X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=xml%2F04tcod.xml;h=3ad8888fa9f9a1410bed7ec673c12b76259132b5;hp=fe0e1997ba5cdfa282fa35723ecc5bd6bd9aee50;hb=53d5f97cd1474231d3f343c70918a91ade6466e2;hpb=2529c0945d33fe2ab88da0159dd8fd1d309e8e62 diff --git a/xml/04tcod.xml b/xml/04tcod.xml index fe0e199..3ad8888 100755 --- a/xml/04tcod.xml +++ b/xml/04tcod.xml @@ -1,21 +1,50 @@ - - %xhtml.characters; - %general.links; %xhtml.links; + + + %general.inclusions; ]> - + onto the Random Number Table on the last page of this book. 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 the number 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 rise above the number you started with.

+

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 rise above the number you started with.

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 4. 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 4 carefully.

@@ -254,7 +276,7 @@ Initial Revision.

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

-

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

+

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

@@ -291,7 +313,7 @@ Initial Revision. -

If you successfully complete the mission as set in Book 4 of Lone Wolf, you may add a further Kai Discipline of your choice to your Action Chart in Book 5. This additional skill, together with your other skills and any Special Items that you have found, may then be used in the next adventure in the Lone Wolf series which is called Shadow on the Sand.

+

If you successfully complete the mission as set in Book 4 of Lone Wolf, you may add a further Kai Discipline of your choice to your Action Chart in Book 5. This additional skill, together with your other skills and any Special Items that you have found, may then be used in the next adventure in the Lone Wolf series which is called Shadow on the Sand.

@@ -315,8 +337,8 @@ Initial Revision. Gary Chalk - - + +
  • Sword (Weapons)

  • @@ -327,8 +349,8 @@ Initial Revision. Gary Chalk - - + +
  • Mace (Weapons)

  • @@ -338,8 +360,8 @@ Initial Revision. Gary Chalk - - + +
  • @@ -348,8 +370,8 @@ Initial Revision. Gary Chalk - - + +
  • @@ -360,17 +382,17 @@ Initial Revision. How to Carry Equipment -

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

    +

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

      -
    • Warhammer&emdash;carried in the hand.
    • -
    • Dagger&emdash;carried in the hand.
    • -
    • Potion of Laumspur&emdash;carried in the Backpack.
    • -
    • Sword&emdash;carried in the hand.
    • -
    • Spear&emdash;carried in the hand.
    • -
    • Special Rations&emdash;carried in the Backpack.
    • -
    • Mace&emdash;carried in hand.
    • -
    • Chainmail Waistcoat&emdash;worn on the body.
    • -
    • Shield&emdash;slung over shoulder when not in combat otherwise carried in the hand.
    • +
    • Warhammercarried in the hand.
    • +
    • Daggercarried in the hand.
    • +
    • Potion of Laumspurcarried in the Backpack.
    • +
    • Swordcarried in the hand.
    • +
    • Spearcarried in the hand.
    • +
    • Special Rationscarried in the Backpack.
    • +
    • Macecarried in hand.
    • +
    • Chainmail Waistcoatworn on the body.
    • +
    • Shieldslung over shoulder when not in combat otherwise carried in the hand.
    @@ -427,8 +449,8 @@ Initial Revision. -

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

    -

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

    +

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

    +

    At the start of a combat, enter Lone Wolfs and the enemys ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

    The sequence for combat is as follows:

    1. Add any extra points gained through your Kai Disciplines to your current COMBAT SKILL total.

    2. @@ -436,7 +458,7 @@ Initial Revision.

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

      Example

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

      -

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

      +

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

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

    4. @@ -479,7 +501,7 @@ Initial Revision.
    5. Intuite
    6. Doan
    7. Acolyte
    8. -
    9. Initiate&emdash;You begin the Lone Wolf adventures with this level of Kai training
    10. +
    11. InitiateYou begin the Lone Wolf adventures with this level of Kai training
    12. Aspirant
    13. Guardian
    14. Warmarn or Journeyman
    15. @@ -502,7 +524,7 @@ Initial Revision.

      Your mission will be fraught with danger, for you are about to venture into the bleak and hostile Wildlands of the south. Use the map to help you plot your course to Ruanon. Make notes as you progress through the story, for they will be of great help in future adventures.

      Many things that you find will aid you during your adventure. Some Special Items will be of use in future Lone Wolf adventures and others may be red herrings of no real use at all, so be selective in what you decide to keep.

      -

      There are several routes to Ruanon, but only one will enable you to reach the mining town and find Captain D'Val with the minimum of danger. A wise choice of Kai Disciplines and a great deal of courage should enable any player to complete the mission, no matter how weak his initial COMBAT SKILL and ENDURANCE points score. Successful completion of previous Lone Wolf adventures is not essential for the success of this quest.

      +

      There are several routes to Ruanon, but only one will enable you to reach the mining town and find Captain DVal with the minimum of danger. A wise choice of Kai Disciplines and a great deal of courage should enable any player to complete the mission, no matter how weak his initial COMBAT SKILL and ENDURANCE points score. Successful completion of previous Lone Wolf adventures is not essential for the success of this quest.

      Good Luck!

      @@ -521,15 +543,15 @@ Initial Revision.

      For three days you lead your brave company of rangers across the lush plains of southern Sommerlund on the first stage of your urgent mission. The flat, treeless fields surround you with a seemingly endless expanse of wheat, so high that even though you are in the saddle it reaches well above your knees. Your horses seem to be swimming through a vast yellow sea of corn that is only interrupted by an occasional track, or group of isolated farmhouses.

      The southerners welcome your sudden appearance, but you only make the briefest stops for food and rest, neither wishing to risk becoming a burden, nor alarm these good people with your mission.

      -

      By noon on the fourth day, you reach the Pass of Moytura. Here the plains give way to the broken foothills of the Durncrag mountains. You soon reach a highway, the surface cracked and full of potholes, heading off towards the south. This is the notorious Ruanon Pike. South of the pass, the Ruanon Pike crosses a hundred miles of open territory known as Raider's Road. Bandit tribes from the Wildlands and Giak war-bands from the mountains of the west frequently ambush those who travel along the Pike, and the regular shipment of gold and gems from the mines at Ruanon have sometimes yielded rich pickings to these merciless robbers.

      +

      By noon on the fourth day, you reach the Pass of Moytura. Here the plains give way to the broken foothills of the Durncrag Mountains. You soon reach a highway, the surface cracked and full of potholes, heading off towards the south. This is the notorious Ruanon Pike. South of the pass, the Ruanon Pike crosses a hundred miles of open territory known as Raiders Road. Bandit tribes from the Wildlands and Giak war-bands from the mountains of the west frequently ambush those who travel along the Pike, and the regular shipment of gold and gems from the mines at Ruanon have sometimes yielded rich pickings to these merciless robbers.

      Point and flankers, you shout, and immediately three groups of rangers peel away from the column and spur their horses to a gallop. You watch with pride as the expert horsemen take up their scouting positions to the front and side of the company.

      It is late afternoon when a ranger scout approaches the company from the west. He points towards a craggy outcrop where a thin spiral of wood smoke betrays a hut hidden beneath the overhanging rock.

      Gary Chalk - - + + If you wish to investigate the hut, turn to 160. If you wish to ignore the hut and continue on your ride along the Ruanon Pike, turn to 273. @@ -566,7 +588,7 @@ Initial Revision.

      You climb the barricade and shout the order: Draw bows! And, as the enemy shield-wall closes fast in a deadly race to beat your archers, Fire!

      Their shields of cured skin and wood are no defence against the hail of death that tears into their ranks. The whole line seems to pause and sway; great gaps appear and spearmen fall in heaps on the field. Few escape being injured.

      You sense a turn in the tide of battle. The enemy are pulling away from the barricades by the score, carrying their wounded on their backs and on their upturned shields.

      -

      You jump from the wall and race back towards the watchtower where Captain D'Val is still embroiled in a bitter struggle against the bandit horsemen. You are about to leap over the body of a dead bandit warrior when he suddenly comes to life and lashes out at your legs with a mace. He was only feigning death and his surprise attack has knocked you to the ground. You lose 1 ENDURANCE point.

      +

      You jump from the wall and race back towards the watchtower where Captain DVal is still embroiled in a bitter struggle against the bandit horsemen. You are about to leap over the body of a dead bandit warrior when he suddenly comes to life and lashes out at your legs with a mace. He was only feigning death and his surprise attack has knocked you to the ground. You lose 1 ENDURANCE point.

      Turn to 62.
      @@ -586,9 +608,9 @@ Initial Revision. 5 -

      You push him to the ground and smother him with your Kai cloak. The flames are soon extinguished and you draw away your cloak to see how badly he is injured. Your quick action has saved the captain's life for although his uniform is burnt and tattered, he has survived the fire unscathed.

      +

      You push him to the ground and smother him with your Kai cloak. The flames are soon extinguished and you draw away your cloak to see how badly he is injured. Your quick action has saved the captains life for although his uniform is burnt and tattered, he has survived the fire unscathed.

      It is my turn to thank you, Lone Wolf. This time it is you who has saved me from certain death.

      -

      You help the captain to his feet and race to the barricade; the enemy have now reached the ruined perimeter of Ruanon, and they are creeping forward under cover of the broken cottage walls. Climbing up on to an overturned wagon, you order the Sommlending guards back to the barricades. But is it too late to repel the attack?

      +

      You help the captain to his feet and race to the barricade; the enemy have now reached the ruined perimeter of Ruanon, and they are creeping forward under cover of the broken cottage walls. Climbing up onto an overturned wagon, you order the Sommlending guards back to the barricades. But is it too late to repel the attack?

      Turn to 186.
      @@ -610,13 +632,13 @@ Initial Revision.

      Your enemy falls from the saddle, and his body is dragged away by his horse, a twisted foot ensnared in the stirrup. All around you the din of battle rages. You realize that these armour-clad horsemen are no ordinary bandit clan; they fight with a discipline and skill unheard of among the lowly outlaws of the Wildlands.

      -

      A horse passes close by, the dead body of a ranger still upright in the saddle. You snatch the reins and retrieve a war-horn from the dead man's neck. If you are to avoid total disaster, you know that you must quickly sound the retreat.

      +

      A horse passes close by, the dead body of a ranger still upright in the saddle. You snatch the reins and retrieve a war-horn from the dead mans neck. If you are to avoid total disaster, you know that you must quickly sound the retreat.

      Gary Chalk - - + +

      You wheel your steed towards the south and spur the blood-spattered animal to the gallop. The remnants of your company are close at your heels, the victory cries of your foe resounding in their ears.

      Turn to 154. @@ -627,7 +649,7 @@ Initial Revision. 8 -

      Your men secure the boat to a rusty iron ring before following you up the stone steps towards the archway. As you reach a narrow ledge at the top of the granite staircase, you hear strange sounds drifting from the darkness ahead, like the hissing of a jet of steam. It lasts for a few seconds before the crack of a whip and the voice of a man cursing brings it to an abrupt halt.

      +

      Your men secure the boat to a rusty iron ring before following you up the stone steps towards the archway. As you reach a narrow ledge at the top of the granite staircase, you hear strange sounds drifting from the darkness ahead, like the hissing of a jet of steam. It lasts for a few seconds before the crack of a whip and the voice of a man cursing bring it to an abrupt halt.

      If you wish to enter the tunnel, turn to 151. If you decide not to enter the tunnel, you can return to the rowing boat and continue along the underground river by turning to 240.
      @@ -648,13 +670,13 @@ Initial Revision.

      The warrior staggers back and tumbles over the ramparts into the raging battle below. His feathered mount ascends and flies away, its hideous caw piercing the storm-black sky.

      -

      Lying upon the gore-stained floor is a beautiful Onyx Medallion, which was torn from the warrior's armour as he fell. If you wish to keep the Onyx Medallion, place it in your pocket and mark it on your Action Chart as a Special Item.

      +

      Lying upon the gore-stained floor is a beautiful Onyx Medallion, which was torn from the warriors armour as he fell. If you wish to keep the Onyx Medallion, place it in your pocket and mark it on your Action Chart as a Special Item.

      Gary Chalk - - + + Leave the watchtower by turning to 59.
      @@ -666,8 +688,8 @@ Initial Revision.

      You have covered less than twenty yards when you reach a solid rock-face. It is a dead end. The tunnel has only just been recently excavated, and you can go no further in this direction. You must now return to the junction.

      Pick a number from the Random Number Table.

      - If the number you have picked is 0&endash;4, turn to 97. - If the number is 5&endash;9, turn to 190. + If the number you have picked is 04, turn to 97. + If the number is 59, turn to 190.
      @@ -676,11 +698,11 @@ Initial Revision.

      Fifty miles south of Ruanon, the ruined city of Maaken teeters on the brink of Maakengorge. A cold sweat breaks out upon your brow as you contemplate the difficulty of your mission, for you are separated from your goal by fifty miles of enemy-held territory. But there is still a flicker of hope; with the enemy in confusion and retreat, your chances of success will be far higher now than before battle.

      -

      Before you set off on your perilous mission, Captain D'Val offers you the choice of the following equipment and provisions:

      +

      Before you set off on your perilous mission, Captain DVal offers you the choice of the following equipment and provisions:

      • Enough food for 3 Meals
      • Rope
      • -
      • Potion of Laumspur&emdash;Restores 4 ENDURANCE points when swallowed after combat
      • +
      • Potion of LaumspurRestores 4 ENDURANCE points when swallowed after combat
      • Sword
      • Spear
      @@ -693,10 +715,10 @@ Initial Revision. -

      The show finally comes to an end, and you make the necessary preparations for a night's sleep. At dawn the next day, you and your company bid farewell to the travelling players and continue on your way to Ruanon.

      +

      The show finally comes to an end, and you make the necessary preparations for a nights sleep. At dawn the next day, you and your company bid farewell to the travelling players and continue on your way to Ruanon.

      Pick a number from the Random Number Table.

      - If the number you have picked is 0&endash;4, turn to 171. - If the number is 5&endash;9, turn to 25. + If the number you have picked is 04, turn to 171. + If the number is 59, turn to 25.
      @@ -705,14 +727,14 @@ Initial Revision. -

      Your rangers spread out and move stealthily forward under cover of the large boulders. When you are almost close enough to reach out and touch the enemy, you give a piercing whistle&emdash;the signal to attack! In unison, your men rise up and strike. Two bandits die instantly, their skulls cloven in two by ranger swords. A third turns to run, but he is felled from behind and swept away in the foam-flecked water. Your target is a formidable looking warrior; great bracers of steel encase his wrists and a grim necklace of shrunken skulls adorns his leather battle-jerkin. You strike first, but his reactions are lightning-fast. He turns your blow aside with his spear and lunges at your face.

      +

      Your rangers spread out and move stealthily forward under cover of the large boulders. When you are almost close enough to reach out and touch the enemy, you give a piercing whistlethe signal to attack! In unison, your men rise up and strike. Two bandits die instantly, their skulls cloven in two by ranger swords. A third turns to run, but he is felled from behind and swept away in the foam-flecked water. Your target is a formidable looking warrior; great bracers of steel encase his wrists and a grim necklace of shrunken skulls adorns his leather battle-jerkin. You strike first, but his reactions are lightning-fast. He turns your blow aside with his spear and lunges at your face.

      Gary Chalk Your target is a formidable Bandit Warrior - - + + Bandit Warrior1728 If you wish to evade combat at any time, you can dive into the River Xane by turning to 31. @@ -766,7 +788,7 @@ Initial Revision.

      You instantly recognize these amulets. They are the symbols of a Holy Order known as The Redeemers, a silent order of pilgrims devoted to a lifetime of prayer and healing. You apologize for your hasty reaction. The holy men both nod their shaven heads in forgiveness.

      -

      Your men have pitched camp beneath the marble canopy, and preparations are soon under way for a good night's sleep. You are hungry and you must now eat a Meal or lose 3 ENDURANCE points.

      +

      Your men have pitched camp beneath the marble canopy, and preparations are soon under way for a good nights sleep. You are hungry and you must now eat a Meal or lose 3 ENDURANCE points.

      Turn to 233.
      @@ -775,15 +797,15 @@ Initial Revision. 20 -

      An arrow hisses overhead; a scream of agony fills the air. The bow slips from the archer's fingers as he sinks to his knees, the arrow lodged deep between his startled eyes. The clack of fangs and the soft swift pad of stealthy feet tell you that the Warhounds are closing in. You look up to see a man running towards you from the barricade. He has a shield in one hand and a longbow in the other; it is Guard Captain D'Val. He reaches you, breathless from his run, and draws an arrow from his quiver. D'Val aims and fires, drawing another arrow from his quiver as soon as the first is loosed. The Warhounds tumble and crash to the ground around you, felled by D'Val's deadly shafts. Eight lie dead before his quiver is empty.

      +

      An arrow hisses overhead; a scream of agony fills the air. The bow slips from the archers fingers as he sinks to his knees, the arrow lodged deep between his startled eyes. The clack of fangs and the soft swift pad of stealthy feet tell you that the Warhounds are closing in. You look up to see a man running towards you from the barricade. He has a shield in one hand and a longbow in the other; it is Guard Captain DVal. He reaches you, breathless from his run, and draws an arrow from his quiver. DVal aims and fires, drawing another arrow from his quiver as soon as the first is loosed. The Warhounds tumble and crash to the ground around you, felled by DVals deadly shafts. Eight lie dead before his quiver is empty.

      Gary Chalk - - + + -

      The captain grabs you by the arm and, swinging you over his shoulder in one swift motion, carries you back towards the barricade. Others run forward to help you, but the bandit archers are now in range and your men are forced back by a hail of arrows. The red shafts of the enemy whistle past on all sides. You reach the barricade, a wagon is pulled aside, and you are carried in through the gap. Captain D'Val is close to exhaustion; he staggers, and his men rush to catch him before he drops to the ground.

      +

      The captain grabs you by the arm and, swinging you over his shoulder in one swift motion, carries you back towards the barricade. Others run forward to help you, but the bandit archers are now in range and your men are forced back by a hail of arrows. The red shafts of the enemy whistle past on all sides. You reach the barricade, a wagon is pulled aside, and you are carried in through the gap. Captain DVal is close to exhaustion; he staggers, and his men rush to catch him before he drops to the ground.

      Turn to 341.
      @@ -809,7 +831,7 @@ Initial Revision. -

      You fumble in your Backpack to remove a Torch, and in doing so, you drop one other Item from your Backpack into the crevasse. (If you were only carrying a Torch, you have lost a Weapon instead.)

      +

      You fumble in your Backpack to remove a Torch, and in doing so, you drop one other Item from your Backpack into the crevasse. (If you were only carrying a Torch, you have lost a Weapon instead.)

      You eventually manage to light the new Torch and make your way safely across to the other side of the bridge.

      Continue along this tunnel and turn to 157. @@ -831,10 +853,10 @@ Initial Revision. 24 -

      You leap across the warrior's dead body and enter the watchtower. Running up the wide stone stairs, you reach a landing on the first level where two soldiers are firing their bows through narrow oblong slits in the wall. Suddenly one of them cries out in pain and staggers back, an arrow sunk in his chest.

      +

      You leap across the warriors dead body and enter the watchtower. Running up the wide stone stairs, you reach a landing on the first level where two soldiers are firing their bows through narrow oblong slits in the wall. Suddenly one of them cries out in pain and staggers back, an arrow sunk in his chest.

      If you have the Kai Discipline of Healing, you can help this wounded soldier by turning to 238. If you wish to continue up the stairs to the watchtower roof, turn to 223. - If you wish to pick up the wounded archer's bow and man his position at the arrow slit, turn to 207. + If you wish to pick up the wounded archers bow and man his position at the arrow slit, turn to 207.
      @@ -848,7 +870,7 @@ Initial Revision. -

      After journeying through the rich wheat fields of southern Sommerlund, the view that lies before you now looks especially bleak and colourless. The landscape is flat and desolate, only relieved here and there by a ragged copse of stunted firs or mound of broken earth. During the afternoon, storm clouds gather above the peaks of the Durncrag mountains to the west, and the roll of distant thunder warns of imminent rain. It is early evening when your scouts find the ruins of an old temple, less than a mile from the highway.

      +

      After journeying through the rich wheat fields of southern Sommerlund, the view that lies before you now looks especially bleak and colourless. The landscape is flat and desolate, only relieved here and there by a ragged copse of stunted firs or mound of broken earth. During the afternoon, storm clouds gather above the peaks of the Durncrag Mountains to the west, and the roll of distant thunder warns of imminent rain. It is early evening when your scouts find the ruins of an old temple, less than a mile from the highway.

