turn to 40. @@ -3085,8 +3090,8 @@ monster over which Vonotar has control Gary Chalk - - + + If you wish to pull the lever and open the door, turn to 110. If you wish to continue along the passage, turn to 63. @@ -3246,8 +3251,8 @@ monster over which Vonotar has control Each Ice Barbarian scout is carrying a backpack containing a child armed with a bone bow - - + +

      Suddenly Irian falls, an arrow buried in his back. Dyce runs to his aid but is shot down before he has taken a dozen steps. Fenor is hit. An arrow passes straight through his throat. He bravely staggers on for nearly a minute before collapsing in the snow. You are on your own. An Ice Barbarian scout skis past to your left and returns towards you head on. He has a spear under one arm, which is levelled at your chest.

      If you wish to fight the Ice Barbarian scout, turn to 158. @@ -3305,8 +3310,8 @@ containing a child armed with a bone bow Gary Chalk - - + + If you wish to enter the room and investigate the contents, turn to 38. If you wish to pull the lever, turn to 163. @@ -3355,8 +3360,8 @@ containing a child armed with a bone bow Gary Chalk - - + + If you wish to call to the man, turn to 67. If you decide to remain silent, leave the portal and continue on your way along the passage towards the stairs by turning to 166. @@ -3372,8 +3377,8 @@ containing a child armed with a bone bow Gary Chalk - - + + If you wish to attempt to break the seal, turn to 54. If you are suspicious of the contents and do not wish to risk breaking the Vial, leave it and return to 10 to choose your next course of action. @@ -3485,8 +3490,8 @@ containing a child armed with a bone bow You arrive at a massive ice hall full of crystal stalagmites and stalactites - - + +

      Partially obscured by a large mound of crystals, you can just make out a ramp leading up to a massive stone door in the fortress wall. Your discovery brings renewed hope. If you can gain entry to Ikaya and quickly capture Vonotar, there is still time to reach your ship, the Cardonal, before the pack-ice starts to freeze.

      If you wish to cross the icy hall and examine the stone door, turn to 52. @@ -3595,8 +3600,8 @@ stalagmites and stalactites Gary Chalk - - + + If you wish to accept his offer, turn to 91. If the thought of smelling like a vat of rancid cheese does not appeal to you, turn to 172. @@ -3676,8 +3681,8 @@ stalagmites and stalactites In an instant, the hunchback wizard is engulfed in a tangle of vines - - + +

      Be sure to remove his rings and amulets, he says, as he busily searches for his Guildstaff. He is a master of trickery. We would not want him to miss the special homecoming that awaits him in Sommerlund.

      You marvel at the old mans composure. After such a desperate fight, he seems completely unruffled. Ah! Here she is, he announces triumphantly as he withdraws his Guildstaff from beneath the Brumalmarc throne.

      @@ -3835,8 +3840,8 @@ tangle of vines This strange creature is a Crystal Frostwyrm and you must fight it to the death - - + + Crystal Frostwyrm1530 If you win the combat, turn to 3. @@ -3913,8 +3918,8 @@ fight it to the death Gary Chalk - - + + If you possess the Sommerswerd, turn to 213.

      If you do not possess it, pick a number from the Random Number Table.

      @@ -4058,8 +4063,8 @@ fight it to the death Gary Chalk - - + + If you wish to escape, you must turn and run back down the stairs. Turn to 261. If you wish to stand and fight, turn to 343. @@ -4112,8 +4117,8 @@ fight it to the death Gary Chalk - - + + If you have the Kai Discipline of Sixth Sense and if you have reached the Kai rank of Guardian (you are skilled in seven Kai Disciplines), turn to 341. If you have the Kai Discipline of Sixth Sense but have not yet reached the rank of Guardian, turn to 124. @@ -4146,8 +4151,8 @@ fight it to the death This hall is a place of great evil, a nightmare laboratory - - + +

      Across the causeway, another doorway suddenly slides back to reveal four Ice Barbarian mutants. As they shuffle towards you, a mixture of horror and pity overwhelms your senses.