      If you wish to set up camp for the night in the shelter of the ruins, turn to 290. If you wish to avoid the temple and continue, turn to 141.
      @@ -862,10 +884,10 @@ Initial Revision. Gary Chalk - The Stoneworm slithers towards you
      at a terrifying pace
      + The Stoneworm slithers towards youat a terrifying pace - - + +
      Stoneworm1538 @@ -902,7 +924,7 @@ Initial Revision. -

      The Torch burns fiercely for just a few seconds before it splutters and dies. You try to relight it but it is hopeless&emdash;it simply will not burn. If you possess other Torches in your Backpack, you will also discover that for some mysterious reason, they will no longer light.

      +

      The Torch burns fiercely for just a few seconds before it splutters and dies. You try to relight it but it is hopelessit simply will not burn. If you possess other Torches in your Backpack, you will also discover that for some mysterious reason, they will no longer light.

      If you possess a Firesphere, turn to 168. If you wish to continue in the dark, turn to 246. If you wish to leave the vault and attempt an entry via the guarded crypt door, turn to 183. @@ -929,12 +951,12 @@ Initial Revision. Gary Chalk - - + +

      Pick a number from the Random Number Table.

      - If the number you have picked is 0&endash;4, turn to 272. - If the number you have picked is 5&endash;9, turn to 329. + If the number you have picked is 04, turn to 272. + If the number you have picked is 59, turn to 329.
      @@ -944,7 +966,7 @@ Initial Revision.

      The hideous creature uncoils itself from your legs and sinks into the water. You are elated by your victory, but your lungs feel as if they are on fire. You claw your way upwards until you eventually reach the surface, choking and gasping for air.

      -

      The only sign of the rowing boat and your men that remains on the surface of this dark and dreadful river is a splintered oar floating nearby. You hook your arm over this and drift with the current towards the far bank. A check of your Backpack and pockets reveals that nothing was lost during your struggle in the water, but this discovery comes as cold comfort now your brave company is no more.

      +

      The only sign of the rowing boat and your men that remains on the surface of this dark and dreadful river is a splintered oar floating nearby. You hook your arm over this and drift with the current towards the far bank. A check of your Backpack and pockets reveals that nothing was lost during your struggle in the water, but this discovery comes as cold comfort now that your brave company is no more.

      Steeling yourself against the unknown dangers that may lie ahead, you resolve to reach Ruanon and uncover the veil of mystery that surrounds it. But first you allow yourself one last look at the black river before you enter the east tunnel.

      Turn to 309.
      @@ -979,8 +1001,8 @@ Initial Revision.

      Using your Kai skill, you blend into the shadows of the chamber wall and slowly inch your way nearer and nearer to the bridge. Suddenly, the guard puts down his block of wood and turns his back: he is rummaging in his haversack for some food. You see your chance and sprint towards the bridge, your weapon poised to strike down the unwary guard.

      Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, or if you have reached the Kai rank of Guardian or higher, then add 3 to the number you have picked.

      - If your total is now 0&endash;7, turn to 147. - If your total is now 8&endash;12, turn to 231. + If your total is now 07, turn to 147. + If your total is now 812, turn to 231.
      @@ -1005,12 +1027,12 @@ Initial Revision. Gary Chalk - The little fat man spins around
      and tumbles to the ground
      + The little fat man spins around and tumbles to the ground - - + +
      -

      You must forgive Yesu, says the old woman. He means you no harm. Raider's Road has made him a nervous wreck.

      +

      You must forgive Yesu, says the old woman. He means you no harm. Raiders Road has made him a nervous wreck.

      You question the old woman, asking her where they have come from and their destination. You learn that they are a troupe of players and have journeyed many miles from their native land of Cloeasia in the east. They last played for the people of Eshnar, but it was a disappointing show. It seems that the town was as quiet as the grave; those who did come to see them were a sad and sorry crowd. They are now bound for Holmgard, and hopefully a more appreciative audience.

      Light is fading, remarks the old woman. Perhaps you and your men will camp with us tonight? We would deem it an honour, and would be happy to entertain you all with songs and dancing. You notice a hopeful look in the eyes of your men as they await your decision.

      If you wish to set up camp with the troubadours, turn to 182. @@ -1023,7 +1045,7 @@ Initial Revision. 38 -

      No cargo remains inside the charred shell of the wagon. The wood is black, and the metal fittings have buckled and blistered in the heat. However, in spite of the damage, you find enough proof from the ashes to confirm your suspicions. This is the wreck of a Sommlending cavalry wagon; one of three that left for Ruanon with Captain D'Val's troop over a month ago.

      +

      No cargo remains inside the charred shell of the wagon. The wood is black, and the metal fittings have buckled and blistered in the heat. However, in spite of the damage, you find enough proof from the ashes to confirm your suspicions. This is the wreck of a Sommlending cavalry wagon; one of three that left for Ruanon with Captain DVals troop over a month ago.

      As you stand in the wagon, brushing the ash from your hands, one of your men suddenly cries out in pain. You glance up in time to see him fall from his horse, a disc of sharp steel embedded in his chest. Ambush! Take cover! you shout, as more of the deadly discs whistle out of the trees to claim their victims. Frightened horses gallop in all directions, your men desperately clinging to the reins. The hidden attackers vanish as quickly as they came, but not before three of your men are left dead upon the highway.

      After burying your dead, you must decide on the best course of action; for now only four men remain at your side and the hidden enemy may return at any time to finish their evil handiwork.

      If you wish to continue along the highway, riding full speed for Ruanon, turn to 297. @@ -1035,7 +1057,7 @@ Initial Revision. 39 -

      The arrow arcs through the smoke-blackened sky and pierces the officer's shining breastplate. You hear his scream of pain ring out above the din of battle and watch as his cruel eyes flicker and close. He swoons and slips from his saddle, your arrow lodged deep in his heart.

      +

      The arrow arcs through the smoke-blackened sky and pierces the officers shining breastplate. You hear his scream of pain ring out above the din of battle and watch as his cruel eyes flicker and close. He swoons and slips from his saddle, your arrow lodged deep in his heart.

      Turn to 148.
      @@ -1076,7 +1098,7 @@ Initial Revision.

      If you are to survive this attack, you must fight with speed and accuracy. You raise your weapon poising yourself to strike.

      Pick a number from the Random Number Table. If you possess the Discipline of Mind Over Matter or Weaponskill, add 1 to the number you have picked. If you possess the Kai Discipline of Hunting or Sixth Sense, add 2 to the number you have picked.

      - If your total is now 0&endash;6, turn to 262. + If your total is now 06, turn to 262. If it is 7 or more, turn to 111.
      @@ -1090,8 +1112,8 @@ Initial Revision. Gary Chalk - - + + If you have the Kai Discipline of Healing, turn to 149. If you do not possess this skill, turn to 188. @@ -1154,8 +1176,8 @@ Initial Revision.

      The great doors open to reveal a patrol of six tunnel guards. They are each armed with a crossbow and react instantly to your presence on the bridge. Charge! you shout, hoping that you might be able to overpower the guards before they can fire their deadly weapons.

      Pick a number from the Random Number Table.

      - If the number you have picked is 0&endash;6, turn to 184. - If the number is 7&endash;9, turn to 267. + If the number you have picked is 06, turn to 184. + If the number is 79, turn to 267.
      @@ -1214,8 +1236,8 @@ Initial Revision. Gary Chalk - - + + If you wish to dive into one of the empty ore wagons, turn to 161. If you wish to hide in the shadows of the rough tunnel wall, turn to 286. @@ -1237,24 +1259,25 @@ Initial Revision. 57 -

      You must save her, Lone Wolf. You must prevent the sacrifice! The Baron's voice is choked with emotion.

      -

      Save who? Who must he save? questions Captain D'Val, as he tries to calm the excited Baron.

      +

      You must save her, Lone Wolf. You must prevent the sacrifice! The Barons voice is choked with emotion.

      +

      Save who? Who must he save? questions Captain DVal, as he tries to calm the excited Baron.

      My daughter, Madelon, of course, the Baron answers. Tears are welling up in his eyes and nervously he wrings his hands. Then he utters the ominous prophecy:

      -

      When the full moon shines o'er the temple deep, -
      A sacrifice will stir from sleep -
      The legions of a long forgotten lord. -
      When a fair royal maid on the altar dies, -
      The dead of Maakengorge shall rise -
      To claim their long-awaited reward. +

      + When the full moon shines oer the temple deep, + A sacrifice will stir from sleep + The legions of a long forgotten lord. + When a fair royal maid on the altar dies, + The dead of Maakengorge shall rise + To claim their long-awaited reward.

      -

      Don't you see? Barraka has found the dagger of Vashna. He is going to sacrifice my daughter upon the altar of Maaken to release the undead of Maakengorge, the chasm of doom.

      -

      During the Age of the Black Moon, King Ulnar of Sommerlund killed the mightiest of all the Darklords, Vashna, with the Sommerswerd&emdash;the sword of the sun. Vashna's body and the bodies of all his troops were hurled into the bottomless abyss of Maakengorge. He plans to lead the dead to victory; first to conquer Sommerlund and then all of the Lastlands, explains the Baron, fear in his eyes.

      +

      Dont you see? Barraka has found the dagger of Vashna. He is going to sacrifice my daughter upon the altar of Maaken to release the undead of Maakengorge, the chasm of doom.

      +

      During the Age of the Black Moon, King Ulnar of Sommerlund killed the mightiest of all the Darklords, Vashna, with the Sommerswerdthe sword of the sun. Vashnas body and the bodies of all his troops were hurled into the bottomless abyss of Maakengorge. He plans to lead the dead to victory; first to conquer Sommerlund and then all of the Lastlands, explains the Baron, fear in his eyes.

      You stare at the Baron in stunned silence. If Barraka completes the sacrifice, all is lost. What mortal army can stand against a legion of the dead?

      -

      Captain D'Val ushers you from the chamber and closes the door. I feared he was insane, and I refused to listen to his words. But the events of the last few days confirm my worst nightmare. He speaks the truth!

      -

      As the dreadful significance of the prophetic verse begins to chill your spine, your thoughts are broken by the shrill blast of a war-horn. Captain D'Val strides over to an arrow slit in the wall and looks out across the desolate plain. As he turns to speak, his face is ashen grey. The bandits&emdash;they're launching an attack!

      - If you possess Captain D'Val's Sword, turn to 327. +

      Captain DVal ushers you from the chamber and closes the door. I feared he was insane, and I refused to listen to his words. But the events of the last few days confirm my worst nightmare. He speaks the truth!

      +

      As the dreadful significance of the prophetic verse begins to chill your spine, your thoughts are broken by the shrill blast of a war-horn. Captain DVal strides over to an arrow slit in the wall and looks out across the desolate plain. As he turns to speak, his face is ashen grey. The banditstheyre launching an attack!

      + If you possess Captain DVals Sword, turn to 327. If you do not possess this weapon, turn to 289.
      @@ -1273,11 +1296,11 @@ Initial Revision. 59 -

      Captain D'Val and his men are locked in mortal combat with the invading cavalry; they are outnumbered and hard-pressed by the merciless foe who use their spike-shod horses to kick and trample their opponents underfoot. You reach the barricade to see yet another wave of the enemy approaching. Armoured handlers with packs of Warhounds spread out in front of a line of spear-armed infantry.

      +

      Captain DVal and his men are locked in mortal combat with the invading cavalry; they are outnumbered and hard-pressed by the merciless foe who use their spike-shod horses to kick and trample their opponents underfoot. You reach the barricade to see yet another wave of the enemy approaching. Armoured handlers with packs of Warhounds spread out in front of a line of spear-armed infantry.

      Fifty yards from the barricade, the armoured handlers stop and kneel to let loose their dogs of war.

      Pick a number from the Random Number Table.

      - If the number you have picked is 0&endash;4, turn to 193. - If it is 5&endash;9, turn to 260. + If the number you have picked is 04, turn to 193. + If it is 59, turn to 260.
      @@ -1295,7 +1318,7 @@ Initial Revision.

      Your lightning reactions have saved you from the river. You sidestep in time to avoid the sinuous tentacle and lash out. The blow opens a wide gash and an arc of green blood sprays across the battered rowing boat. Only two of your men remain. One stabs at the tentacle around his foot, and the other lies unconscious at your feet, his arm badly broken at the elbow.

      - If you wish to hack at the tentacle that is coiled around the ranger's foot, turn to 304. + If you wish to hack at the tentacle that is coiled around the rangers foot, turn to 304. If you wish to aid the unconscious ranger lying at your feet, turn to 136. If you wish to grab the oars and row for the bank, turn to 189.
      @@ -1320,8 +1343,8 @@ Initial Revision.

      You draw your company to a halt outside the wide tavern doors. We are Sommlending. We seek shelter for the night and fodder for our mounts, you shout. There is a long pause before a voice answers your call.

      Pick a number from the Random Number Table to discover the nature of the reply.

      - If the number you have picked is 0&endash;4, turn to 259. - If the number is 5&endash;9, turn to 95. + If the number you have picked is 04, turn to 259. + If the number is 59, turn to 95.
      @@ -1350,7 +1373,7 @@ Initial Revision.

      You land and roll forwards. The Vassagonian leaps after you, hoping to deliver a killing blow before you can rise, but he does not realize he is fighting a Kai Lord. You strike him in mid-air, and he is dead before he hits the ground.

      -

      D'Val runs past to your left. He leads a dozen of his best swordsmen in a countercharge, driving the enemy back to the barricade. None escape alive. Those who survive D'Val's swordsmen are cut down by his archers as they run across the plain. But the shout of victory has barely died away when you are faced by another formidable attack.

      +

      DVal runs past to your left. He leads a dozen of his best swordsmen in a countercharge, driving the enemy back to the barricade. None escape alive. Those who survive DVals swordsmen are cut down by his archers as they run across the plain. But the shout of victory has barely died away when you are faced by another formidable attack.

      Turn to 124.
      @@ -1364,18 +1387,18 @@ Initial Revision. Gary Chalk - Razor-sharp discs of steel whistle
      down to claim their victims
      + Razor-sharp discs of steel whistle down to claim their victims - - + +

      Staggering to your feet, you run, half-crouched, to the shelter of a wagon. Two of your men lie dead upon the road, but the others have escaped the ambush and are galloping away from the town, hidden by the rising clouds of dust.

      You turn to see a bandit warrior standing at a nearby balcony. He is dark-skinned, with oily black hair and beard. He flicks his hand and a deadly disc whistles towards your face.

      If you possess the Sommerswerd, turn to 292.

      If you do not possess this Special Item, pick a number from the Random Number Table. If you have either the Kai Discipline of Hunting or Mind Over Matter, add 2 to the number that you have picked.

      - If your total is now 0&endash;4, turn to 242. - If it is 5&endash;8, turn to 263. - If it is 9&endash;11, turn to 278. + If your total is now 04, turn to 242. + If it is 58, turn to 263. + If it is 911, turn to 278.
      @@ -1421,13 +1444,13 @@ Initial Revision. -

      As the warrior falls dead at your feet, you turn to rally your men. To your horror, you see three of them lying spreadeagled on the stairs, killed by crossbow bolts. The other man is wounded and surrounded by the enemy. As more guards flood into the chamber, he shouts in desperation, Flee, my Lord. Escape while you still can.

      +

      As the warrior falls dead at your feet, you turn to rally your men. To your horror, you see three of them lying spread-eagled on the stairs, killed by crossbow bolts. The other man is wounded and surrounded by the enemy. As more guards flood into the chamber, he shouts in desperation, Flee, my Lord. Escape while you still can.

      Gary Chalk - - + +

      No sooner have his words echoed through the hall than a sword blade pierces his heart. You turn and run towards a distant door where a tunnel disappears towards the north. Slamming the door you draw its bolt. As you race along the dusty tunnel you pray that the door will hold and keep your pursuers at bay.

      Turn to 348. @@ -1441,7 +1464,7 @@ Initial Revision.

      The flat Wildlands offer no cover in which to hide from the bandit horde. You know that if you are to avoid combat with an enemy which vastly outnumbers you, you must split up your company and try to outrun them.

      -

      You detach a troop of ten rangers to follow you and send the remainder off towards the west, in the hope that they may lure the bandits away to the Durncrag mountains.

      +

      You detach a troop of ten rangers to follow you and send the remainder off towards the west, in the hope that they may lure the bandits away to the Durncrag Mountains.

      With one last glance at the enemy, you lead your ten rangers on a deadly race along the Ruanon Pike.

      Turn to 211.
      @@ -1478,8 +1501,8 @@ Initial Revision.

      No sooner has the first warrior collapsed when another is hacking at you from the side. As you turn to face him, a spear thrust gashes your left arm and you lose 2 ENDURANCE points. You recoil in pain and, in the crush of battle, you slip and fall to the floor, which is already strewn with bodies. Then you glimpse an open door and crawl towards it.

      Pick a number from the Random Number Table. If you possess the Kai Discipline of Camouflage, add 3 to the number you have picked.

      - If your total is now 0&endash;5, turn to 192 - If your total is now 6&endash;12, turn to 16. + If your total is now 05, turn to 192 + If your total is now 612, turn to 16.
      @@ -1515,8 +1538,8 @@ Initial Revision. Gary Chalk - - + +

      One of the pilgrims hands you a small earthenware Flask that contains a potion of Holy Water. If you wish to keep this Flask, mark it on your Action Chart as a Backpack Item.

      Your men pitch camp beneath the marble canopy and preparations are made to get some sleep. You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

      @@ -1539,13 +1562,13 @@ Initial Revision. 80 -

      Although the fire has totally destroyed any markings there may have been, there still remains enough of the charred shell for you to recognize its military origin. It is a Sommlending cavalry wagon, one of three that accompanied Captain D'Val and his troop. It was loaded with food and equipment when it left Holmgard one month ago, but all that remains of its cargo now are heaps of ash. Once you have satisfied yourself that nothing has been overlooked that may give a clue to Captain D'Val's fate, you remount your horse and lead your men southwards along the highway.

      +

      Although the fire has totally destroyed any markings there may have been, there still remains enough of the charred shell for you to recognize its military origin. It is a Sommlending cavalry wagon, one of three that accompanied Captain DVal and his troop. It was loaded with food and equipment when it left Holmgard one month ago, but all that remains of its cargo now are heaps of ash. Once you have satisfied yourself that nothing has been overlooked that may give a clue to Captain DVals fate, you remount your horse and lead your men southwards along the highway.

      Gary Chalk - - + + Turn to 175.
      @@ -1587,24 +1610,25 @@ Initial Revision.

      In the dim light of the interior you see an old man seated at a table. The flicker of a log fire is all that illuminates this foul-smelling hovel, yet it sheds enough light for you to see the clutter of charts and strange instruments that crowd the hut. The man slowly raises his gaze from a large crystal sphere and bids you sit opposite him.

      -

      You know my name&emdash;how? you ask warily.

      +

      You know my namehow? you ask warily.

      The stars foretold our meeting long ago, Lone Wolf, he replies, slowly passing his withered old hands around the sphere. Be not alarmed by my knowledge for I wish only to aid you. He produces a small scroll of parchment from within his robe, and he hands it to you. Upon the scroll is written the following verse:

      -

      When the full moon shines o'er the temple deep, -
      A sacrifice will stir from sleep -
      The legions of a long forgotten lord. -
      When a fair royal maid on the altar dies, -
      The dead of Maakengorge shall rise -
      To claim their long-awaited reward. +

      + When the full moon shines oer the temple deep, + A sacrifice will stir from sleep + The legions of a long forgotten lord. + When a fair royal maid on the altar dies, + The dead of Maakengorge shall rise + To claim their long-awaited reward.

      Gary Chalk - The stars foretold our meeting
      long ago, Lone Wolf
      + The stars foretold our meeting long ago, Lone Wolf - - + +

      You ask the meaning of the strange verse, but the old man does not answer you. He seems to have fallen into a deep trance. You lean across the cluttered table to awaken him and are shocked to see your hand pass straight through his body. Gradually his image begins to fade. Within seconds he has disappeared completely.

      You place the Scroll in your pocket. (Mark this as a Special Item on your Action Chart.) You quickly leave the hut, pausing only to wipe the cold sweat from your brow.

      @@ -1616,7 +1640,7 @@ Initial Revision. 85 -

      You try to draw your weapon, but the creature is a swift and deadly killer. Its hollow fangs penetrate your spine, drawing out your life's blood and paralysing your body. You hear the clatter of your weapon as it drops to the floor, but you do not feel pain as you topple forwards, smashing your face against the hard, unyielding stone.

      +

      You try to draw your weapon, but the creature is a swift and deadly killer. Its hollow fangs penetrate your spine, drawing out your lifes blood and paralysing your body. You hear the clatter of your weapon as it drops to the floor, but you do not feel pain as you topple forwards, smashing your face against the hard, unyielding stone.

      Your life and your mission end here.
      @@ -1625,7 +1649,7 @@ Initial Revision. 86 -

      As you leap on to an overturned wagon, you catch sight of two soldiers smothering Captain D'Val with their jackets. You pray he will survive the flames and that you have acted in time to rally his scattered force. The enemy has reached the ruined perimeter of Ruanon and are now creeping forward under cover of the broken cottage walls. You shout orders to D'Val's men to hurry back to the barricade, but the enemy are only a hundred yards from the wall; is it too late to repel the attack?

      +

      As you leap onto an overturned wagon, you catch sight of two soldiers smothering Captain DVal with their jackets. You pray he will survive the flames and that you have acted in time to rally his scattered force. The enemy has reached the ruined perimeter of Ruanon and are now creeping forward under cover of the broken cottage walls. You shout orders to DVals men to hurry back to the barricade, but the enemy are only a hundred yards from the wall; is it too late to repel the attack?

      Turn to 186.
      @@ -1645,7 +1669,7 @@ Initial Revision. 88 -

      A foul odour assails your nostrils, making you choke and retch. Covering your mouth and nose you step back and raise your weapon in readiness to strike, for the creature is slithering towards you at a frightening pace. Your men rain blows upon its gaping jaws, but their blades barely scratch the creature's glistening grey skin before they are snatched and swallowed whole. Relentlessly the Stoneworm advances until it is upon you. You cannot evade it and you must fight the creature to the death. It is immune to Mindblast.

      +

      A foul odour assails your nostrils, making you choke and retch. Covering your mouth and nose you step back and raise your weapon in readiness to strike, for the creature is slithering towards you at a frightening pace. Your men rain blows upon its gaping jaws, but their blades barely scratch the creatures glistening grey skin before they are snatched and swallowed whole. Relentlessly the Stoneworm advances until it is upon you. You cannot evade it and you must fight the creature to the death. It is immune to Mindblast.

      Stoneworm1538 If you win the combat, turn to 321. @@ -1704,8 +1728,8 @@ Initial Revision. Gary Chalk - - + + Bandit Warrior1526 If you win the combat, turn to 2. @@ -1727,7 +1751,7 @@ Initial Revision. 95 -

      What proof have we that you're not bandits in stolen uniforms?

      +

      What proof have we that youre not bandits in stolen uniforms?

      What can you say or do that will convince them that you speak the truth?

      If you wish to say that you are a Kai Lord and that your men are Border Rangers of Sommerlund, turn to 259. If you wish to show them your Badge of Rank, turn to 195. @@ -1740,8 +1764,8 @@ Initial Revision.

      A tentacle smashes straight through the keel with such force that the boat is lifted into the air, and you are thrown head over heels into the icy river.

      Pick a number from the Random Number Table.

      - If the number you have picked is 0&endash;4, turn to 47. - If it is 5&endash;8, turn to 234. + If the number you have picked is 04, turn to 47. + If it is 58, turn to 234. If it is 9, turn to 334.
      @@ -1759,7 +1783,7 @@ Initial Revision. 98 -

      The warrior's scimitar slices the air barely inches above your head as you drop through the trapdoor. He attempts to follow you but is forced back by your weapon blows. You manage to slam the trapdoor shut and draw the bolt, locking the warrior out of the watchtower. Wiping the grime of battle from your stinging eyes, you run down the stairs and out of watchtower door.

      +

      The warriors scimitar slices the air barely inches above your head as you drop through the trapdoor. He attempts to follow you but is forced back by your weapon blows. You manage to slam the trapdoor shut and draw the bolt, locking the warrior out of the watchtower. Wiping the grime of battle from your stinging eyes, you run down the stairs and out of watchtower door.

      Turn to 59.
      @@ -1779,14 +1803,14 @@ Initial Revision. 100 -

      An empty feeling grips your stomach as you stare upon the altar and inner sanctum of the subterranean temple. Your Kai senses burn as if every nerve in your body is screaming a warning to flee from this evil chamber. Huge braziers of molten metal encircle a black altar upon which lies fair Madelon, the daughter of Baron Vanalund. She seems to be entranced&emdash;her breathing is slow and shallow. Beyond the altar lie two massive doors, a gigantic skull engraved upon their black stone surface. Out of your view, another door opens, and a procession of red-cloaked priests enter the temple. Their heads are covered and they each carry strange amulets of black stone. They file past the altar, depositing the amulets in a circle around the young girl's body and then file out again in total silence. Then you hear the sound of a distant drumbeat; it grows louder and nearer. The measured steps of steel-shod boots resound in its wake. Barraka is approaching.

      +

      An empty feeling grips your stomach as you stare upon the altar and inner sanctum of the subterranean temple. Your Kai senses burn as if every nerve in your body is screaming a warning to flee from this evil chamber. Huge braziers of molten metal encircle a black altar upon which lies fair Madelon, the daughter of Baron Vanalund. She seems to be entrancedher breathing is slow and shallow. Beyond the altar lie two massive doors, a gigantic skull engraved upon their black stone surface. Out of your view, another door opens, and a procession of red-cloaked priests enter the temple. Their heads are covered and they each carry strange amulets of black stone. They file past the altar, depositing the amulets in a circle around the young girls body and then file out again in total silence. Then you hear the sound of a distant drumbeat; it grows louder and nearer. The measured steps of steel-shod boots resound in its wake. Barraka is approaching.

      Gary Chalk - A procession of red-cloaked priests
      enter the temple
      + A procession of red-cloaked priestsenter the temple - - + +
      Turn to 215.
      @@ -1811,8 +1835,8 @@ Initial Revision. Gary Chalk - - + + If you possess the Kai Discipline of Healing, turn to 19. If you do not have this skill, turn to 339. @@ -1869,8 +1893,8 @@ Initial Revision. Gary Chalk - - + + If you wish to follow him, turn to 59. If you wish to continue towards the watchtower, turn to 310. @@ -1919,7 +1943,7 @@ Initial Revision. 111 -

      You steel yourself, mustering all your concentration for the exact moment to strike. Your warrior senses are razor-sharp; your attack is lightning-fast. You lunge forward beneath the bandit's sweeping longsword and sever the belly strap of his saddle. The saddle jerks to one side, and he slips from his horse, crashing to the ground in a cloud of dirt and ash. You advance to finish him, but he is quick to recover from the fall. Leaping to his feet, he turns to face you.

      +

      You steel yourself, mustering all your concentration for the exact moment to strike. Your warrior senses are razor-sharp; your attack is lightning-fast. You lunge forward beneath the bandits sweeping longsword and sever the belly strap of his saddle. The saddle jerks to one side, and he slips from his horse, crashing to the ground in a cloud of dirt and ash. You advance to finish him, but he is quick to recover from the fall. Leaping to his feet, he turns to face you.

      If you wish to fight him, turn to 90. If you wish to evade combat, turn to 163.
      @@ -1933,8 +1957,8 @@ Initial Revision.

      Pick a number from the Random Number Table. If your current ENDURANCE points total is less than 10, deduct 3 from the number that you have picked.

      If your current ENDURANCE points total is more than 20, add 3 to the number you have picked.

      - If your total score is now -3&endash;4, turn to 42. - If it is 5&endash;12, turn to 303. + If your total score is now -34, turn to 42. + If it is 512, turn to 303.
      @@ -1956,13 +1980,13 @@ Initial Revision. 114 -

      You order your men to prepare for combat and signal to one of the tavern-keeper's sons to open the doors. No sooner has he slid back the great iron bolt than the doors burst inwards. A dozen rain-drenched bandits charge into the tavern, their shields linked before them rim to rim. Your men press forward to halt their advance, hacking and stabbing whenever a head or arm presents a target, but they are forced to turn back when more bandits flood into the tavern.

      +

      You order your men to prepare for combat and signal to one of the tavern-keepers sons to open the doors. No sooner has he slid back the great iron bolt than the doors burst inwards. A dozen rain-drenched bandits charge into the tavern, their shields linked before them rim to rim. Your men press forward to halt their advance, hacking and stabbing whenever a head or arm presents a target, but they are forced to turn back when more bandits flood into the tavern.

      Gary Chalk - - + +

      A tall warrior in bright scarlet armour suddenly breaks clear of the shield-wall and runs at you. His sword is raised to stab.

      Bandit Warrior1625 @@ -1986,13 +2010,13 @@ Initial Revision. 116 -

      I was hoping the King would send a large search party, says Captain D'Val wryly, now having fully recovered from his exhaustion. I was beginning to tire of this town.

      -

      You rise from your straw bed, and offer your thanks to the captain. His brave and timely action saved you from certain death. 'Tis nothing to compare with you, Lone Wolf. Your bravery is legend. Your presence here is worth a hundred men.

      +

      I was hoping the King would send a large search party, says Captain DVal wryly, now having fully recovered from his exhaustion. I was beginning to tire of this town.

      +

      You rise from your straw bed, and offer your thanks to the captain. His brave and timely action saved you from certain death. Tis nothing to compare with you, Lone Wolf. Your bravery is legend. Your presence here is worth a hundred men.

      He asks you about your mission, and you recount the events that have led you to this meeting; the ride south, the loss of your company, your passage through the Maaken mines and the bandits.

      -

      Yes, the bandits&emdash;Barraka's men, retorts D'Val, his gruff voice conveying his contempt for them and their leader. It seems we have both suffered at his hand. A month ago, he and his Vassagonian renegades ambushed my troop on the Ruanon Pike. We were sorely outnumbered and the fight was indeed bitter. But we broke free from them and escaped here to Ruanon. We have been beleaguered ever since and praying for help to arrive. We have enough weapons to resist them, but we have barely enough food and water to survive.

      +

      Yes, the banditsBarrakas men, retorts DVal, his gruff voice conveying his contempt for them and their leader. It seems we have both suffered at his hand. A month ago, he and his Vassagonian renegades ambushed my troop on the Ruanon Pike. We were sorely outnumbered and the fight was indeed bitter. But we broke free from them and escaped here to Ruanon. We have been beleaguered ever since and praying for help to arrive. We have enough weapons to resist them, but we have barely enough food and water to survive.

      You ask what has become of the people of Ruanon. Most are now slaves. Barraka has taken the mines and he uses the Ruanese as forced labour. Other than yourself, only one man has escaped from the mines and survived the Warhounds and the bandit snipers. That man is Baron Oren Vanalund. Come, I shall take you to him.

      -

      D'Val leads you to the topmost chamber of the watchtower and pushes open an iron-shod door. The sight that greets you fills your heart with sorrow and pity.

      +

      DVal leads you to the topmost chamber of the watchtower and pushes open an iron-shod door. The sight that greets you fills your heart with sorrow and pity.

      Turn to 318.
      @@ -2008,10 +2032,10 @@ Initial Revision.

      You soon reach a section of tunnel that is under repair. Part of the floor has subsided, and a gaping hole is spanned by a rickety wooden bridge. You are tired and fail to notice that your Torch has almost burnt out. You are at the centre of the bridge when the Torch flickers and dies; you are plunged into darkness.

      - If you have another Torch in your Backpack, turn to 22. + If you have another Torch in your Backpack, turn to 22.

      If you have no other Torch, you must try to inch your way across the bridge in total darkness. Pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense or Tracking, add 3 to the number you have picked.

      - If your total is now 0&endash;6, turn to 99. - If it is 7&endash;12, turn to 256. + If your total is now 06, turn to 99. + If it is 712, turn to 256.
      @@ -2047,7 +2071,7 @@ Initial Revision. -

      After many hours of riding you reach a highway junction. A large signpost indicates two destinations: south to Ruanon (60 miles) and east to Eshnar (40 miles).

      +

      After many hours of riding you reach a highway junction. A large signpost indicates two destinations: south to Ruanon (60 miles) and east to Eshnar (40 miles).

      If you wish to continue south, turn to 33. If you decide to go east, turn to 92.
      @@ -2089,16 +2113,16 @@ Initial Revision. 124 -

      A mantlet, a large shield on wheels, is being pushed slowly across the body-strewn battleground towards the barricade. Arrow shafts soon bristle from its thick wooden planks as D'Val's men fire their bows time and time again in an attempt to hit the shielded foe.

      +

      A mantlet, a large shield on wheels, is being pushed slowly across the body-strewn battleground towards the barricade. Arrow shafts soon bristle from its thick wooden planks as DVals men fire their bows time and time again in an attempt to hit the shielded foe.

      Gary Chalk - A mantlet is being pushed across the
      battleground towards the barricade
      + A mantlet is being pushed across the battleground towards the barricade - - + +
      -

      Suddenly a robed figure darts from behind the mantlet and levels a black staff at the barricade. He is cut down by an arrow, but not before he has let loose from his staff a guttering ball of flame. It cartwheels across the plain and explodes with a tremendous roar, hurling the bodies of defenders and shattered barricade high into the air. Through the cloud of dust and debris, you can see a line of enemy cavalry charging across the plain. They wear tall plumed helmets of polished steel and breastplates of deepest crimson. In the wake of the fireball they pour through the remains of the barricade and attack&emdash;they give no quarter. A horseman spurs his horse towards you, his lance levelled at your chest.

      +

      Suddenly a robed figure darts from behind the mantlet and levels a black staff at the barricade. He is cut down by an arrow, but not before he has let loose from his staff a guttering ball of flame. It cartwheels across the plain and explodes with a tremendous roar, hurling the bodies of defenders and shattered barricade high into the air. Through the cloud of dust and debris, you can see a line of enemy cavalry charging across the plain. They wear tall plumed helmets of polished steel and breastplates of deepest crimson. In the wake of the fireball they pour through the remains of the barricade and attackthey give no quarter. A horseman spurs his horse towards you, his lance levelled at your chest.

      If you wish to stand and fight the horseman, turn to 333. If you wish to run back to the watchtower, turn to 107. @@ -2126,10 +2150,10 @@ Initial Revision.

      Darkness soon engulfs the Ruanon Pike, and you are forced to stop and pitch camp. A large fire is blazing and a perimeter guard is posted to prevent any risk of a surprise attack during the night. You must now eat a Meal or lose 3 ENDURANCE points.

      -

      The night passes without incident and at dawn you break camp, continuing your ride along Raider's Road.

      +

      The night passes without incident and at dawn you break camp, continuing your ride along Raiders Road.

      Pick a number from the Random Number Table.

      - If the number that you have picked is 0&endash;4, turn to 25. - If it is 5&endash;9, turn to 171. + If the number that you have picked is 04, turn to 25. + If it is 59, turn to 171.
      @@ -2153,8 +2177,8 @@ Initial Revision.

      You dive towards the trapdoor, but the warrior is rushing to intercept your escape.

      Pick a number from the Random Number Table.

      If you have the Kai Discipline of Hunting, add 3 to the number you have chosen.

      - If your total is now 0&endash;4, turn to 103. - If it is 5&endash;12, turn to 98. + If your total is now 04, turn to 103. + If it is 512, turn to 98.
      @@ -2170,7 +2194,7 @@ Initial Revision.

      You soon arrive at a collapsed section of the tunnel. A wide rift has appeared in the floor, and a makeshift bridge has been thrown across it. In spite of the many gaping holes in the bridge floor you make your way safely to the other side.

      -

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

      +

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

      Make the necessary adjustments to your
      Action Chart before turning to 309.
      @@ -2198,13 +2222,13 @@ Initial Revision. 132 -

      Your men tether their horses and follow you into the tavern. An old woman stands behind the bar, her face taut and lined as if in pain. She wears men's clothes&emdash;a shirt and checkered trousers. The tavern is empty, but the tables are covered with ale mugs, many half full of beer.

      +

      Your men tether their horses and follow you into the tavern. An old woman stands behind the bar, her face taut and lined as if in pain. She wears mens clothesa shirt and chequered trousers. The tavern is empty, but the tables are covered with ale mugs, many half full of beer.

      Gary Chalk - - + + If you feel uneasy about the tavern, turn to 67. If you wish to question the old woman, turn to 287. @@ -2224,7 +2248,7 @@ Initial Revision.

      The bandits close on you from three sides and move in for the kill. They attack simultaneously and you must fight all three as one enemy.

      Bandit Patrol1835 If you lose any ENDURANCE points during this combat, turn to 17. - You may evade combat at any time by running towards Ruanon. Turn to 307. + You may evade combat at any time by running towards Ruanon. Turn to 307. If you win the combat without losing any ENDURANCE points, turn to 265.
      @@ -2246,7 +2270,7 @@ Initial Revision.

      The bleak, treeless Wildlands offer no cover in which you can hide from the bandit hordes. They outnumber your men by four to one, and the life and death of your entire company now depends on your decision.

      If you wish to counterattack the bandits in the hope that your bold action will scare them off, turn to 284. - If you wish to split your company, detaching a group of ten rangers to follow you whilst sending the remainder off towards the west in the hope of luring the bulk of the bandit horde away to the Durncrag mountains, turn to 211. + If you wish to split your company, detaching a group of ten rangers to follow you whilst sending the remainder off towards the west in the hope of luring the bulk of the bandit horde away to the Durncrag Mountains, turn to 211. If you wish to head south at the gallop, to try to reach the shelter of the Ruanon forest before the bandits close in, turn to 30.
      @@ -2265,11 +2289,11 @@ Initial Revision. 137 -

      All around the barricade the enemy are retreating in disorder; bandit war-horns announce the withdrawal, exhorting their defeated warriors to flee the battlefield. A jubilant Captain D'Val emerges from the war-smoke, his eyes shining like jewels beneath the rim of his battered helmet. We have triumphed, Lone Wolf. We have vanquished the foe!

      -

      All around you, the captain's men are rebuilding the barricade and tending to their wounded comrades. It sorrows you to see Sommlending dead, but you take heart at how few they are beside the enemy's losses.

      +

      All around the barricade the enemy are retreating in disorder; bandit war-horns announce the withdrawal, exhorting their defeated warriors to flee the battlefield. A jubilant Captain DVal emerges from the war-smoke, his eyes shining like jewels beneath the rim of his battered helmet. We have triumphed, Lone Wolf. We have vanquished the foe!

      +

      All around you, the captains men are rebuilding the barricade and tending to their wounded comrades. It sorrows you to see Sommlending dead, but you take heart at how few they are beside the enemys losses.

      The captain ushers you to the watchtower where your wounds are cleaned and dressed with Laumspur. The herbs restore 6 ENDURANCE points.

      -

      We have beaten this foe, but I fear that it is but a temporary reprieve, says the captain, his face now composed and sombre. The sacrifice of Baron Vanalund's daughter must be stopped if we are to avoid catastrophe, for our strength will not avail us against a foe freshly risen from the grave.

      -

      The words of the verse flood into your mind and a chill runs down your spine as you realize what may lie ahead. In three days' time, when the moon is full, Barraka will sacrifice the Baron's daughter at the buried temple of Maaken, a sacrifice that will unleash the dead of Maakengorge&emdash;the chasm of doom. You know you must prevent the sacrifice.

      +

      We have beaten this foe, but I fear that it is but a temporary reprieve, says the captain, his face now composed and sombre. The sacrifice of Baron Vanalunds daughter must be stopped if we are to avoid catastrophe, for our strength will not avail us against a foe freshly risen from the grave.

      +

      The words of the verse flood into your mind and a chill runs down your spine as you realize what may lie ahead. In three days time, when the moon is full, Barraka will sacrifice the Barons daughter at the buried temple of Maaken, a sacrifice that will unleash the dead of Maakengorgethe chasm of doom. You know you must prevent the sacrifice.

      Turn to 12.
      @@ -2278,7 +2302,7 @@ Initial Revision. 138 -

      You are halfway down the ramp when a guard turns to face you. He blinks and rubs his bloodshot eyes in disbelief. You seize your advantage and sprint at the man, hoping to reach him before he fully comes to his senses. Just as he begins to shout, you strike and send him tumbling over the edge of the ramp. The other guard draws his sword and staggers to his feet. He is obviously very drunk and is maddened by your attack&emdash;he springs towards you like a rabid dog.

      +

      You are halfway down the ramp when a guard turns to face you. He blinks and rubs his bloodshot eyes in disbelief. You seize your advantage and sprint at the man, hoping to reach him before he fully comes to his senses. Just as he begins to shout, you strike and send him tumbling over the edge of the ramp. The other guard draws his sword and staggers to his feet. He is obviously very drunk and is maddened by your attackhe springs towards you like a rabid dog.

      Drunken Guard1329 You can evade combat at any time by running into the tunnel on this level. Turn to 81. If you win the combat, turn to 152. @@ -2325,17 +2349,17 @@ Initial Revision. 142 -

      Dawn arrives, rain-swept and gloom-laden. A pall of drizzle hangs over the ghost city and the gruesome discord of the walling winds of Maakengorge make you feel uneasy. You watch and wait, your Kai cloak drawn close about your shoulders to keep out the chill, damp air.

      -

      It was here, during the Age of the Black Moon, that King Ulnar of Sommerlund killed the mightiest of the Darklords&emdash;Lord Vashna. In mortal combat upon the very brink of the abyss, the Darklord was slain by the Sommerswerd. It is said that his death-cry when he fell will echo through the gorge until the day he rises to wreak his vengeance on Sommerlund and the House of Ulnar. Your stomach contracts at the thought that this could be that very day.

      -

      For five hours you observe and take in every detail of the ruined city. The first line of the strange verse keeps repeating itself in your mind. When the full moon shines o'er the temple deep&ellips; The temple must be underground and there must be an entrance to it&emdash;but where?