      If you wish to fight these creatures, turn to 83. @@ -4217,8 +4222,8 @@ laboratory Gary Chalk - - + + You may leave the chamber by a tunnel in the far wall, by turning to 315. Or you can retrace your route and take the other tunnel by turning to 125. @@ -4287,8 +4292,8 @@ laboratory Gary Chalk - - + + If you have the Kai Discipline of Sixth Sense, turn to 127. If you wish to put this splendid Helmet on your head, turn to 308. @@ -4316,8 +4321,8 @@ laboratory Gary Chalk They have already started to skin the dead Baknar - - + +

      Baknar oil, shouts Fenor enthusiastically. Nothing like it for keeping warm and dry. He pulls his hand from the dead beast and offers you a fistful of the putrid jelly.

      If you wish to accept his offer, turn to 8. @@ -4344,8 +4349,8 @@ laboratory Gary Chalk - - + + If you wish to press on to Ikaya and try to outrun the Ice Barbarians before they return with reinforcements, turn to 327. If you wish to follow the scouts westwards and find out more about their convoy, turn to 178. @@ -4454,8 +4459,8 @@ laboratory Gary Chalk - - + + If you wish to examine these ancient potions, turn to 10. If you wish to leave the chamber and continue northwards, turn to 126. @@ -4493,8 +4498,8 @@ laboratory The Ice Barbarians circle around you but they dare not attack while you hold one of their children as hostage - - + + If you wish to cut the equipment loose, free the Ice Barbarian child, and escape on the unloaded sledge, turn to 190. If you wish to cut loose the equipment but keep the boy with you as a hostage during your escape, turn to 33. @@ -4610,8 +4615,8 @@ attack while you hold one of their children as hostage Gary Chalk - - + + If you have a Rope, you can climb down and attempt to capture him by turning to 100. If you do not have a Rope, you can descend the spiral staircase by turning to 148. @@ -4662,8 +4667,8 @@ attack while you hold one of their children as hostage A hidden panel opens near the right stave and inside is a beautiful glowing crystal - - + + If you wish to activate the buttons again, turn to 65. If you wish to leave the temple, turn to 306. @@ -4728,8 +4733,8 @@ beautiful glowing crystal Gary Chalk - - + + Turn to 301. @@ -4842,15 +4847,15 @@ beautiful glowing crystal

      But how did you manage to return so quickly? he asks incredulously. We were not expecting you for another ten days.

      Let us say, interrupts Loi-Kymar, that the wisdom of the Kai and the lore of the Magicians Guild can surpass the limitations of even time itself.

      A puzzled expression crosses the captains face, but it is gradually replaced by a smile as he begins to understand the magicians curious answer.

      -

      Your journey to Anskavern is swift, but you are saddened by your memories of the brave guides that were left behind. Your arrival in the port is greeted by an anxious crowd. They fear that your early return is a sign of your missions failure. When the news of Vonotars capture becomes known, your warrior skills are required once again; this time in the defence of your enemy against the seething mob of outraged Sommlending that assault Anskavern gaol. Safe passage is eventually secured to Toran, where trial awaits the traitor.

      +

      Your journey to Anskaven is swift, but you are saddened by your memories of the brave guides that were left behind. Your arrival in the port is greeted by an anxious crowd. They fear that your early return is a sign of your missions failure. When the news of Vonotars capture becomes known, your warrior skills are required once again; this time in the defence of your enemy against the seething mob of outraged Sommlending that assault Anskaven gaol. Safe passage is eventually secured to Toran, where trial awaits the traitor.

      Upon the dawn of the feast of Maesmarn, in the depths of the Guildhall of the Crystal Star, Vonotar the Traitor is tried by his brotherhood and found guilty of his terrible crimes. He is led away in silence to the deepest chamber of the Guildhall, wherein lies the Daziarn: a portal of total darkness, the door of an eternal prison from which there can be no escape.