      +

      Dawn arrives, rain-swept and gloom-laden. A pall of drizzle hangs over the ghost city and the gruesome discord of the wailing winds of Maakengorge make you feel uneasy. You watch and wait, your Kai cloak drawn close about your shoulders to keep out the chill, damp air.

      +

      It was here, during the Age of the Black Moon, that King Ulnar of Sommerlund killed the mightiest of the DarklordsLord Vashna. In mortal combat upon the very brink of the abyss, the Darklord was slain by the Sommerswerd. It is said that his death-cry when he fell will echo through the gorge until the day he rises to wreak his vengeance on Sommerlund and the House of Ulnar. Your stomach contracts at the thought that this could be that very day.

      +

      For five hours you observe and take in every detail of the ruined city. The first line of the strange verse keeps repeating itself in your mind. When the full moon shines oer the temple deep The temple must be underground and there must be an entrance to itbut where?

      You study every crack in the broken ground and eliminate all but two possibilities: a crypt door guarded by two Vassagonian warriors and a flight of marble steps descending into the earth between two columns of fractured pillars.

      Gary Chalk - The crypt door is guarded by
      two Vassagonian warriors
      + The crypt door is guarded by two Vassagonian warriors - - + +
      If you wish to try to enter the temple through the guarded crypt door, turn to 183. @@ -2375,8 +2399,8 @@ Initial Revision. Gary Chalk - - + +

      You eventually reach a chamber where a small wooden hut has been built against the wall. You are now desperately tired and in need of sleep.

      If you wish to rest in the hut, turn to 322. @@ -2409,17 +2433,17 @@ Initial Revision. 148 -

      To me! To me! Captain D'Val's voice booms out above the battle noise. Rally to me, Sommlending.

      +

      To me! To me! Captain DVals voice booms out above the battle noise. Rally to me, Sommlending.

      The brave captain draws about him a shielded wedge of soldiers and charges into the flank of the horsemen. They reel and buckle as the shield-wedge hews its way through their company. A Vassagonian herald, his crimson armour torn and his face smeared with blood, breaks free from the battle and sounds the retreat. You watch as the surviving bandits spur their mounts to the gallop, desperate to escape through the ragged hole in the barricade. Gripped by panic and fatigue, they ride through their own foot soldiers who are advancing to support them. The infantry falter and collapse as the cavalry ride them down.

      Gary Chalk - A Vassagonian herald breaks free from
      the battle and sounds the retreat
      + A Vassagonian herald breaks free from the battle and sounds the retreat - - + +
      -

      Captain D'Val leads his men to the barricade and directs a lethal volley of arrows into the shattered infantry. It is the last straw. They throw down their weapons and flee from the clouds of arrows raining down on them from out of the smoke-filled sky.

      +

      Captain DVal leads his men to the barricade and directs a lethal volley of arrows into the shattered infantry. It is the last straw. They throw down their weapons and flee from the clouds of arrows raining down on them from out of the smoke-filled sky.

      A battle-cry, proud and strident pursues them across the plain: For Sommerlund, for Sommerlund!

      Turn to 137.
      @@ -2498,8 +2522,8 @@ Initial Revision.

      When you are certain that the bandits are no longer in pursuit, you halt to rally your tired and tattered company. Only ten men have survived the battle; the rest have either been captured or been killed before they could escape. With the highway to Sommerlund now cut off by bandits, you have no choice but to continue southwards.

      Pick a number from the Random Number Table.

      - If the number you have picked is 0&endash;2, turn to 120. - If it is 3&endash;9, turn to 51. + If the number you have picked is 02, turn to 120. + If it is 39, turn to 51.
      @@ -2555,8 +2579,8 @@ Initial Revision. Gary Chalk - - + +

      The bandits amble past barely inches from where you hide, totally oblivious to your presence. When you are sure they are no longer on the track, you jump up and frantically scratch at your itching skin. To your horror, you discover that your legs are covered with crawling insects feasting on your blood. Ripping your clothes off, you empty them from your boots and scrape them from your skin before hurrying off along the track. The blood-sucking insects have robbed you of 2 ENDURANCE points.

      Turn to 204. @@ -2567,7 +2591,7 @@ Initial Revision. 160 -

      An escort of five rangers accompanies you along the twisting narrow track that leads to the hut. The rough stone walls are covered with a damp moss into which is set a curious oval door. There are no windows. You have dismounted and are approaching the door when suddenly a man's voice calls from inside the hut: Come in, Lone Wolf, I've been expecting you.

      +

      An escort of five rangers accompanies you along the twisting narrow track that leads to the hut. The rough stone walls are covered with a damp moss into which is set a curious oval door. There are no windows. You have dismounted and are approaching the door when suddenly a mans voice calls from inside the hut: Come in, Lone Wolf, Ive been expecting you.

      If you wish to open the door and enter, turn to 84. If you wish to draw your weapon and kick open the door, turn to 205. If you wish to send your rangers into the hut, turn to 306. @@ -2578,8 +2602,8 @@ Initial Revision. 161 -

      Raising the hood of your Kai cloak, you crouch in the bottom of an empty ore wagon and wait with bated breath. Through a gap in the wood you can see a haggard procession of men shuffling towards you. An escort of bandit warriors pushes them forward, beating any who falter or slip out of line. You feet a sudden jolt as your wagon is pushed along the tunnel and glance up to see a sweat-streaked face peering down at you. Run left when I say Go, whispers the face, then disappears over the edge of the wagon.

      -

      As the wagon emerges from the tunnel, sunlight suddenly floods over you. Through the crack you can now see your destination; the wagons are being shunted on to a timber gantry where the track ends some fifty feet above a huge mound of ore. Your observations are cut short by a hissed command: Go!

      +

      Raising the hood of your Kai cloak, you crouch in the bottom of an empty ore wagon and wait with bated breath. Through a gap in the wood you can see a haggard procession of men shuffling towards you. An escort of bandit warriors pushes them forward, beating any who falter or slip out of line. You feel a sudden jolt as your wagon is pushed along the tunnel and glance up to see a sweat-streaked face peering down at you. Run left when I say Go, whispers the face, then disappears over the edge of the wagon.

      +

      As the wagon emerges from the tunnel, sunlight suddenly floods over you. Through the crack you can now see your destination; the wagons are being shunted onto a timber gantry where the track ends some fifty feet above a huge mound of ore. Your observations are cut short by a hissed command: Go!

      If you wish to leap from the wagon and run to the left, turn to 27. If you wish to jump from the wagon and run to the right, turn to 144. If you decide to ignore the command and stay where you are, turn to 294. @@ -2600,7 +2624,7 @@ Initial Revision. 163 -

      You turn and run from the Vassagonian but trip over a broken wagon wheel and tumble to the ground. You hear the warrior's malicious laugh as he draws back his sword to strike, but the laugh suddenly changes to a ghastly howl.

      +

      You turn and run from the Vassagonian but trip over a broken wagon wheel and tumble to the ground. You hear the warriors malicious laugh as he draws back his sword to strike, but the laugh suddenly changes to a ghastly howl.

      You watch him slump to the ground, a Sommlending arrow deep in the nape of his neck.

      @@ -2622,7 +2646,7 @@ Initial Revision. 165 -

      You return to the troubadours' stage in time for a meal that has been prepared by your hosts. The steaming broth smells most appetising.

      +

      You return to the troubadours stage in time for a meal that has been prepared by your hosts. The steaming broth smells most appetising.

      If you wish to accept the meal, turn to 319. If you decline the food, you must now eat a Meal from your Backpack or lose 3 ENDURANCE points. Turn to 13.
      @@ -2647,7 +2671,7 @@ Initial Revision. -

      To your delight you discover a miner's Backpack and a Shovel lying in the bottom of the mine wagon. Inside the Backpack is enough food for one Meal. You slip the Backpack over your shoulders before attempting to climb the steep service tunnel.

      +

      To your delight you discover a miners Backpack and a Shovel lying in the bottom of the mine wagon. Inside the Backpack is enough food for one Meal. You slip the Backpack over your shoulders before attempting to climb the steep service tunnel.

      Make the appropriate adjustments to your
      Action Chart, and turn to 185.
      @@ -2663,8 +2687,8 @@ Initial Revision. Gary Chalk Dull, satanic eyes follow your every move - - + + If you possess the Sommerswerd, turn to 34. If you do not possess this Special Item, turn to 85. @@ -2675,7 +2699,7 @@ Initial Revision. 169 -

      As you part the dense foliage, you suddenly topple headlong over the edge of a steep drop and fall with a crash on to a wide forest track below. Less than ten feet away kneels a bandit examining the hoof of his horse and prising out a sharp stone from the animal's shoe with a long, curved dagger. The noise of your fall alerts him, and he turns with his weapon raised for attack.

      +

      As you part the dense foliage, you suddenly topple headlong over the edge of a steep drop and fall with a crash onto a wide forest track below. Less than ten feet away kneels a bandit examining the hoof of his horse and prising out a sharp stone from the animals shoe with a long, curved dagger. The noise of your fall alerts him, and he turns with his weapon raised for attack.

      Bandit Warrior1624

      If you win the combat, you notice that a group of bandits are closing in from the north. You spot them just in time to make a hasty escape.

      Turn to 123. @@ -2702,13 +2726,13 @@ Initial Revision. -

      Mile after mile, you ride across the flat and desolate landscape surrounding the Ruanon Pike. Yet in spite of the uninspiring view, your men seem in fine spirits. They sing rousing marching songs to relieve the tedium of the journey and help to allay fears of what may lie ahead. During the afternoon, storm clouds gather above the peaks of the Durncrag mountains to the west, and the roll of distant thunder warns of imminent rain.

      +

      Mile after mile, you ride across the flat and desolate landscape surrounding the Ruanon Pike. Yet in spite of the uninspiring view, your men seem in fine spirits. They sing rousing marching songs to relieve the tedium of the journey and help to allay fears of what may lie ahead. During the afternoon, storm clouds gather above the peaks of the Durncrag Mountains to the west, and the roll of distant thunder warns of imminent rain.

      Gary Chalk - - + +

      It is late afternoon when your scouts sight a coaching tavern on the highway ahead. It is a large stone building that has been fortified.

      If you wish to stop at the tavern for the night, turn to 63. @@ -2734,8 +2758,8 @@ Initial Revision.

      The wooden pillar is stout and firm; it will take a heavy blow to dislodge it.

      If you possess the Sommerswerd, turn to 275.

      If you do not possess the Sommerswerd pick a number from the Random Number Table. If you possess either a Pick or a Shovel, add 2 to the number you have picked.

      - If your total is now 0&endash;6, turn to 143. - If it is 7&endash;11, turn to 179. + If your total is now 06, turn to 143. + If it is 711, turn to 179.
      @@ -2748,10 +2772,10 @@ Initial Revision. Gary Chalk - - + + -

      Shoot the leader! you command, pointing towards the enemy officer. The sergeant aims and fires his bow with one swift and fluid movement. The arrow arcs through the smoke-blackened sky and pierces the officer's shiny breastplate. Slowly his cruel eyes flicker and close, and he slips from his saddle with the arrow lodged deep in his heart.

      +

      Shoot the leader! you command, pointing towards the enemy officer. The sergeant aims and fires his bow with one swift and fluid movement. The arrow arcs through the smoke-blackened sky and pierces the officers shiny breastplate. Slowly his cruel eyes flicker and close, and he slips from his saddle with the arrow lodged deep in his heart.

      Turn to 148.
      @@ -2781,7 +2805,7 @@ Initial Revision. 177 -

      You have taken just one step into the cavern when a blow on the back of your head knocks you senseless. You were seen at the junction by two guards who prepared this ambush for you. Your equipment is taken and your unconscious body bound by Barraka's men, who throw you into a cell.

      +

      You have taken just one step into the cavern when a blow on the back of your head knocks you senseless. You were seen at the junction by two guards who prepared this ambush for you. Your equipment is taken and your unconscious body bound by Barrakas men, who throw you into a cell.

      You are unable to stop the sacrifice. When the time comes for your cell door to open, it is the bony hand of a skeleton that turns the key.

      Your life and your mission end here.
      @@ -2791,7 +2815,7 @@ Initial Revision. 178 -

      You drag the loathsome creature away from the ranger only to find that the man is dead. The Elix has already sunk its needle-like teeth into the poor man's heart.

      +

      You drag the loathsome creature away from the ranger only to find that the man is dead. The Elix has already sunk its needle-like teeth into the poor mans heart.

      Grabbing your weapon you turn to help the other man who is now being attacked by two of the giant war-cats. A third Elix pounces at you as you run across the chamber, but you strike it in mid-air, sending it tumbling into the well.

      Turn to 245. @@ -2821,7 +2845,7 @@ Initial Revision. 181 -

      The twang of the sniper's bow and the hiss of an arrow are the last sounds that you hear in this world. The shaft punctures your skull and you die instantly.

      +

      The twang of the snipers bow and the hiss of an arrow are the last sounds that you hear in this world. The shaft punctures your skull and you die instantly.

      Your life and your mission end here.
      @@ -2830,7 +2854,7 @@ Initial Revision. 182 -

      The wagons are drawn into a circle and you set up camp inside. A ranger is posted to patrol the perimeter. The troubadours construct a small stage on to which strides Yesu. He calls for silence before announcing the title of their play, The Brave Warriors of Sommerlund, a choice that meets with the hearty approval of your men.

      +

      The wagons are drawn into a circle and you set up camp inside. A ranger is posted to patrol the perimeter. The troubadours construct a small stage onto which strides Yesu. He calls for silence before announcing the title of their play, The Brave Warriors of Sommerlund, a choice that meets with the hearty approval of your men.

      During the performance, you notice something very odd; not only is one of the actors using a real sword, but it is a type of sword only issued to officers of the Sommlending cavalry. After the play you approach the man to question him about the sword. He looks at you nervously and makes a dash for the darkness of the perimeter wagons.

      If you wish to give chase and have either the Kai Discipline of Tracking or Hunting, turn to 332. @@ -2849,16 +2873,16 @@ Initial Revision. Gary Chalk - - + +

      Password! shout the crypt guards.

      Lohn, reply the soldiers. The door opens and they are allowed to enter.

      Armed with the password, you decide to try to enter in the same way. Keeping the hood of your cloak raised and your Sommlending features in shadow, you walk boldly towards the guards.

      Pick a number from the Random Number Table.

      If you have the Kai Discipline of Camouflage, add 4 to the number you have picked.

      - If your total is now 0&endash;6, turn to 198. - If it is 7&endash;13, turn to 338. + If your total is now 06, turn to 198. + If it is 713, turn to 338.
      @@ -2866,13 +2890,13 @@ Initial Revision. 184 -

      You are barely ten yards from the enemy when they fire. Miraculously you are not hit, but you must now fight alone, as three of your men lie dead and the other can no longer fight&emdash;a bolt has shattered his wrist. As you attack, the fierce warriors discard their empty crossbows and draw their swords, and you find yourself being pushed back to the bridge by six angry swordsmen.

      +

      You are barely ten yards from the enemy when they fire. Miraculously you are not hit, but you must now fight alone, as three of your men lie dead and the other can no longer fighta bolt has shattered his wrist. As you attack, the fierce warriors discard their empty crossbows and draw their swords, and you find yourself being pushed back to the bridge by six angry swordsmen.

      Gary Chalk - - + + If you wish to fight them, turn to 202. If you wish to dive over the parapet of the bridge to avoid them, turn to 342. @@ -2890,7 +2914,7 @@ Initial Revision. -

      You are hungry and must now eat a Meal or lose 3 ENDURANCE points. You then continue along the tunnel, which runs for several miles before eventually arriving at a long, deserted gallery.

      +

      You are hungry and must now eat a Meal or lose 3 ENDURANCE points. You then continue along the tunnel, which runs for several miles before eventually arriving at a long, deserted gallery.

      Turn to 40.
      @@ -2900,7 +2924,7 @@ Initial Revision.

      The Vassagonian bandits break cover and charge, and you give the order to fire. A cloud of arrows sweeps down upon the armour-clad men, the hardened tips penetrating their scarlet plate. The first wave of assailants tumbles and falls; the second wave falters. Another volley forces them back, and they retreat to the ruins to reorganize themselves.

      -

      Here and there, groups of bandit warriors have survived the hail of death and reached the barricade. Most are slain as they try to enter, but a small and determined section of their boldest fighters have broken through close to where you stand. Suddenly, a thick-bodied warrior with oily, black hair tied in a knot at the back of his scarred head leaps on to the wagon and attacks you.

      +

      Here and there, groups of bandit warriors have survived the hail of death and reached the barricade. Most are slain as they try to enter, but a small and determined section of their boldest fighters have broken through close to where you stand. Suddenly, a thick-bodied warrior with oily, black hair tied in a knot at the back of his scarred head leaps onto the wagon and attacks you.

      Vassagonian Warrior1825 You can evade combat at any time by jumping from the wagon. Turn to 66. If you win the fight, turn to 243. @@ -2931,8 +2955,8 @@ Initial Revision.

      You try to row the shattered boat towards the far bank, but as the oars dip below the surface they are wrenched from your grasp. Wide-eyed with horror, you watch as a ranger is dragged screaming into the dark river by a thick slimy tentacle. Suddenly, there is a tremendous crack as another tentacle punches its way up through the hull. The attack is so violent that the rowing boat is lifted into the air, and you tumble head over heels into the icy water.

      Pick a number from the Random Number Table.

      - If the number you have picked is 0&endash;4, turn to 234. - If it is 5&endash;9, turn to 47. + If the number you have picked is 04, turn to 234. + If it is 59, turn to 47.
      @@ -2968,14 +2992,14 @@ Initial Revision. 193 -

      The snarling Warhounds bound towards the barricade, their gaping eyes glowing crimson in the light of battle. Leaping from the bodies of the dead and dying, they launch themselves at the Sommlending defenders. All around you, soldiers are being torn from the line, bowled over by the leaping Warhounds. You back away as a howling dog crashes through the wall of sacks and barrels, but before it has risen you, move swiftly forward and despatch it with one blow to the head. Another Warhound claws your back and pitches you forward into the collapsed barricade, but before you can free yourself, yet two more dogs have sunk their fangs into your leg.

      +

      The snarling Warhounds bound towards the barricade, their gaping eyes glowing crimson in the light of battle. Leaping from the bodies of the dead and dying, they launch themselves at the Sommlending defenders. All around you, soldiers are being torn from the line, bowled over by the leaping Warhounds. You back away as a howling dog crashes through the wall of sacks and barrels, but before it has risen you move swiftly forward and despatch it with one blow to the head. Another Warhound claws your back and pitches you forward into the collapsed barricade, but before you can free yourself, yet two more dogs have sunk their fangs into your leg.

      Gary Chalk The snarling Warhounds bound towards the barricade - - + + Vassagonian Warhounds1730 @@ -3004,15 +3028,15 @@ Initial Revision. Gary Chalk - - + +

      You signal to your men to stable their horses, and you follow the innkeeper into his tavern. The bar looks more like an armoury than a drinking hall. Quivers of arrows stand beside each of the iron-studded window shutters, and racks of spears line the far wall. The place is deserted except for three young men who all bear a strong resemblance to the tavern-keeper. One of them has his head swathed in bandages.

      -

      You ask the tavern-keeper how much he will charge for your men to billet here tonight and are quite surprised to hear his reply. Nothing, he says, moving tables aside so that your rangers can sleep upon the tavern floor. Your presence here tonight will be worth more than gold to us. We've been attacked by bandits every night since the last full moon.

      +

      You ask the tavern-keeper how much he will charge for your men to billet here tonight and are quite surprised to hear his reply. Nothing, he says, moving tables aside so that your rangers can sleep upon the tavern floor. Your presence here tonight will be worth more than gold to us. Weve been attacked by bandits every night since the last full moon.

      As the last of your men return from the stables, the doors are closed and barred. It has started to rain and your men seem greatly relieved to be inside where it is warm and dry.

      If you wish to question the tavern-keeper about the nature of the bandit raids, turn to 239. If you wish to question him about any news that he may have heard about Ruanon in the last month, then turn to 266. - If you do not wish to question the man further, you can prepare for a night's sleep and turn to 324. + If you do not wish to question the man further, you can prepare for a nights sleep and turn to 324.
      @@ -3021,7 +3045,7 @@ Initial Revision. 196 -

      A bolt of lightning gashes the stormy sky, illuminating the figures of the bandits as they creep into the stables. Crouching on the balcony, you signal to your men to prepare themselves. Dropping on to the stable roof, you discover to your dismay that the clay tiles are wafer-thin and splinter beneath your weight; you crash straight through the flimsy roof into the hay below. Luckily you are unharmed by the fall and quickly regain your feet, but a bandit stands barely inches from your face, his sword raised to strike.

      +

      A bolt of lightning gashes the stormy sky, illuminating the figures of the bandits as they creep into the stables. Crouching on the balcony, you signal to your men to prepare themselves. Dropping onto the stable roof, you discover to your dismay that the clay tiles are wafer-thin and splinter beneath your weight; you crash straight through the flimsy roof into the hay below. Luckily you are unharmed by the fall and quickly regain your feet, but a bandit stands barely inches from your face, his sword raised to strike.

      Bandit Warrior1623

      You cannot evade combat.

      If you win, turn to 217. @@ -3032,7 +3056,7 @@ Initial Revision. 197 -

      You toss a rock along the tunnel to attract the guards' attention. It works! Within seconds you can hear footsteps approaching. You attack. The guards barely have time to gasp, and your men leap out of the darkness and overpower them. Once disarmed, their hands are tied and they are herded back into the well chamber.

      +

      You toss a rock along the tunnel to attract the guards attention. It works! Within seconds you can hear footsteps approaching. You attack. The guards barely have time to gasp, and your men leap out of the darkness and overpower them. Once disarmed, their hands are tied and they are herded back into the well chamber.

      If you wish to search them, turn to 268. If you wish to question them, turn to 76. If you wish to leave them and continue on your way, turn to 64. @@ -3044,7 +3068,7 @@ Initial Revision. 198 -

      The guards are not fooled by your bravado&emdash;they draw their weapons and attack. You must fight them as one enemy.

      +

      The guards are not fooled by your bravadothey draw their weapons and attack. You must fight them as one enemy.

      Crypt Guards1830 If you win the combat, turn to 229.
      @@ -3066,18 +3090,18 @@ Initial Revision.

      The trees are alive with bandit patrols, but your quick wits and Kai skills prevent you from being seen by them. Eventually you reach the edge of the copse. You find yourself staring out across an expanse of open plain towards Ruanon. The sight that lies before you is very disquieting.

      -

      Much of the mining town has been burnt to the ground. The blackened ruins of what were once shops, cottages and taverns are now little more than smouldering mounds of charcoal. You are beginning to fear the worst, that Ruanon has been totally destroyed, when a gentle breeze clears the haze of wood smoke hanging like a grey curtain over the ruins. Inside the perimeter of ruined buildings, a barricade has been thrown up around a tower of stone. Above the tower, a tattered flag still flies bringing renewed hope; it is the sun-flag of Sommerlund edged with a band of white braid&emdash;the cavalry standard of the King's Guard Regiment.

      +

      Much of the mining town has been burnt to the ground. The blackened ruins of what were once shops, cottages and taverns are now little more than smouldering mounds of charcoal. You are beginning to fear the worst, that Ruanon has been totally destroyed, when a gentle breeze clears the haze of wood smoke hanging like a grey curtain over the ruins. Inside the perimeter of ruined buildings, a barricade has been thrown up around a tower of stone. Above the tower, a tattered flag still flies bringing renewed hope; it is the sun-flag of Sommerlund edged with a band of white braidthe cavalry standard of the Kings Guard Regiment.

      Gary Chalk - - + +

      The sudden crack of a twig makes you freeze. You glance behind to see three bandits creeping through the trees towards you. The wide steel tips of their spears glint. They seem to be coated with a clear, sticky fluid.

      If you possess the Kai Discipline of Hunting or if you have ever visited Gorn Cove, turn to 45. If you wish to fight the bandits, turn to 133. - If you wish to evade them, you must run across the open plain towards Ruanon&emdash;eight hundred yards away. Turn to 307. + If you wish to evade them, you must run across the open plain towards Ruanoneight hundred yards away. Turn to 307.
      @@ -3085,7 +3109,7 @@ Initial Revision. 201 -

      The fungi are soft and dry, and they taste dreadful! You retch and choke as the dry, powdery fungi absorbs all the saliva in your mouth. You are hit by waves of nausea that make you panic, and desperately you claw at your tongue trying to scrape the fungi from your mouth.

      +

      The fungi are soft and dry, and they taste dreadful! You retch and choke as the dry, powdery fungi absorb all the saliva in your mouth. You are hit by waves of nausea that make you panic, and desperately you claw at your tongue trying to scrape the fungi from your mouth.

      Turn to 65.
      @@ -3156,8 +3180,8 @@ Initial Revision.

      You snatch an arrow from a quiver hanging on the wall and draw the bowstring taut to your lips. A bandit horseman races across the plain with a javelin held high in his hand. His quarry is a wounded Sommlending soldier, who has fallen from the barricade and lies on the plain, unarmed and helpless. The bandit is poised to throw his javelin when you loose your arrow.

      Pick a number from the Random Number Table.

      If you possess the Kai Discipline of Weaponskill (any weapon), add 2 to the number you have picked.

      - If your total is now 0&endash;4, turn to 336. - If it is 5&endash;11, turn to 218. + If your total is now 04, turn to 336. + If it is 511, turn to 218.
      @@ -3165,7 +3189,7 @@ Initial Revision. 208 -

      You have run less than twenty yards when you reach the end of the tunnel&emdash;a solid rock-face. The passage has only recently been excavated, and you are now trapped in a dead end. You hear the footsteps of your pursuers and turn to face them, knowing only too well that your only chances of survival now rest on your ability to be able to fight your way out of this trap and make your way back to the junction where you can take the left-hand tunnel.

      +

      You have run less than twenty yards when you reach the end of the tunnela solid rock-face. The passage has only recently been excavated, and you are now trapped in a dead end. You hear the footsteps of your pursuers and turn to face them, knowing only too well that your only chances of survival now rest on your ability to be able to fight your way out of this trap and make your way back to the junction where you can take the left-hand tunnel.

      Tunnel Guard 11525 Tunnel Guard 21524 Tunnel Guard 31422 @@ -3177,14 +3201,14 @@ Initial Revision. 209 -

      The lance has tom through your cloak and pitched you on to your back. You scramble to your feet in time to see the horseman discard his splintered lance and draw a curved broadsword. A wicked smile spreads across his grim features, exposing a jagged line of blackened teeth. He spits out his battle-cry and spurs his horse towards you once more.

      +

      The lance has tom through your cloak and pitched you onto your back. You scramble to your feet in time to see the horseman discard his splintered lance and draw a curved broadsword. A wicked smile spreads across his grim features, exposing a jagged line of blackened teeth. He spits out his battle-cry and spurs his horse towards you once more.

      Gary Chalk - He spits out his battle-cry and
      spurs his horse towards you once more
      + He spits out his battle-cry and spurs his horse towards you once more - - + +
      If you have reached the Kai rank of Aspirant or higher, turn to 111. If you have yet to reach this level of Kai training, turn to 43. @@ -3207,11 +3231,11 @@ Initial Revision. -

      Your tactics have worked. The bandits ignore your small group of horsemen and pursue the others towards the west. Once they reach the wooded foothills of the Durncrag mountains, your rangers will have no difficulty evading the enemy among the densely packed firs.

      +

      Your tactics have worked. The bandits ignore your small group of horsemen and pursue the others towards the west. Once they reach the wooded foothills of the Durncrag Mountains, your rangers will have no difficulty evading the enemy among the densely packed firs.

      When the bandits have disappeared from view, you call a halt and allow your men to rest. In spite of the number of men you have lost, they are still eager to continue the mission.

      Pick a number from the Random Number Table.

      - If the number you have picked is 0&endash;4, turn to 51. - If it is 5&endash;9, turn to 120. + If the number you have picked is 04, turn to 51. + If it is 59, turn to 120.
      @@ -3266,8 +3290,8 @@ Initial Revision. Gary Chalk - - + + If you wish to draw your weapon and attack Barraka, turn to 296. @@ -3309,7 +3333,7 @@ Initial Revision. -

      It takes half an hour for you to recover from your ordeal and to take in your new surroundings. You are standing at the edge of a huge slag-heap, which rises out of the dark waters of the underground river. Less than twenty feet from the summit, a dim light illuminates a long stone shute. You decide to take a closer look. You soon discover that the climb is long, slow and arduous, and only after an hour of strenuous effort do you finally find yourself at the top in a small service tunnel. The tunnel is deserted except for a mine wagon parked near to the tunnel entrance.

      +

      It takes half an hour for you to recover from your ordeal and to take in your new surroundings. You are standing at the edge of a huge slag-heap, which rises out of the dark waters of the underground river. Less than twenty feet from the summit, a dim light illuminates a long stone chute. You decide to take a closer look. You soon discover that the climb is long, slow and arduous, and only after an hour of strenuous effort do you finally find yourself at the top in a small service tunnel. The tunnel is deserted except for a mine wagon parked near to the tunnel entrance.

      If you wish to examine the wagon, turn to 167. If you wish to ignore the wagon, begin to climb the steep tunnel by turning to 185.
      @@ -3350,9 +3374,9 @@ Initial Revision.

      In the plush candlelit interior of the caravan you find the actor, cowering beneath a blanket in the far corner. You flick the blanket aside and ask the petrified man to explain how he came to possess such a fine sword.

      -

      I&ellips; I bought it in Eshnar, he stammers, his eyes wide with fear, from the innkeeper of the Pick and Shovel tavern. He grasps the sword by the blade and offers it to you. If it is your sword I have unwittingly bought, I am truly sorry. Here, please take it.

      -

      You grip the brass hilt and examine it closely. There is no doubt: it is a Sommlending cavalry sword, but the inscription on the blade makes your heart miss a beat: Captain Remir D'Val&emdash;King's Guard Regiment.

      -

      If you wish to keep this sword, mark it on your Action Chart as a Weapon.

      +

      I I bought it in Eshnar, he stammers, his eyes wide with fear, from the innkeeper of the Pick and Shovel tavern. He grasps the sword by the blade and offers it to you. If it is your sword I have unwittingly bought, I am truly sorry. Here, please take it.

      +

      You grip the brass hilt and examine it closely. There is no doubt: it is a Sommlending cavalry sword, but the inscription on the blade makes your heart miss a beat: Captain Remir DValKings Guard Regiment.

      +

      If you wish to keep this sword, mark it on your Action Chart as a Weapon.

      Turn to 165.
      @@ -3361,15 +3385,15 @@ Initial Revision. 223 -

      Pushing open the trapdoor, you climb out on to the watchtower roof. You are greeted by a shocking sight. The bodies of Sommlending soldiers lie scattered over the floor; their armour is rent and torn and they have all suffered terrible wounds. Over the carnage hovers a monstrous bird. Its wings beat the smoke-filled air, its razor-sharp talons slashing and mutilating everything they touch. Astride the creature sits a warrior wreathed in iron and steel, the scimitar in his hand stained with Sommlending blood. He swings one leg from his gem-encrusted saddle, pauses, and then leaps down to the watchtower roof. A voice echoes in your head as the warrior closes in.

      +

      Pushing open the trapdoor, you climb out onto the watchtower roof. You are greeted by a shocking sight. The bodies of Sommlending soldiers lie scattered over the floor; their armour is rent and torn and they have all suffered terrible wounds. Over the carnage hovers a monstrous bird. Its wings beat the smoke-filled air, its razor-sharp talons slashing and mutilating everything they touch. Astride the creature sits a warrior wreathed in iron and steel, the scimitar in his hand stained with Sommlending blood. He swings one leg from his gem-encrusted saddle, pauses, and then leaps down to the watchtower roof. A voice echoes in your head as the warrior closes in.

      Say your prayers, Sommlending, for your life is soon to end!

      Gary Chalk - Astride the creature sits a warrior
      wreathed in iron and steel
      + Astride the creature sits a warrior wreathed in iron and steel - - + +
      If you wish to fight the warrior, turn to 77. If you wish to evade combat, turn to 128. @@ -3398,8 +3422,8 @@ Initial Revision.

      Suddenly a new sound drifts across the plain: the sound of cheering. The beleaguered defenders have spotted you and recognized your green Kai cloak. Two hundred yards to go. You have just passed the ruins of a burnt-out cottage when you feel an agonizing pain tear through your left thigh. An arrow has pierced your leg, and you pitch forward into the mud and ash.

      Crouched in the ruined cottage, a bandit sniper raises his bow and takes careful aim at your head.

      Pick a number from the Random Number Table.

      - If the number you have picked is 1&endash;5, turn to 20. - If it is 6&endash;9, turn to 300. + If the number you have picked is 15, turn to 20. + If it is 69, turn to 300. If it is 0, turn to 181.
      @@ -3487,8 +3511,8 @@ Initial Revision. Gary Chalk - - + + If you wish to investigate the boathouse, turn to 68. If you wish to continue downstream and look for some other way to cross the river, turn to 130. @@ -3499,9 +3523,9 @@ Initial Revision. 233 -

      Your rest is disturbed by the anxious shout of the night guard: Awake! Awake! We're under attack!

      +

      Your rest is disturbed by the anxious shout of the night guard: Awake! Awake! Were under attack!

      Throwing back their blankets, your men leap to their feet, peering through the teeming rain at the shadowy silhouette of horsemen circling the ruins. Suddenly an arrow whistles through the darkness. Your lookout screams and falls to his knees. Form a circle, you shout. Keep behind cover!

      -

      The rangers gather swords and shields and press themselves against the wet temple marble for protection. The sound of metal-shod boots on stone makes you spin around. A dozen warriors dressed in shiny red armour are clambering across the broken pillars. Two rangers run to block their advance, but they are felled by one sweep of the warrior leader's broadsword. Then the warrior sees you and quickens his pace. His bloodied sword is raised to strike again. You cannot evade combat and must fight the warrior to the death.

      +

      The rangers gather swords and shields and press themselves against the wet temple marble for protection. The sound of metal-shod boots on stone makes you spin around. A dozen warriors dressed in shiny red armour are clambering across the broken pillars. Two rangers run to block their advance, but they are felled by one sweep of the warrior leaders broadsword. Then the warrior sees you and quickens his pace. His bloodied sword is raised to strike again. You cannot evade combat and must fight the warrior to the death.

      Bandit Warrior1726 If you win, turn to 312.
      @@ -3554,7 +3578,7 @@ Initial Revision. 238 -

      Placing your hands on the injured man's chest, you use your healing powers to numb the pain before withdrawing the arrow. He is a lucky man; the arrow has not pierced any internal organs. Your Kai skill repairs the punctured flesh in seconds, and you help the man to his feet. With a look of open-mouthed amazement, he watches as you turn and ascend the stone steps to the watchtower roof.

      +

      Placing your hands on the injured mans chest, you use your healing powers to numb the pain before withdrawing the arrow. He is a lucky man; the arrow has not pierced any internal organs. Your Kai skill repairs the punctured flesh in seconds, and you help the man to his feet. With a look of open-mouthed amazement, he watches as you turn and ascend the stone steps to the watchtower roof.

      Turn to 223.
      @@ -3563,8 +3587,8 @@ Initial Revision. 239 -

      They're no ordinary bandits, they're a private army. Their leader is a renegade noble from Vassagonia called Barraka, though his men call him Doomslayer. After the first raid we thought he and his men would leave us alone&emdash;after all, this is a poor province even when the road carries traffic from the mines of Ruanon and Eshnar. But Doomslayer and his men have stayed. It's&ellips; it's as if they are determined to kill us at all costs.

      -

      That night, the tavern-keeper's sons agree to take it in turns to sit watch at the arrow slits, so that you and your men can get some sleep.

      +

      Theyre no ordinary bandits, theyre a private army. Their leader is a renegade noble from Vassagonia called Barraka, though his men call him Doomslayer. After the first raid we thought he and his men would leave us aloneafter all, this is a poor province even when the road carries traffic from the mines of Ruanon and Eshnar. But Doomslayer and his men have stayed. Its its as if they are determined to kill us at all costs.

      +

      That night, the tavern-keepers sons agree to take it in turns to sit watch at the arrow slits, so that you and your men can get some sleep.

      Turn to 324.
      @@ -3576,8 +3600,8 @@ Initial Revision.

      For over ten miles, the river wends its steady course southwards. You pass through several grottos, but their rocky banks are so steep that they make a landing impossible. You are rowing along a particularly wide tunnel when you suddenly realize that the boat is moving faster and faster, and the faint sound of rushing water is gradually increasing. Soon the whole tunnel is filled with a thundering cacophony of noise.

      You brace yourself in preparation for rough water, but you are totally unprepared for the sight that befalls you. Less than fifty feet away, the river disappears over the edge of a massive waterfall. Desperately your men row against the current towards the tunnel wall, but it is too late: you are caught in the current and are hurtling towards the edge of the waterfall.

      Pick a number from the Random Number Table.

      - If the number that you have picked is 0&endash;4, turn to 94. - If it is 5&endash;9, turn to 158. + If the number that you have picked is 04, turn to 94. + If it is 59, turn to 158.
      @@ -3593,7 +3617,7 @@ Initial Revision.

      The ceiling of the cavern is so low that you are forced to all press yourselves against the bottom of the boat to avoid head injuries. For nearly an hour the boat is swept through a maze of underground waterways before coming to a sudden halt; you are grounded upon a bank of shingle. You are in a section of the tunnel that is much higher than any you have previously travelled. To the south the river continues into the rock-face, but to the east you notice another shingle bank and a land tunnel beyond.

      - If you wish to row across to the other bank, abandon the boat and continue on foot, turn to 309. + If you wish to row across to the other bank, abandon the boat and continue on foot, turn to 309. If you wish to continue by river, turn to 115.
      @@ -3611,7 +3635,7 @@ Initial Revision. 243 -

      D'Val runs past the wagon, leading a dozen of his best swordsmen in a countercharge and driving the enemy all the way back to the barricade. None escape alive. Those who survive D'Val's swordsmen are cut down on the plain by his archers as they run towards the ruins. The shout of victory has barely died away before you are faced by a new threat.

      +

      DVal runs past the wagon, leading a dozen of his best swordsmen in a countercharge and driving the enemy all the way back to the barricade. None escape alive. Those who survive DVals swordsmen are cut down on the plain by his archers as they run towards the ruins. The shout of victory has barely died away before you are faced by a new threat.

      Turn to 124.
      @@ -3637,7 +3661,7 @@ Initial Revision. -

      Two well-aimed blows are enough to despatch the hissing Elix. The ranger has collapsed and is nearly unconscious through loss of blood. His right foot is almost severed at the ankle; you know that he has only a few minutes to live and there is nothing that you can do to help him. Your other man is also now beyond all help.

      +

      Two well-aimed blows are enough to despatch the hissing Elix. The ranger has collapsed and is nearly unconscious through loss of blood. His right foot is almost severed at the ankle; you know that he has only a few minutes to live and there is nothing that you can do to help him. Your other man is also now beyond all help.

      If you wish to escape from the chamber by ascending the stairs, turn to 346. If you wish to leave by descending the stairs, turn to 83.
      @@ -3658,12 +3682,12 @@ Initial Revision. -

      Your men look disappointed by your decision, but you are their commanding officer and they are élite soldiers of Sommerlund; they neither argue nor grumble as they follow you southward. Darkness soon engulfs the highway, and you are forced to stop and set up camp by the roadside. The men gather firewood, and a guard is posted on the horses. You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

      -

      The night passes without incident, and at dawn you break camp and continue along Raider's Road.

      +

      Your men look disappointed by your decision, but you are their commanding officer and they are lite soldiers of Sommerlund; they neither argue nor grumble as they follow you southward. Darkness soon engulfs the highway, and you are forced to stop and set up camp by the roadside. The men gather firewood, and a guard is posted on the horses. You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

      +

      The night passes without incident, and at dawn you break camp and continue along Raiders Road.

      Pick a number from the Random Number Table.

      - If the number that you have picked is 0&endash;4, turn to 171. + If the number that you have picked is 04, turn to 171. - If it is 5&endash;9, turn to 25. + If it is 59, turn to 25.
      @@ -3682,21 +3706,21 @@ Initial Revision. 249 -

      You run half-crouched to the barricade and prise a bow from the hand of a dead soldier. You have spotted the leader of the bandit cavalry&emdash;a tall, dark-skinned warrior with a thin, chiselled nose, rallying his horsemen at the foot of the stone watchtower. You know you must kill him before he can regroup his troops, or D'Val and his hard-pressed men will be ridden down and mercilessly slaughtered.

      +

      You run half-crouched to the barricade and prise a bow from the hand of a dead soldier. You have spotted the leader of the bandit cavalrya tall, dark-skinned warrior with a thin, chiselled nose, rallying his horsemen at the foot of the stone watchtower. You know you must kill him before he can regroup his troops, or DVal and his hard-pressed men will be ridden down and mercilessly slaughtered.

      Gary Chalk - You have spotted the leader of
      the bandit cavalry
      + You have spotted the leader of the bandit cavalry - - + +

      You notch an arrow and draw back the bowstring. The straining cord bites into your fingers as you take aim.

      Pick a number from the Random Number Table.

      If you have the Kai Discipline of Weaponskill (any weapon), add 2 to the number you have picked.