      Gary Chalk Vonotar is led away to the deepest chamber of the Guildhall wherein lies the Daziarn: the door of an eternal prison from which there can be no escape - - + +

      You are the avenger of his crimes, and it is you who cast the wretched traitor into the limbo of Daziarn. Your mission is now completed. You have survived the caverns of Kalte and freed Sommerlund from the menace of Vonotar.

      But the heat of battle and the challenge of a new and desperate quest awaits you in Book Four of the Lone Wolf series entitled:

      @@ -4991,7 +4996,7 @@ beautiful glowing crystal
    • Pick number from Random Number Table.
    • Turn to Combat Results Table.
    • Find your Combat Ratio on the top of chart and cross-reference to random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
    • -
    • Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0.
    • +
    • Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0 or below.
    • @@ -5397,13 +5402,13 @@ beautiful glowing crystal

      (The Story So Far) Replaced hunch-backed with hunchbacked.

      -

      (The Game Rules) Replaced all occurrences of the abbreviation ie with i.e.. Replaced Combat Skill, Endurance Points with COMBAT SKILL, ENDURANCE points. 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. Replaced on to with onto.

      +

      (The Game Rules) Replaced all occurrences of the abbreviation ie with i.e.. Replaced Combat Skill, Endurance Points with COMBAT SKILL, ENDURANCE points. 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. 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 (see the front of this book) and capitalized map. Replaced come in useful with be useful, Kai Discipline section with Kai Disciplines section, and ice-sledge along with ice-sledge, along. Replaced Food on page 22 with How to Use Your Equipment.

      +

      (Equipment) Removed (see the front of this book) and capitalized map. Replaced come in useful with be useful, Kai Discipline section with Kai Disciplines section, and ice-sledge along with ice-sledge, along. Replaced Food on page 22 with How to Use Your Equipment. Replaced Anskavern with Anskaven.

      (Rules for Combat) Removed on the inside back cover of the book. Replaced appears on the page after the Random Number Table with in the back of this book.

      (Levels of Kai Training) Replaced LONE WOLF with Lone Wolf.

      (Kai Wisdom) Removed at the front of the book. Replaced ice-fortress with ice fortress.

      -

      (1) Replaced pack ice with pack-ice. Replaced the word becoming with become in the fourth paragraph. Removed at the front of the book.

      +

      (1) Replaced pack ice with pack-ice. Replaced the word becoming with become in the fourth paragraph. Removed at the front of the book. Replaced Anskavern with Anskaven.

      (13) Replaced both occurrences of spyhole with spy-hole.

      (21) Replaced on to with onto.

      (26) Moved the Sixth Sense choice into the first position.

      @@ -5477,8 +5482,8 @@ beautiful glowing crystal

      (337) Replaced vicious looking with vicious-looking.

      (339) Replaced rockface with rock-face.

      (342) Removed at the front of the book.

      -

      (350) Replaced LONE WOLF of the last paragraph with Lone Wolf and replaced both occurrences of Captain with captain. Replaced Magicians Guild with Magicians Guild. Replaced his crimes and it is you with his crimes, and it is you. Replaced Vonotar the traitor with Vonotar the Traitor.

      -

      (Combat Rules Summary) Replaced cross reference with cross-reference.

      +

      (350) Replaced LONE WOLF of the last paragraph with Lone Wolf and replaced both occurrences of Captain with captain. Replaced Magicians Guild with Magicians Guild. Replaced his crimes and it is you with his crimes, and it is you. Replaced Vonotar the traitor with Vonotar the Traitor. Replaced Anskavern with Anskaven. Replaced Anskavern with Anskaven.

      +

      (Combat Rules Summary) Replaced cross reference with cross-reference. Replaced fall to 0 with fall to 0 or below.

      @@ -5533,22 +5538,24 @@ beautiful glowing crystal

      Only the first occurrence of each secondary illustration is cited.