      - If your total is now 0&endash;3, turn to 153. - If it is 4&endash;7, turn to 323. - If it is 8&endash;11, turn to 39. + If your total is now 03, turn to 153. + If it is 47, turn to 323. + If it is 811, turn to 39.
      @@ -3730,8 +3754,8 @@ Initial Revision. Gary Chalk - - + + If you wish to investigate the boathouse, turn to 68. If you wish to continue downstream and look for some other way of crossing the river, turn to 130. @@ -3764,7 +3788,7 @@ Initial Revision. 255 -

      You must rally the defenders or all is lost. You order two soldiers to help the captain and then leap on an overturned wagon in order to see clearly the enemy advance. They have already reached the ruined perimeter of Ruanon and are now creeping forward under cover of the broken cottage walls. You shout orders to D'Val's men to defend the barricade, but the enemy are less than one hundred yards from the wall; you are afraid it might be too late to repel their attack.

      +

      You must rally the defenders or all is lost. You order two soldiers to help the captain and then leap on an overturned wagon in order to see clearly the enemy advance. They have already reached the ruined perimeter of Ruanon and are now creeping forward under cover of the broken cottage walls. You shout orders to DVals men to defend the barricade, but the enemy are less than one hundred yards from the wall; you are afraid it might be too late to repel their attack.

      Turn to 186.
      @@ -3789,8 +3813,8 @@ Initial Revision. Gary Chalk - - + + If you wish to examine the chest, turn to 302. If you wish to ignore it and investigate the door, turn to 131. @@ -3807,10 +3831,10 @@ Initial Revision. Gary Chalk - The bandits are wandering idly up
      the track towards you
      + The bandits are wandering idly up the track towards you - - + +
      If you possess an Onyx Medallion, turn to 305. If you have the Kai Discipline of Camouflage and you have reached the Kai Rank of Guardian or higher, turn to 49. @@ -3823,7 +3847,7 @@ Initial Revision. 259 -

      Go away! shouts a nervous voice. We're a tavern, not a barracks! shouts another. You try to reason with them but they are adamant; they will not let you enter. You have no choice but to continue along the highway.

      +

      Go away! shouts a nervous voice. Were a tavern, not a barracks! shouts another. You try to reason with them but they are adamant; they will not let you enter. You have no choice but to continue along the highway.

      Turn to 141.
      @@ -3856,7 +3880,7 @@ Initial Revision. 262 -

      You leap forward to strike, but the bandit rears his steed to avert your attack. You feel the horse's flailing hooves crash down on your head, and you are quickly trampled into the blood-soaked ground. Concussed and mortally wounded, the last thing that you remember of this world is the evil sneer of the bandit horseman as he raises his longsword for the death-blow.

      +

      You leap forward to strike, but the bandit rears his steed to avert your attack. You feel the horses flailing hooves crash down on your head, and you are quickly trampled into the blood-soaked ground. Concussed and mortally wounded, the last thing that you remember of this world is the evil sneer of the bandit horseman as he raises his longsword for the death-blow.

      Your life and your mission end here.
      @@ -3894,15 +3918,15 @@ Initial Revision. 266 -

      We've heard nothing for nearly a month, he says, shaking his bearded face from side to side. Some horsemen from your country passed here about that time, but since then all we have seen are a travelling band of troubadours from Cloeasia and those accursed bandits.

      +

      Weve heard nothing for nearly a month, he says, shaking his bearded face from side to side. Some horsemen from your country passed here about that time, but since then all we have seen are a travelling band of troubadours from Cloeasia and those accursed bandits.

      Gary Chalk - - + + -

      The tavern-keeper's sons each take it in turn to sit watch at the arrow slits, so that you and your men can get some sleep.

      +

      The tavern-keepers sons each take it in turn to sit watch at the arrow slits, so that you and your men can get some sleep.

      Turn to 324.
      @@ -3911,7 +3935,7 @@ Initial Revision. 267 -

      A terrible pain racks your chest as you are thrown backwards by the force of the crossbow bolt. You claw at the unyielding shaft, catching a glimpse of the face of an enemy guard as he raises his sword to deliver the coup de grâce.

      +

      A terrible pain racks your chest as you are thrown backwards by the force of the crossbow bolt. You claw at the unyielding shaft, catching a glimpse of the face of an enemy guard as he raises his sword to deliver the coup de grce.

      Your life and your mission end here.
      @@ -3928,7 +3952,7 @@ Initial Revision.
    16. Broadsword
    17. Iron Key
    18. Brass Key
    19. -
    20. Enough for 2 Meals
    21. +
    22. Enough food for 2 Meals
    23. Potion of Red Liquid
    24. You recognize the liquid to be Laumspur, a potion of healing. If swallowed after combat, it will restore 4 ENDURANCE points. You may take any of the above items but be sure to mark them on your Action Chart.

      @@ -3950,7 +3974,7 @@ Initial Revision.

      You follow the passage for nearly an hour before finding yourself in front of a solid rock-face. Shovels and barrows lie discarded upon the floor as if the excavation was abandoned in a great hurry. You may take one of the Shovels if you wish, but it will occupy the same space in your Backpack as two normal items.

      -

      You are now hungry and you must eat a Meal or lose 3 ENDURANCE points. Cursing your bad luck, you are forced to retrace your steps all the way back to the junction.

      +

      You are now hungry and you must eat a Meal or lose 3 ENDURANCE points. Cursing your bad luck, you are forced to retrace your steps all the way back to the junction.

      Continue your exploration by turning to 145.
      @@ -3975,8 +3999,8 @@ Initial Revision.

      You are halfway across the bridge when someone pulls the hanging rope. You glance back, and to your horror you see that the rope travels through a series of metal rings that lead to a couple of locking pins anchoring the bridge floor to the edge of the shaft. A shiver runs down your spine as the rope snaps taut and the pegs rise out of the floor.

      Pick a number from the Random Number Table.

      If you possess the Kai Discipline of Hunting, add 2 to the number you have picked.

      - If your total is now 0&endash;6, turn to 9. - If it is 7&endash;11, turn to 104. + If your total is now 06, turn to 9. + If it is 711, turn to 104.
      @@ -3991,7 +4015,7 @@ Initial Revision.

      You smash feet first into a large river boulder. Recoiling from the impact, you cough uncontrollably in your desperate fight for air as the water fills your ears and nose. Down and down, around and around you go, your eyes stinging and the pain in your legs grinding agonizingly upwards through your body. A glancing blow to your shoulder rips the sleeve from your jacket and numbs your arm; your weapon falls from your hand. You are somersaulted into a steep V-shaped channel and buffeted on all sides as you tumble towards a pool far below. You feel the sheer weight and volume of water behind you will plunge you to your doom, and as you plummet into the swirling dark water, all consciousness rapidly gives way to a blind and silent numbness.

      -

      When you open your eyes it is dusk. You have been washed up on the river bank near to a twisting forest track. The silhouette of the Maaken range rises steeply to the east, and you realize that you must have drifted many miles downstream. You have survived a terrible ordeal; one that would have killed any lesser mortal. You have lost 5 ENDURANCE points due to leg and head wounds and one Weapon. All of your Special Items, Backpack Items and Gold Crowns are still intact.

      +

      When you open your eyes it is dusk. You have been washed up on the river bank near to a twisting forest track. The silhouette of the Maaken range rises steeply to the east, and you realize that you must have drifted many miles downstream. You have survived a terrible ordeal; one that would have killed any lesser mortal. You have lost 5 ENDURANCE points due to leg and head wounds and one Weapon. All of your Special Items, Backpack Items and Gold Crowns are still intact.

      Make all the necessary adjustments to your
      Action Chart before turning to 79.
      @@ -4001,14 +4025,14 @@ Initial Revision.

      You have ridden less than five miles when you see a group of wagons on the highway ahead. They are painted in a gaudy mix of bright colours and drawn by teams of oxen. A huge tasselled banner flies above the leading wagon, which bears the following proclamation:

      - The Famous Asajir Players&emdash;Troubadours to the Imperial Courts of Magnamund + The Famous Asajir PlayersTroubadours to the Imperial Courts of Magnamund Gary Chalk - You see a group of wagons on
      the highway ahead
      + You see a group of wagons on the highway ahead - - + +
      If you wish to stop to question these travelling minstrels, turn to 37. If you wish to ignore them and let them pass, turn to 126. @@ -4071,22 +4095,23 @@ Initial Revision.

      As you unfurl the Scroll and begin to read its ominous contents, the Baron struggles to his feet. Word for word he echoes the prophetic verse.

      -

      When the full moon shines o'er the temple deep, -
      A sacrifice will stir from sleep -
      The legions of a long forgotten lord. -
      When a fair royal maid on the altar dies, -
      The dead of Maakengorge shall rise -
      To claim their long-awaited reward. +

      + When the full moon shines oer the temple deep, + A sacrifice will stir from sleep + The legions of a long forgotten lord. + When a fair royal maid on the altar dies, + The dead of Maakengorge shall rise + To claim their long-awaited reward.

      -

      You must save her, Lone Wolf. You must prevent the sacrifice. The Baron's voice is choked with emotion.

      -

      Save who? Who must he save? questions Captain D'Val, as he tries to calm the distressed Baron.

      +

      You must save her, Lone Wolf. You must prevent the sacrifice. The Barons voice is choked with emotion.

      +

      Save who? Who must he save? questions Captain DVal, as he tries to calm the distressed Baron.

      My daughter, Madelon. Barraka has found the Dagger of Vashna. He plans to sacrifice my daughter upon the altar of Maaken to release the undead of Maakengorge.

      The Baron explains that during the Age of the Black Moon, King Ulnar of Sommerlund killed the mightiest of all the Darklords, Vashna, with the Sommerswerd, the sword of the sun. His body and the bodies of all his soldiers were hurled into the bottomless abyss of Maakengorge. He plans to lead the dead to victory first to conquer Sommerlund and then all of the Lastlands, he says in despair.

      You stare at the Baron in stunned silence. If Barraka completes the sacrifice, all is lost. What mortal army can stand against a legion of the dead?

      -

      Captain D'Val ushers you from the chamber and closes the door. I feared he was insane, but your Scroll confirms my worst nightmare. He speaks the truth!

      -

      As the dreadful significance of the verse begins to sink in, your thoughts are broken by the shrill blast of a war-horn. Captain D'Val strides over to an arrow slit and peers out across the plain. As he turns to speak, you notice that his face is ashen grey. The bandits&ellips; they're launching an attack!

      - If you possess Captain D'Val's sword, turn to 327. +

      Captain DVal ushers you from the chamber and closes the door. I feared he was insane, but your Scroll confirms my worst nightmare. He speaks the truth!

      +

      As the dreadful significance of the verse begins to sink in, your thoughts are broken by the shrill blast of a war-horn. Captain DVal strides over to an arrow slit and peers out across the plain. As he turns to speak, you notice that his face is ashen grey. The bandits theyre launching an attack!

      + If you possess Captain DVals sword, turn to 327. If you do not possess it, turn to 289.
      @@ -4095,7 +4120,7 @@ Initial Revision. 280 -

      You roll the body over on to its side and make a quick search. You discover:

      +

      You roll the body over onto its side and make a quick search. You discover:

      • 3 Gold Crowns
      • @@ -4136,8 +4161,8 @@ Initial Revision. Gary Chalk - - + + Turn to 350. @@ -4203,18 +4228,18 @@ Initial Revision. 289 -

        You follow Captain D'Val as he hurries down the broad watchtower steps and out to the barricade. A rolling sound like distant thunder fills the air. Cavalry are pouring on to the plain from all sides, grouping up into battalions in preparation for the advance. Columns of foot soldiers in bright scarlet armour march through their ranks, herding a frightened wall of people before them.

        -

        They're Ruanese! cries D'Val, his hand shielding the light from his eyes. That cur Barraka; he's using them as a shield!

        -

        All around you, the captain's men have drawn their bowstrings, awaiting his signal to fire. But it is an order he dare not give. Suddenly a hidden catapult hurls a massive black rock through the air, straight towards the barricade. You stare in horror as it bursts into flame and disintegrates, showering a rain of blazing oil on everyone beneath. The soldiers cannot evade the deluge, and many are badly burnt before the flames are smothered. A battle-cry resounds from the enemy ranks: the signal to attack. The Ruanese are pushed aside and trampled by the onrush of scarlet warriors who now race towards the barricade.

        +

        You follow Captain DVal as he hurries down the broad watchtower steps and out to the barricade. A rolling sound like distant thunder fills the air. Cavalry are pouring onto the plain from all sides, grouping up into battalions in preparation for the advance. Columns of foot soldiers in bright scarlet armour march through their ranks, herding a frightened wall of people before them.

        +

        Theyre Ruanese! cries DVal, his hand shielding the light from his eyes. That cur Barraka; hes using them as a shield!

        +

        All around you, the captains men have drawn their bowstrings, awaiting his signal to fire. But it is an order he dare not give. Suddenly a hidden catapult hurls a massive black rock through the air, straight towards the barricade. You stare in horror as it bursts into flame and disintegrates, showering a rain of blazing oil on everyone beneath. The soldiers cannot evade the deluge, and many are badly burnt before the flames are smothered. A battle-cry resounds from the enemy ranks: the signal to attack. The Ruanese are pushed aside and trampled by the onrush of scarlet warriors who now race towards the barricade.

        Gary Chalk - You stare in horror as a deluge
        of blazing oil rains down
        + You stare in horror as a deluge of blazing oil rains down - - + +
        -

        The blazing oil has scattered D'Val's men, and the barricade is poorly defended. You hear D'Val shout your name. His cloak and tunic are ablaze, and he is screaming for your help.

        +

        The blazing oil has scattered DVals men, and the barricade is poorly defended. You hear DVal shout your name. His cloak and tunic are ablaze, and he is screaming for your help.

        If you have reached the Kai rank of Warmarn (you possess 8 Kai Disciplines), turn to 255. If you wish to help the captain, turn to 5. If you wish to rally the defenders before the enemy reach the barricade, turn to 86. @@ -4231,8 +4256,8 @@ Initial Revision. Gary Chalk - - + + If you wish to signal your men to attack the robed strangers, turn to 44. If you wish to try to capture them alive, turn to 102. @@ -4307,7 +4332,7 @@ Initial Revision.

        It is noon before you are forced to call a halt. You have reached the edge of a ridge where the highway begins a long descent towards a wide wooden bridge. This is the Ruanon bridge: you recognize its stout black timbers and the dark waters of the River Xane that flow beneath. On the far side of the bridge lie the fire-blackened ruins of an inn and the unmistakable silhouette of bandit horsemen. At the entrance to the bridge is a white signpost pointing across the bridge to the south.

        - RUANON&emdash;12 MILES + RUANON12 MILES

        You know it would be suicidal to attempt to cross the bridge: the bandit horsemen each carry a heavy crossbow slung from their saddle.

        @@ -4322,7 +4347,7 @@ Initial Revision.

        Suddenly the Tunnel Fiends that are screaming and writhing beneath your blows fade and disappear. You shake your head in disbelief and rub your eyes, but no trace of their bodies remains. You slowly begin to realize what has happened. The fungi spores are making you hallucinate; the creatures existed only in your mind and were nothing more than illusions.

        -

        Unfortunately, any ENDURANCE points you lost in combat are not restored&emdash;during the fight you have collided many times with the jagged tunnel walls. You sheathe your weapon and stagger away from the fungi, eager to leave them far behind.

        +

        Unfortunately, any ENDURANCE points you lost in combat are not restoredduring the fight you have collided many times with the jagged tunnel walls. You sheathe your weapon and stagger away from the fungi, eager to leave them far behind.

        Turn to 185.
        @@ -4331,14 +4356,14 @@ Initial Revision. 299 -

        Quickly you pull you men into line, shoulder to shoulder across the entrance to the mine. Their shields form a wall of wood and steel to deflect the arrows now falling from the sky. As they flood out from the trees, the bandit warriors discard their bows in favour of long, curved swords. Many of them stumble and fall, but their leader beats them forward with the flat of his battle-axe. He is an ugly brute dressed in a heavy brass hauberk. As the first of the enemy smash into the shield-wall, he screams a deafening war-cry. A numbing thunder of blows rain down as the bandits hew and slice into your line. The fight is bitter but the wall holds firm, as your men bravely defend themselves.

        +

        Quickly you pull you men into line, shoulder to shoulder across the entrance to the mine. Their shields form a wall of wood and steel to deflect the arrows now falling from the sky. As they flood out from the trees, the bandit warriors discard their bows in favour of long, curved swords. Many of them stumble and fall, but their leader beats them forward with the flat of his battle-axe. He is an ugly brute dressed in a heavy brass hauberk. As the first of the enemy smash into the shield-wall, he screams a deafening war-cry. A numbing thunder of blows rains down as the bandits hew and slice into your line. The fight is bitter but the wall holds firm, as your men bravely defend themselves.

        The first wave of bandits stagger back clutching their wounds, a dozen left dead at your feet. None of your men have fallen. However, you barely have time to wipe your blood-spattered brow before their leader bounds towards you, his battle-axe sweeping the air. He batters his way through the shield-wall and attacks you. You cannot evade him and must fight him to the death.

        Gary Chalk - - + + Bandit Leader1929 If you win the fight, turn to 121. @@ -4349,15 +4374,15 @@ Initial Revision. 300 -

        A scream of pain and terror fills the air. The sniper crashes to the ground as the jaws of a Warhound clamp tightly around his neck. Other hounds are drawn by his ghastly screams, and he is soon ripped to pieces. You look up to see a man running towards you from the barricade. He has a shield in one hand and a longbow in the other; it is Captain D'Val.

        +

        A scream of pain and terror fills the air. The sniper crashes to the ground as the jaws of a Warhound clamp tightly around his neck. Other hounds are drawn by his ghastly screams, and he is soon ripped to pieces. You look up to see a man running towards you from the barricade. He has a shield in one hand and a longbow in the other; it is Captain DVal.

        Gary Chalk - - + + -

        He reaches you, breathless from his run, and draws an arrow from his quiver. The Warhounds, tired of their victim, are in search of fresh sport and are turning their attentions on you. D'Val aims and fires, drawing another arrow as soon as his bow is empty. Warhounds tumble and crash to the ground around you, felled by D'Val's deadly shafts. The captain grabs you by the arm and swings you over his shoulder in one swift movement, before carrying you back to the barricade. Others run forward to help him, but the bandit archers are now in range and the men are forced back by a hail of arrows. The red shafts whistle past on all sides. Finally you reach the barricade; a wagon is pulled aside and you are carried through the open gap. Captain D'Val is close to exhaustion; he staggers and his men rush to catch him before he drops you to the ground.

        +

        He reaches you, breathless from his run, and draws an arrow from his quiver. The Warhounds, tired of their victim, are in search of fresh sport and are turning their attentions on you. DVal aims and fires, drawing another arrow as soon as his bow is empty. Warhounds tumble and crash to the ground around you, felled by DVals deadly shafts. The captain grabs you by the arm and swings you over his shoulder in one swift movement, before carrying you back to the barricade. Others run forward to help him, but the bandit archers are now in range and the men are forced back by a hail of arrows. The red shafts whistle past on all sides. Finally you reach the barricade; a wagon is pulled aside and you are carried through the open gap. Captain DVal is close to exhaustion; he staggers and his men rush to catch him before he drops you to the ground.

        Turn to 341.
        @@ -4369,7 +4394,7 @@ Initial Revision.

        The street continues past a stable with a large paddock. The enclosure is full of horses, all of which are saddled.

        If you possess the Kai Discipline of Animal Kinship, turn to 106. - If you do not posses this skill, turn to 236. + If you do not possess this skill, turn to 236.
        @@ -4378,10 +4403,10 @@ Initial Revision. 302 -

        The chest appears to be unlocked, but with the loss of your men still fresh in your mind, you decide to take no chances. Standing to one side, you ease open the chest with the tip of your weapon and flick back the lid. You wait with bated breath but nothing happens; whoever lives in this room must be confident that the pit trap will foil any would-be thieves, for the chest contains an assortment of loot. There are plates and goblets of gem-encrusted gold, necklaces of turquoise, pearls and statuettes of marbled jadin, a rare and precious stone. You marvel at their beauty but decide against taking them for they are heavy and of little practical use. Then you notice a soft leather bag beneath the gold plates. When you pull it out of the chest, you immediately recognize its distinctive shape. It is a herbwarden's satchel and contains the following items:

        +

        The chest appears to be unlocked, but with the loss of your men still fresh in your mind, you decide to take no chances. Standing to one side, you ease open the chest with the tip of your weapon and flick back the lid. You wait with bated breath but nothing happens; whoever lives in this room must be confident that the pit trap will foil any would-be thieves, for the chest contains an assortment of loot. There are plates and goblets of gem-encrusted gold, necklaces of turquoise, pearls and statuettes of marbled jadin, a rare and precious stone. You marvel at their beauty but decide against taking them for they are heavy and of little practical use. Then you notice a soft leather bag beneath the gold plates. When you pull it out of the chest, you immediately recognize its distinctive shape. It is a herbwardens satchel and contains the following items:

          -
        • 2 Potions of Laumspur&emdash;Each restores 4 ENDURANCE points
        • -
        • 1 Potion of Alether&emdash;Increases COMBAT SKILL by 2 points for the duration of one combat.
        • +
        • 2 Potions of LaumspurEach restores 4 ENDURANCE points
        • +
        • 1 Potion of AletherIncreases COMBAT SKILL by 2 points for the duration of one combat.
        • 1 Flask of Holy Water

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

        @@ -4404,8 +4429,8 @@ Initial Revision.

        One blow is enough to sever the writhing tentacle and free the ranger. He shouts his thanks and quickly slices the tip from another rubbery limb as it rises from the slime-stained river. Suddenly there is a tremendous crack as yet another tentacle punches its way through the bottom of the boat. The boat is lifted into the air, and you are hurled into the icy cold water.

        Pick a number from the Random Number Table.

        - If the number you have picked is 0&endash;4, turn to 47. - If the number is 5&endash;9, turn to 234. + If the number you have picked is 04, turn to 47. + If the number is 59, turn to 234.
        @@ -4443,14 +4468,14 @@ Initial Revision. -

        You turn the key and push open the iron door. Immediately, a loud hissing fills your ears, like steam escaping from a geyser. A cat-like creature leaps at you from out of the darkness knocking you to the ground; its eyes glowing with a green fire and its fetid breath scorching your face&emdash;it is an Elix! As you struggle to free yourself from its powerful fanged jaws, more of these creatures bound through the open door and attack your men. You cannot evade combat, and you must fight this beast to the death.

        +

        You turn the key and push open the iron door. Immediately, a loud hissing fills your ears, like steam escaping from a geyser. A cat-like creature leaps at you from out of the darkness knocking you to the ground; its eyes glowing with a green fire and its fetid breath scorching your faceit is an Elix! As you struggle to free yourself from its powerful fanged jaws, more of these creatures bound through the open door and attack your men. You cannot evade combat, and you must fight this beast to the death.

        Gary Chalk - A loud hissing fills your ears,
        like steam escaping from a geyser
        + A loud hissing fills your ears,like steam escaping from a geyser - - + +
        Elix1730 If you win the combat, turn to 127. @@ -4464,12 +4489,12 @@ Initial Revision.

        You follow the tunnel for three hours before arriving at a great hall where several tunnels, all at different depths, meet up. A series of wide stone ramps connect each tunnel to those immediately above and below. Four levels below you, teams of men are pushing wagonloads of ore. Others, dressed in red armour, stand guard over the wagon-pushers and urge them on with whips and curses.

        -

        The tunnel in which you now stand is on the highest level. You realize that the only way you can proceed is by descending the ramp to a tunnel on a lower level. To your dismay, you notice that each of the ramps are guarded by armed men. Inching forward, you peer over the edge of the ramp; two guards are sitting near the tunnel entrance below. They are laughing and giggling and pointing at an empty wine flagon that lies at their feet. After watching them for several minutes, you decide they are probably too drunk to notice you. You decide to make a dash for the tunnel.

        +

        The tunnel in which you now stand is on the highest level. You realize that the only way you can proceed is by descending the ramp to a tunnel on a lower level. To your dismay, you notice that each of the ramps is guarded by armed men. Inching forward, you peer over the edge of the ramp; two guards are sitting near the tunnel entrance below. They are laughing and giggling and pointing at an empty wine flagon that lies at their feet. After watching them for several minutes, you decide they are probably too drunk to notice you. You decide to make a dash for the tunnel.

        Pick a number from the Random Number Table. If you possess the Kai Discipline of Camouflage, add 4 to the number you have picked.

        - If your total is now 0&endash;7, turn to 138. - If your total is 8&endash;13, turn to 244. + If your total is now 07, turn to 138. + If your total is 813, turn to 244.
        @@ -4499,11 +4524,11 @@ Initial Revision.

        All around you the ruins echo to the clash of weapons and the screech of battle-cries. These armour-clad horsemen are no ordinary bandit clan; they fight with a discipline and skill unheard of among the lowly outlaws of the Wildlands.

        -

        You step over the dead warrior and call about you a handful of your men. The enemy have surrounded your horses, and you must act quickly if you are to save them from being taken. You lead a charge through the ruins, piercing the enemy line. They falter and flee back into the darkness. However, by the time you have reached the temple perimeter, only eleven of your horses remain&emdash;the others have vanished.

        +

        You step over the dead warrior and call about you a handful of your men. The enemy have surrounded your horses, and you must act quickly if you are to save them from being taken. You lead a charge through the ruins, piercing the enemy line. They falter and flee back into the darkness. However, by the time you have reached the temple perimeter, only eleven of your horses remainthe others have vanished.

        After much thought, you decide to choose ten rangers to continue the mission with you, sending the remainder of your company back to Sommerlund to report what has happened. As the gloomy light of dawn gradually fills the sky, you and your chosen companions bid a sad farewell to those who must march back on foot.

        Pick a number from the Random Number Table.

        - If the number you have picked is 0&endash;2, turn to 120. - If it is 3&endash;9, turn to 51. + If the number you have picked is 02, turn to 120. + If it is 39, turn to 51.
        @@ -4527,8 +4552,8 @@ Initial Revision. Gary Chalk - - + + If you wish to enter the hut, turn to 53. If you do not wish to enter the hut, continue your mission by turning to 258. @@ -4561,7 +4586,7 @@ Initial Revision. 317 -

        You concentrate your powers and direct them at an outcrop of loose shale overhanging the shaft on the opposite side of the chamber. In seconds, there is a crack of slate and stone as part of the outcrop crumbles away and falls into the gaping mine shaft. The guard is startled by the sudden noise and leaves his post to investigate. Without a moment's hesitation, you dash across the now empty bridge and disappear into the tunnel beyond.

        +

        You concentrate your powers and direct them at an outcrop of loose shale overhanging the shaft on the opposite side of the chamber. In seconds, there is a crack of slate and stone as part of the outcrop crumbles away and falls into the gaping mine shaft. The guard is startled by the sudden noise and leaves his post to investigate. Without a moments hesitation, you dash across the now empty bridge and disappear into the tunnel beyond.

        Turn to 348.
        @@ -4570,18 +4595,21 @@ Initial Revision. 318 -

        Oren Vanalund is the fifteenth baron of Ruanon, a noble warrior of royal lineage, and fifth in succession to the throne of Sommerlund. This once proud and chivalrous warlord now lies upon the cold stone floor of the chamber, red-eyed and whimpering like a frightened dog. He has lost everything, says D'Val quietly. Barraka has destroyed his castle, his land, his town and his family. His sons are dead, and his only daughter has been taken captive by Barraka himself. I fear the ordeal has turned his mind.

        +

        Oren Vanalund is the fifteenth baron of Ruanon, a noble warrior of royal lineage, and fifth in succession to the throne of Sommerlund. This once proud and chivalrous warlord now lies upon the cold stone floor of the chamber, red-eyed and whimpering like a frightened dog. He has lost everything, says DVal quietly. Barraka has destroyed his castle, his land, his town and his family. His sons are dead, and his only daughter has been taken captive by Barraka himself. I fear the ordeal has turned his mind.

        Gary Chalk - He has lost everything&ellips;his castle, his land, his town and his family... + He has lost everythinghis castle, his land, his town and his family... - - + +

        The pathetic man raises his tear-stained face, and with feeble voice mutters a curious rhyme, over and over again.

        -

        When a fair royal maid on the altar dies,
        The dead of Maakengorge shall rise.

        +

        + When a fair royal maid on the altar dies, + The dead of Maakengorge shall rise. +

        If you possess a Scroll, turn to 279. @@ -4594,10 +4622,10 @@ Initial Revision. -

        The food is delicious. You eat your fill and then make preparations for a good night's sleep. At dawn, you and your company bid farewell to the travelling players and continue on your mission to Ruanon.

        +

        The food is delicious. You eat your fill and then make preparations for a good nights sleep. At dawn, you and your company bid farewell to the travelling players and continue on your mission to Ruanon.

        Pick a number from the Random Number Table.

        - If the number you have picked is 0&endash;4, turn to 25. - If it is 5&endash;9, turn to 171. + If the number you have picked is 04, turn to 25. + If it is 59, turn to 171.
        @@ -4639,15 +4667,15 @@ Initial Revision. 323 -

        You release the arrow, and it whistles through the air and buries itself deeply into the mail-clad shoulder of the Bandit Leader. You hear his scream of pain ring out above the din of battle, but even though he is badly wounded he still attempts to rally his men. You stoop to take another arrow, but, to your horror, the dead soldier's quiver is empty. Looking up you see two dismounted Vassagonian horsemen clambering across the barricade towards you. You throw down your bow and run to a large water cask defended by a stout Sommlending sergeant. The ground around the cask is carpeted with enemy dead.

        +

        You release the arrow, and it whistles through the air and buries itself deeply into the mail-clad shoulder of the Bandit Leader. You hear his scream of pain ring out above the din of battle, but even though he is badly wounded he still attempts to rally his men. You stoop to take another arrow, but, to your horror, the dead soldiers quiver is empty. Looking up you see two dismounted Vassagonian horsemen clambering across the barricade towards you. You throw down your bow and run to a large water cask defended by a stout Sommlending sergeant. The ground around the cask is carpeted with enemy dead.

        Gary Chalk - - + + -

        Shoot the leader! you command, pointing towards the enemy officer. The sergeant aims and fires his bow with one swift and fluid movement. The arrow arcs through the battle-smoke and pierces the officer's shiny breastplate. Slowly his cruel eyes flicker and close as he slips from the saddle, the shaft lodged deep in his heart.

        +

        Shoot the leader! you command, pointing towards the enemy officer. The sergeant aims and fires his bow with one swift and fluid movement. The arrow arcs through the battle-smoke and pierces the officers shiny breastplate. Slowly his cruel eyes flicker and close as he slips from the saddle, the shaft lodged deep in his heart.

        Turn to 148.
        @@ -4658,9 +4686,9 @@ Initial Revision.

        You are hungry and must eat a Meal before you sleep or lose 3 ENDURANCE points. You have been asleep for only two hours when you are awoken by the sound of a tolling bell.

        -

        Bandits! screams the tavern-keeper. They've got into the stables!

        +

        Bandits! screams the tavern-keeper. Theyve got into the stables!

        -

        You must act quickly or the bandits will steal your horses. The tavern-keeper tells you that there are two ways to the stables from here: you can either leave through the front door and run around to the side of the tavern, or climb the stairs to the first-floor window and jump down on to the stable roof.

        +

        You must act quickly or the bandits will steal your horses. The tavern-keeper tells you that there are two ways to the stables from here: you can either leave through the front door and run around to the side of the tavern, or climb the stairs to the first-floor window and jump down onto the stable roof.

        If you wish to use the front door, turn to 114. If you wish to jump from the first-floor window, turn to 196.
        @@ -4696,7 +4724,7 @@ Initial Revision.

        You draw the sword and offer it to the captain. A look of surprise and delight crosses his face as he examines the blade. I never expected to see my trusty steel again. It is a good omen for the battle ahead.

        -

        Thanking you, the captain sheathes his sword in its scabbard, that until now, has hung empty from his belt.

        +

        Thanking you, the captain sheathes his sword in its scabbard, that until now, has hung empty from his belt.

        Turn to 289.
        @@ -4705,13 +4733,13 @@ Initial Revision. 328 -

        As you reach the top of the ridge, a gruesome sight meets you. The bodies of men and horses lie scattered across the shallow valley beyond, their bones picked clean by the scavenging crows. You hear the gasps of horror as your men recognize the armour and tattered white uniforms of these skeletons, for they were once your countrymen, Sommlending Guards of the King's cavalry. They must have died in battle, for the corpses of bandit warriors lie entwined among them. Forty brave soldiers, nearly half of the squadron that left Holmgard one month ago, now lie before you, and it is with heavy heart that your men set about the grisly task of burial. As you ride away from this valley of death, you are comforted only by the knowledge that Captain D'Val was not among those you buried.

        +

        As you reach the top of the ridge, a gruesome sight meets you. The bodies of men and horses lie scattered across the shallow valley beyond, their bones picked clean by the scavenging crows. You hear the gasps of horror as your men recognize the armour and tattered white uniforms of these skeletons, for they were once your countrymen, Sommlending Guards of the Kings cavalry. They must have died in battle, for the corpses of bandit warriors lie entwined among them. Forty brave soldiers, nearly half of the squadron that left Holmgard one month ago, now lie before you, and it is with heavy heart that your men set about the grisly task of burial. As you ride away from this valley of death, you are comforted only by the knowledge that Captain DVal was not among those you buried.

        Gary Chalk - - + + Turn to 120.
        @@ -4755,7 +4783,7 @@ Initial Revision. 332 -

        Although the wagons are shrouded in darkness, your Kai sense reveals to you the actor's hiding place. You climb the ladder at the rear of a large caravan, push open the door with your weapon, and enter.

        +

        Although the wagons are shrouded in darkness, your Kai sense reveals to you the actors hiding place. You climb the ladder at the rear of a large caravan, push open the door with your weapon, and enter.

        Turn to 222.
        @@ -4792,8 +4820,8 @@ Initial Revision. Gary Chalk - - + + If you possess the Kai Discipline of Camouflage, turn to 35. If you have the Kai Discipline of Mind Over Matter, turn to 317. @@ -4815,7 +4843,7 @@ Initial Revision. 337 -

        Although fire has totally destroyed any markings there may have been on the wagon, there still remains enough of the shell for you to recognize its military origin. It is a Sommlending cavalry wagon, one of three that accompanied Captain D'Val and his troopers. It was loaded with provisions when it left Holmgard a month ago, but now all that remains of its cargo are heaps of ash. Having made a thorough search of the wreckage, you remount your horse and lead your men southwards along the highway.

        +

        Although fire has totally destroyed any markings there may have been on the wagon, there still remains enough of the shell for you to recognize its military origin. It is a Sommlending cavalry wagon, one of three that accompanied Captain DVal and his troopers. It was loaded with provisions when it left Holmgard a month ago, but now all that remains of its cargo are heaps of ash. Having made a thorough search of the wreckage, you remount your horse and lead your men southwards along the highway.

        Turn to 297.
        @@ -4833,7 +4861,7 @@ Initial Revision. 339 -

        Although the strangers seem harmless enough, you decide not to take any chances and mount a guard. You are hungry and must eat a Meal or lose 3 ENDURANCE points. Having eaten, you soon settle down to get a good night's sleep.

        +

        Although the strangers seem harmless enough, you decide not to take any chances and mount a guard. You are hungry and must eat a Meal or lose 3 ENDURANCE points. Having eaten, you soon settle down to get a good nights sleep.

        Turn to 233.
        @@ -4852,7 +4880,7 @@ Initial Revision.

        A circle of unshaven faces are staring down at you. A soldier cradles your leg as another snaps the shaft buried deeply in your thigh. But before you can even cry out in pain, he has drawn the arrow from your leg with one swift tug. You are very lucky, Kai Lord, he says, as he bandages a handful of Laumspur to your aching limb. The wound is clean, and the bleeding is but slight.

        -

        You lose 4 ENDURANCE points, but the soldier's quick thinking and skill has saved your leg from infection. With great care the soldiers carry both you and Captain D'Val into the stone watchtower.

        +

        You lose 4 ENDURANCE points, but the soldiers quick thinking and skill has saved your leg from infection. With great care the soldiers carry both you and Captain DVal into the stone watchtower.

        Turn to 116.
        @@ -4876,14 +4904,14 @@ Initial Revision. Gary Chalk - The rangers are dragged down
        into the bubbling depths
        + The rangers are dragged down into the bubbling depths - - + +

        Pick a number from the Random Number Table. If your current ENDURANCE point total is 20 or more, add 3 to the number that you have picked. If your current ENDURANCE point total is 12 or less, deduct 2 from the number you have picked.

        - If your total is now -2&endash;6, turn to 194. - If it is 7&endash;12, turn to 61. + If your total is now -26, turn to 194. + If it is 712, turn to 61.
        @@ -4891,7 +4919,7 @@ Initial Revision. 344 -

        Your blow has splintered the horseman's lance. As he reins his horse about, he discards his broken weapon and draws a curved broadsword. His smile is evil, exposing a jagged line of blackened teeth. He spits a battle-cry and spurs his horse towards you once more.

        +

        Your blow has splintered the horsemans lance. As he reins his horse about, he discards his broken weapon and draws a curved broadsword. His smile is evil, exposing a jagged line of blackened teeth. He spits a battle-cry and spurs his horse towards you once more.

        If you have reached the Kai rank of Aspirant or higher, turn to 111. If you have not yet reached this level of Kai training, turn to 43.
        @@ -4903,8 +4931,8 @@ Initial Revision.

        You search the stalls to discover that only eleven horses remain; the others have been stolen by the bandits. After careful thought, you decide to call for ten volunteers to continue the mission with you, and order the remaining rangers to return to Sommerlund on foot at first light to report what has happened. As they head off to the north at dawn, you wait until they have vanished from sight before you turn and ride in the opposite direction.

        Pick a number from the Random Number Table.

        - If the number you have picked is 0&endash;6, turn to 51. - If it is 7&endash;9, turn to 120. + If the number you have picked is 06, turn to 51. + If it is 79, turn to 120.
        @@ -4931,7 +4959,7 @@ Initial Revision. -

        Less than fifty yards along the tunnel wall you notice a lever. Your Kai instincts make you naturally suspicious of this unusual feature, and you scour the floor looking for evidence of a trap. You find nothing, but a glance at the the roof reveals the underside of a wide portcullis hidden between two beams.

        +

        Less than fifty yards along the tunnel wall you notice a lever. Your Kai instincts make you naturally suspicious of this unusual feature, and you scour the floor looking for evidence of a trap. You find nothing, but a glance at the roof reveals the underside of a wide portcullis hidden between two beams.

        You pull the lever and the portcullis falls, sealing off the tunnel behind you. To make sure you will not be followed, you smash the lever with a wedge of stone before continuing along the tunnel.

        Turn to 185.
        @@ -4941,7 +4969,7 @@ Initial Revision. 349 -

        Judging by the smoothness of the stone floor and the condition of the ore wagons, you deduce that this gallery must service a major section of the mines. A fresh breeze can be felt blowing out of west tunnel, and you sense that you must be near the surface.

        +

        Judging by the smoothness of the stone floor and the condition of the ore wagons, you deduce that this gallery must service a major section of the mines. A fresh breeze can be felt blowing out of the west tunnel, and you sense that you must be near the surface.

        Ruanon lies due west, the same direction as the ore wagon tunnel. You take a deep breath and emerge from the shadows, cross the gallery, and quietly enter the archway beyond.

        Turn to 55.
        @@ -4953,15 +4981,15 @@ Initial Revision.

        As Barraka dies, the wind suddenly rises in pitch and intensity, filling the temple with a mournful cry of despair. You feel the chill, malevolent spirit of Darklord Vashna engulfing you in an icy embrace, but you sense that he is powerless to harm you. The sacrifice has been foiled; he is doomed to lament for a victory that might have been.

        Lying on the black temple floor is the Dagger of Vashna. As you pick it up and tuck it into your belt (mark this on your Action Chart as a Special Item), the evil blue flame flickers and dies. As long as you possess this evil blade, Darklord Vashna and his legion of dead warriors will remain imprisoned in the chasm of doom.

        -

        You free fair Madelon from the altar and carry her through the corridors of the temple that lead up to the surface. As you emerge into the moonlit ruins, an astounding sight greets your eyes. Barraka's warriors are running from the ghost city in all directions, closely pursued by an army of cavalrymen. The light of the full moon and the guttering torches that these horsemen carry, illuminates the sun-crest that bedecks their tunics. Word must have reached Holmgard for they are the Sommlending army, led by King Ulnar himself. Your countrymen praise your courage and daring, their strident cheers drowning the cry of Maakengorge, for once again you have proved yourself a true hero of Sommerlund. As you deliver Madelon into the waiting arms of her father, his overwhelming joy fills you with a sense of great achievement. You are indeed worthy of the title Kai Lord. You have succeeded in your perilous quest, but the epic saga of Lone Wolf&emdash;last of the Kai Lords&emdash;is far from complete. A new and deadly challenge awaits you in Book 5 of the Lone Wolf series entitled:

        -

        Shadow on the Sand

        +

        You free fair Madelon from the altar and carry her through the corridors of the temple that lead up to the surface. As you emerge into the moonlit ruins, an astounding sight greets your eyes. Barrakas warriors are running from the ghost city in all directions, closely pursued by an army of cavalrymen. The light of the full moon and the guttering torches that these horsemen carry, illuminates the sun-crest that bedecks their tunics. Word must have reached Holmgard for they are the Sommlending army, led by King Ulnar himself. Your countrymen praise your courage and daring, their strident cheers drowning the cry of Maakengorge, for once again you have proved yourself a true hero of Sommerlund. As you deliver Madelon into the waiting arms of her father, his overwhelming joy fills you with a sense of great achievement. You are indeed worthy of the title Kai Lord. You have succeeded in your perilous quest, but the epic saga of Lone Wolflast of the Kai Lordsis far from complete. A new and deadly challenge awaits you in Book 5 of the Lone Wolf series entitled:

        +

        Shadow on the Sand

        Gary Chalk - Barraka's men flee from King Ulnar and the army of Sommerlund + Barrakas men flee from King Ulnar and the army of Sommerlund - - + +
        @@ -4991,41 +5019,100 @@ Initial Revision. - JC Alvarez & Jonathan Blake + JC Alvarez Jonathan Blake - JC Alvarez & Jonathan Blake + JC Alvarez Jonathan Blake - JC Alvarez & Jonathan Blake + JC Alvarez Jonathan Blake - JC Alvarez & Jonathan Blake + JC Alvarez Jonathan Blake - JC Alvarez & Jonathan Blake + JC Alvarez Jonathan Blake + + + Jonathan Blake + + +

        + COMBAT SKILL: + ENDURANCE: +

        +

        Kai Disciplines:

        +
          +
        1. +
        2. +
        3. +
        4. +
        5. +
        +

        Bonus Disciplines:

        +
          +
        1. : 6th Discipline if you've completed one Lone Wolf Adventure successfully
        2. +
        3. : 7th Discipline if you've completed two Lone Wolf Adventures successfully
        4. +
        5. : 8th Discipline if you've completed three Lone Wolf Adventures successfully
        6. +
        +

        Weapons:

        +
          +
        1. +
        2. +
        +

        Belt Pouch:

        +

        Meals:

        +

        Backpack Items:

        +
          +
        1. +
        2. +
        3. +
        4. +
        5. +
        6. +
        7. +
        8. +
        +

        Special Items:

        +
          +
        1. +
        2. +
        3. +
        4. +
        5. +
        6. +
        7. +
        8. +
        9. +
        10. +
        11. +
        12. +
        +
        +
        +
        Combat Rules Summary @@ -5089,8 +5176,334 @@ Initial Revision. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
        1393275025
        5625138435
        7678143145
        4087308725
        7400962081
        1679690339
        8928134971
        6307505466
        7214296426
        0964828583
        +
        + + + Jonathan Blake + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
        Combat Results with combined hero and enemy endurance losses
        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 NumberCombat Ratio
        -11 or lower-10/ -9-8/ -7-6/ -5-4/ -3-2/ -101/ 23/ 45/ 67/ 89/ 1011 or higher
        10/k0/k0/80/61/62/53/54/55/46/47/48/39/3
        20/k0/80/71/62/53/54/45/46/37/38/39/310/2
        30/80/71/62/53/54/45/46/37/38/39/210/211/2
        40/81/72/63/54/45/46/37/38/29/210/211/212/2
        51/72/63/54/45/46/37/28/29/210/211/212/214/1
        62/63/64/55/46/37/28/29/210/211/112/114/116/1
        73/54/55/46/37/28/29/110/111/112/014/016/018/0
        84/48/46/37/28/19/110/011/012/014/016/018/0k/0
        95/36/37/28/09/010/011/012/014/016/018/0k/0k/0
        06/07/08/09/010/011/012/014/016/018/0k/0k/0k/0
        +
        +
        @@ -5103,7 +5516,7 @@ Initial Revision. Introduction -

        We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

        +

        We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

        @@ -5111,29 +5524,31 @@ Initial Revision. Errata List -

        (The Story So Far&ellips;) Replaced heavily-guarded with heavily guarded.

        -

        (The Game Rules) 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 both occurrences of ie, with i.e..

        +

        (The Story So Far) Replaced heavily-guarded with heavily guarded.

        +

        (The Game Rules) 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 both occurrences of ie, with i.e.. Replaced on to with onto. Replaced fall to zero with fall to zero or below.

        (Kai Disciplines) Capitalized all occurrences of discipline(s). Set the Weapons list in initial capital letters instead of all capitals.

        (Equipment) Removed (see front of this book). Capitalized the items in the list rather than setting them in all capitals.

        (Rules for Combat) Removed on the inside back cover of the book. Replaced 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 LONE WOLF with Lone Wolf.

        -

        (1) Replaced pass of Moytura with Pass of Moytura, flat treeless with flat, treeless, rest neither with rest, neither and burden nor with burden, nor.

        +

        (1) Replaced pass of Moytura with Pass of Moytura, flat treeless with flat, treeless, rest neither with rest, neither and burden nor with burden, nor. Replaced Durncrag mountains with Durncrag Mountains.

        (2) Replaced Maaken mines, and with Maaken mines and.

        -

        (5) Replaced Captain's with captain's and Captain with captain.

        +

        (5) Replaced Captains with captains and Captain with captain. Replaced on to with onto.

        (7) Replaced saddle and with saddle, and.

        +

        (8) Replaced brings with bring.

        (11) Replaced rockface with rock-face and saddle and with saddle, and.

        (12) Replaced mission for with mission, for.

        (13) Replaced end and with end, and.

        (18) Replaced tracks and with tracks, and.

        -

        (20) Replaced You reach the barricade and a wagon is pulled aside and you are carried in through the gap.&ellips; with You reach the barricade, a wagon is pulled aside, and you are carried in through the gap.&ellips; and Captain with captain.

        +

        (20) Replaced You reach the barricade and a wagon is pulled aside and you are carried in through the gap. with You reach the barricade, a wagon is pulled aside, and you are carried in through the gap. and Captain with captain.

        (21) Moved the Tracking choice into the first position.

        +

        (25) Replaced Durncrag mountains with Durncrag Mountains.

        (26) Replaced feet away, and with feet away and.

        (27) Added a period to the end of the first paragraph.

        -

        (32) Replaced river, is with river is.

        +

        (32) Replaced river, is with river is. Replaced now your brave company with now that your brave company.

        (33) Replaced ahead, and with ahead and.

        (34) Changed the choice which led to Section 270 to point to Section 183. Section 270 is further back in the story than Section 34.

        -

        (37) Replaced force, that with force that, Eshnar but with Eshnar, but, and dancing. with dancing.'.

        +

        (37) Replaced force, that with force that, Eshnar but with Eshnar, but, and dancing. with dancing..

        (38) Replaced black and with black, and.

        (40) Replaced Tracking and with Tracking, and. Moved the Tracking choice into the first position.

        (45) Replaced Gnadurn with gnadurn.

        @@ -5148,15 +5563,16 @@ Initial Revision.

        (66) Replaced counter-charge with countercharge and mid-air and with mid-air, and.

        (67) Replaced razor sharp with razor-sharp.

        (69) Replaced away and with away, and.

        -

        (70) Replaced the middle choice If you wish to dive into the tall crops and hide, with If you do not have this Special Item or this Discipline and Kai Rank, dive into the tall crops and hide by turning to 159. and moved it to the bottom. Also changed duties and with duties, and and tracks and tracks, and.

        -

        (72) Replaced enemy, which with enemy which and you, and with you and.

        +

        (70) Replaced the middle choice If you wish to dive into the tall crops and hide, with If you do not have this Special Item or this Discipline and Kai Rank, dive into the tall crops and hide by turning to 159. and moved it to the bottom. Also replaced duties and with duties, and and tracks and with tracks, and.

        +

        (71) Replaced spreadeagled with spread-eagled.

        +

        (72) Replaced enemy, which with enemy which and you, and with you and. Replaced Durncrag mountains with Durncrag Mountains.

        (74) Replaced incident and with incident, and and burnt out with burnt-out.

        (76) Replaced him, than with him than.

        (78) Replaced neckchains with neck-chains.

        (79) Replaced excavation and with excavation, and.

        (84) Replaced interior you with interior, you and robe and with robe, and.

        (85) Replaced weapon but with weapon, but and hard unyielding with hard, unyielding.

        -

        (86) Replaced Ruanon, and with Ruanon and.

        +

        (86) Replaced Ruanon, and with Ruanon and. Replaced on to with onto.

        (87) Moved the Sixth Sense or Tracking choice into the first position.

        (89) Replaced ground and with ground, and.

        (91) Replaced horseback and with horseback, and, Torches with torches, and Torch with torch. The torches mentioned are not available to keep for later.

        @@ -5179,11 +5595,11 @@ Initial Revision.

        (128) Replaced trapdoor but with trapdoor, but.

        (129) Split the two sentences of the last paragraph into separate paragraphs for the sake of automatic formatting.

        (130) Replaced fast flowing with fast-flowing.

        -

        (132) Replaced empty but with empty, but.

        +

        (132) Replaced empty but with empty, but. Replaced checkered with chequered.

        (133) Moved the choice regarding losing ENDURANCE points into the first position.

        -

        (135) Replaced one and with one, and and counter-attack with counterattack.

        +

        (135) Replaced one and with one, and and counter-attack with counterattack. Replaced Durncrag mountains with Durncrag Mountains.

        (136) Replaced action; for with action, for.

        -

        (137) Replaced foe but with foe, but, Captain's with captain's, and both occurrences of Captain when not part of Captain D'Val's name with captain.

        +

        (137) Replaced foe but with foe, but, Captains with captains, and both occurrences of Captain when not part of Captain DVals name with captain.

        (139) Replaced action; for with action, for.

        (142) Replaced death cry with death-cry, rainswept with rain-swept, warriors, and with warriors and, and possibilities; a crypt with possibilities: a crypt.

        (148) Replaced Captain with captain.

        @@ -5192,35 +5608,40 @@ Initial Revision.

        (154) Replaced battle, the with battle; the.

        (157) Replaced awake totally with awake, totally.

        (158) Replaced by with before in the last sentence for syntax clarity and consistency with section 94. Made the last sentence of the last paragraph its own paragraph for the sake of automatic formatting.

        +

        (161) Replaced feet a sudden jolt with feel a sudden jolt. Replaced on to with onto.

        (163) Replaced Vassagonian, but with Vassagonian but.

        (166) Replaced here, and with here and and hard pressed with hard-pressed.

        (167) Made the last paragraph its own sentence for the sake of automatic formatting.

        (168) Replaced Dull satanic with Dull, satanic and move and with move, and

        -

        (169) Replaced him and with him, and and long curved with long, curved.

        -

        (171) Replaced mile you with mile, you and journey, and with journey and.

        +

        (169) Replaced him and with him, and and long curved with long, curved. Replaced on to with onto.

        +

        (171) Replaced mile you with mile, you and journey, and with journey and. Replaced Durncrag mountains with Durncrag Mountains.

        (172) Replaced beyond and with beyond, and.

        (175) Replaced ambush and with ambush, and and razor sharp with razor-sharp.

        (177) Replaced guards who with guards, who and men who with men, who.

        (180) Replaced rockface with rock-face, cavern and with cavern, and, and darkness you with darkness, you.

        -

        (184) Replaced hit but with hit, but and fight; a with fight&emdash;a.

        -

        (186) Replaced back and with back, and, oily black with oily, black and head, leaps with head leaps.

        +

        (182) Replaced on to with onto.

        +

        (184) Replaced hit but with hit, but and fight; a with fighta.

        +

        (186) Replaced back and with back, and, oily black with oily, black and head, leaps with head leaps. Replaced on to with onto.

        (189) Replaced the ranger with a ranger in the second sentence. At this point, there are still several rangers left in the company. Also replaced air and with air, and.

        (192) Replaced serated with serrated and chest and with chest, and.

        (193) Added or if you have won in the first two rounds, to the choice. Also replaced risen you with risen, you.

        (195) Replaced back and with back, and, horses and with horses, and, shutters and with shutters, and and tonight, and with tonight and.

        +

        (196) Replaced on to with onto.

        (197) Replaced gasp and with gasp, and.

        (200) Replaced woodsmoke with wood smoke and tower a tattered with tower, a tattered.

        -

        (201) Replaced dry and with dry, and.

        +

        (201) Replaced dry and with dry, and. Replaced fungi absorbs with fungi absorb.

        (203) Replaced armour and to armour, and.

        (205) Replaced inwards and with inwards, and.

        (206) Replaced returned and with returned, and.

        (207) Replaced wall, and with wall and.

        -

        (208) Replaced rockface with rock-face, dead-end with dead end, tunnel; a with tunnel&emdash;a and excavated and with excavated, and.

        -

        (209) Replaced battle cry with battle-cry in the illustration caption.

        +

        (208) Replaced rockface with rock-face, dead-end with dead end, tunnel; a with tunnela and excavated and with excavated, and.

        +

        (209) Replaced battle cry with battle-cry in the illustration caption. Replaced on to with onto.

        +

        (211) Replaced Durncrag mountains with Durncrag Mountains.

        (212) Replaced well for with well, for.

        (214) Replaced lights, make with lights make.

        -

        (219) Replaced effort, do with effort do.

        +

        (219) Replaced effort, do with effort do. Replaced shute with chute.

        (221) Replaced here and with here, and and stairs, by with stairs by.

        +

        (223) Replaced on to with onto.

        (224) Moved the Tracking or Sixth Sense choice into the first position.

        (225) Replaced burst but with burst, but, sweat and with sweat, and, small pink with small pink and leg and with leg, and.

        (226) Replaced tree-trunks with tree trunks.

        @@ -5234,8 +5655,8 @@ Initial Revision.

        (242) Replaced disc but with disc, but.

        (243) Replaced counter-charge, and with countercharge and.

        (246) Replaced dull satanic with dull, satanic.

        -

        (247) Replaced elite with élite, highway and with highway, and, firewood and with firewood, and and incident and with incident, and.

        -

        (249) Replaced thin chiselled with thin, chiselled, cavalry; a tall with cavalry&emdash;a tall and tall dark-skinned with tall, dark-skinned.

        +

        (247) Replaced elite with lite, highway and with highway, and, firewood and with firewood, and and incident and with incident, and.

        +

        (249) Replaced thin chiselled with thin, chiselled, cavalry; a tall with cavalrya tall and tall dark-skinned with tall, dark-skinned.

        (251) Replaced treeline with tree-line.

        (253) Replaced them and with them, and.

        (254) Replaced scouts but with scouts, but.

        @@ -5247,7 +5668,7 @@ Initial Revision.

        (263) Replaced trees you with trees, you.

        (265) Replaced blood-stained with bloodstained.

        (266) Replaced arrow-slits with arrow slits.

        -

        (267) Replaced coup de grace with coup de grâce.

        +

        (267) Replaced coup de grace with coup de grce.

        (269) Replaced rockface with rock-face.

        (270) Replaced approach and with approach, and.

        (272) Replaced sommersaulted with somersaulted and wounds, and with wounds and.

        @@ -5256,25 +5677,26 @@ Initial Revision.

        (277) Replaced pounce and with pounce, and.

        (278) Replaced trees but with trees, but.

        (279) Replaced arrow-slit with arrow slit.

        -

        (280) Replaced bridge but with bridge, but and who it is and with who it is, and.

        +

        (280) Replaced bridge but with bridge, but and who it is and with who it is, and. Replaced on to with onto.

        (281) Replaced re-light with relight.

        (282) Replaced stiff but with stiff, but, gives and with gives, and and terror into with terror, into.

        (283) Replaced face and with face, and and fire and with fire, and.

        (285) Replaced bolts and with bolts, and and bolts and with bolts, and..

        -

        (289) Replaced deluge and with deluge, and, Captain's with captain's, help the Captain with help the captain, and ablaze and with ablaze, and. Moved the Warmarn choice into the first position.

        +

        (289) Replaced deluge and with deluge, and, Captains with captains, help the Captain with help the captain, and ablaze and with ablaze, and. Moved the Warmarn choice into the first position. Replaced on to with onto.

        (292) Replaced blade and the semi-circles with blade, and the semicircles.

        (294) Replaced gantry and with gantry, and.

        -

        (296) Took out the second choice, which read If you have a Flask of Holy Water, turn to 283. and replaced the bottom choice If you do not possess either,&ellips; with If you do not possess this Special Item,&ellips;. With this choice removed, Section 274 is no longer redundant.

        +

        (296) Took out the second choice, which read If you have a Flask of Holy Water, turn to 283. and replaced the bottom choice If you do not possess either, with If you do not possess this Special Item,. With this choice removed, Section 274 is no longer redundant.

        (298) Replaced blows, fade with blows fade and mind, and with mind and.

        -

        (299) Replaced fall but with fall, but.

        +

        (299) Replaced fall but with fall, but. Replaced rain with rains.

        (300) Replaced screams and with screams, and and Captain with captain.

        +

        (301) Replaced posses with possess.

        (303) Replaced ladder and with ladder, and.

        (304) Replaced air and with air, and.

        (305) Replaced slovenlinesss with slovenliness.

        (306) Replaced voice and with voice, and.

        (307) Replaced pace and with pace, and and Ruanon but with Ruanon, but.

        (308) Replaced ground, its with ground; its and combat and with combat, and.

        -

        (309) Replaced minutes you with minutes, you.

        +

        (309) Replaced minutes you with minutes, you. Replaced each of the ramps are guarded with each of the ramps is guarded.

        (310) Replaced spear-haft with spear haft and thrust, and with thrust and.

        (312) Replaced horses and with horses, and.

        (313) Replaced leg, and with leg and.

        @@ -5283,7 +5705,7 @@ Initial Revision.

        (318) Replaced war-lord with warlord and dead and with dead, and.

        (322) Replaced Torch you with Torch, you.

        (323) Replaced arrow and with arrow, and and bandit-leader with Bandit Leader.

        -

        (324) Replaced both occurrences of first floor with first-floor.

        +

        (324) Replaced both occurrences of first floor with first-floor. Replaced on to with onto.

        (325) Replaced will and with will, and.

        (326) Replaced south you with south, you.

        (327) Replaced both occurrences of Captain with captain.

        @@ -5294,6 +5716,7 @@ Initial Revision.

        (342) Replaced teeth you with teeth, you, hard unyielding with hard, unyielding, floor you with floor, you, and discard it or with discard it, or. Made the last sentence its own paragraph for the sake of automatic formatting.

        (346) Replaced left hand with left-hand.

        (347) Replaced escape but with escape, but, trapdoor, desperately with trapdoor desperately and back; but with back, but..

        +

        (348) Replaced the the with the.

        (350) Replaced Maakengorge; for with Maakengorge, for.

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

        @@ -5305,24 +5728,7 @@ Initial Revision.
        Footnotes - -

        (22) If you are using a Kalte Firespere instead of a Torch, you will still lose an item as described as you fumble for the Firesphere in your pocket.

        -

        (25) You have entered the Wildlands south of the Pass of Moytura. You cannot use Hunting to fulfil Meal requirements in this desolate area.

        -

        (29) You need not erase any Torches from your Action Chart in this case.

        -

        (117) Remember that you may not use another Torch unless you have a Tinderbox as well. Also, you may use a Kalte Firesphere in place of a Torch and Tinderbox if you have one.

        -

        (120) At this point Hunting will again begin to fulfil the Meal requirement.

        -

        (129) It is up to you to decide, but it seems that using Hunting in the Maaken Mines isn't realistic.

        -

        (133) Turn to Section 17, not Section 307, if you lose any ENDURANCE points while evading.

        -

        (167) If you wish to keep the Shovel, it takes up two spaces in your Backpack (cf. Section 213, Section 269, and Section 322).

        -

        (171) You have entered the Wildlands south of the Pass of Moytura. You cannot use Hunting to fulfil Meal requirements in this desolate area.

        -

        (185) It is up to you to decide, but it seems that using Hunting in the Maaken Mines isn't realistic.

        -

        (222) Make sure you keep note of this Sword's special significance. However, it still counts as a normal Sword for all combat purposes.

        -

        (241) Section 309 assumes that your men are all missing or dead. This represents a serious flaw in the story flow since you are still accompanied by some of your men. You may choose to turn to Section 8 instead which is a geographically flawed correction, but does continue the story with your current company.

        -

        (245) Ignore the last sentence of the paragraph if you turned here from Section 178.

        -

        (269) It is up to you to decide, but it seems that using Hunting in the Maaken Mines isn't realistic.

        -

        (272) You may choose which Weapon to discard if you have two.

        -

        (327) Remember to erase this Sword from your Action Chart.

        -
        +
        @@ -5356,8 +5762,8 @@ Initial Revision.
      • Illustration XVIII (Section 308)
      • Illustration XIX (Section 343)
      • Illustration XX (Section 350)
      • -
      • Action Chart
      • Southern Sommerlund
      • +
      • Action Chart
      @@ -5368,6 +5774,8 @@ Initial Revision.

      Only the first occurrence of each secondary illustration is cited.

        +
      • Equipment
      • +
      • Kai Disciplines
      • Section 1
      • Section 7
      • Section 10
      • @@ -5405,323 +5813,8 @@ Initial Revision. -
        - Project Aon License - - -

        24 May 2001

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        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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        The illustrations created by Brian Williams of the following books are part of the illustrations being offered under the terms of this License:

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