From 09ae19a91ef225b9c67210048c37ae73100ff464 Mon Sep 17 00:00:00 2001 From: Jonathan Blake Date: Thu, 7 Dec 2006 01:41:54 +0000 Subject: [PATCH] Simon's updates git-svn-id: https://projectaon.org/data/trunk@198 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- xml/19wb.xml | 425 ++++++++++++++++++++++++++------------------------- 1 file changed, 215 insertions(+), 210 deletions(-) diff --git a/xml/19wb.xml b/xml/19wb.xml index e30b9d5..731e533 100644 --- a/xml/19wb.xml +++ b/xml/19wb.xml @@ -16,6 +16,9 @@ $Id$ $Log$ +Revision 1.3 2006/12/07 01:41:54 jonathan.blake +Simon's updates + Revision 1.2 2006/07/31 15:12:39 cvsuser basic markup; line-break hyphenations fixed in tssf @@ -133,7 +136,7 @@ Suggestions for Wolfs Bane, sections 141-210: - +
@@ -141,7 +144,7 @@ Suggestions for Wolfs Bane, sections 141-210: - +

You are Grand Master Lone Wolf, the sole survivor of a massacre that wiped out the First Order of the Kaithe warrior elite of Sommerlund.

@@ -149,27 +152,27 @@ Suggestions for Wolfs Bane, sections 141-210:

In the wake of their destruction, chaos befell the Darkland armies who had been poised to conquer all of Magnamund. This disorder escalated into a mutinous civil war, which allowed the freestate armies of Magnamund time in which to recover and launch a counter-offensive. Against the odds, a swift and total victory was secured over the feuding Darklands armies.

-

For ten unbroken years peace has reigned in Sommerlund. Under your direction, the onceruined monastery of the Kai has been rebuilt and restored to its former glory, and the task of teaching a New Order of Kai warriors the skills and proud traditions of your ancestors is also well established. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess strong latent Kai skills and all show exceptional promise. These skills will be nurtured and honed to perfection during their time at the monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.

+

For ten unbroken years peace has reigned in Sommerlund. Under your direction, the once-ruined monastery of the Kai has been rebuilt and restored to its former glory, and the task of teaching a New Order of Kai warriors the skills and proud traditions of your ancestors is also well established. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess strong latent Kai skills and all show exceptional promise. These skills will be nurtured and honed to perfection during their time at the monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.

-

Your attainment of the rank of Kai Grand Master brought with it great rewards. Some, such as the restoration of the Kai and the undying gratitude of your fellow Somrnlending, could have been antici-pated. Yet there have also been rewards which you could not possibly have foreseen. The discovery that within you lay the potential to develop Kai Disciplines beyond those of the Magnakai (which were thought to be the ultimate that a Kai Master could aspire to) was truly a revelation. Your discovery, has inspired you to search for the wisdom and power that no Kai lord before you has ever possessed. In the name of your creator, the God Kai, and for the greater glory of Sommerlund and the Goddess Ishir, you have vowed to reach the very pinnacle of Kai perfectionto attain all of the Grand Master Disciplines and become the first Kai Supreme Master.

+

Your attainment of the rank of Kai Grand Master brought with it great rewards. Some, such as the restoration of the Kai and the undying gratitude of your fellow Sommlending, could have been anticipated. Yet there have also been rewards which you could not possibly have foreseen. The discovery that within you lay the potential to develop Kai Disciplines beyond those of the Magnakai (which were thought to be the ultimate that a Kai Master could aspire to) was truly a revelation. Your discovery, has inspired you to search for the wisdom and power that no Kai lord before you has ever possessed. In the name of your creator, the God Kai, and for the greater glory of Sommerlund and the Goddess Ishir, you have vowed to reach the very pinnacle of Kai perfectionto attain all of the Grand Master Disciplines and become the first Kai Supreme Master.

-

With diligence and determination you set about the restoration of the Kai monastery and the training of the New Order recruits. Your efforts were soon rewarded and, within the space of two short years, the first raw recruits had graduated to become a cadre of gifted Kai Masters who, in turn, were able to commence the teaching of their skills to sub-sequent intakes of Kai novices. Readily the Kai Masters rose readily to their new-found responsibilities, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines. During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Coun-cil of the Elder Magi.

+

With diligence and determination you set about the restoration of the Kai monastery and the training of the New Order recruits. Your efforts were soon rewarded and, within the space of two short years, the first raw recruits had graduated to become a cadre of gifted Kai Masters who, in turn, were able to commence the teaching of their skills to subsequent intakes of Kai novices. Readily the Kai Masters rose readily to their new-found responsibilities, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines. During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Council of the Elder Magi.

In the deepest subterranean level of the monastery, one hundred feet below the Tower of the Sun, you ordered the excavation and construction of a special vault. In this magnificent chamber wrought of granite and gold, you placed the seven Lorestones of Nyxatorgems of Kai power which you had recovered during your quest for Kai knowledge. In this vault, bathed in the golden light of those radiant gems, you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two able advisorsBanedon and Rimoahyou worked hard to develop your innate Grand Master disciplines, and grasp the fundamental secrets of Brotherhood and Old Kingdom Magic. During this time you noticed many remarkable changes taking place within your body; you became physically and mentally stronger, your five primary senses sharpened beyond all that you had experienced before, and, perhaps most remarkably, your body began to age at a much slower rate. Now for every five years that elapse you age but one year.

In the years since your victory over the Darklords, peace has reigned victorious and the peoples of the Free Kingdoms have rejoiced in the knowledge that the evil which once threatened to destroy them has been banished from the face of Magnamund. Men have readily exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still some who maintain their vigilance, for the agents of the Dark God Naar come in many guises and there are those upon Magnamund who wait quietly in the shadows for the chance to do his evil bidding.

-

Already your newfound skills have been tested against Naars agents and you have, on each occasion, acquitted yourself admirably. Yet your continuing victories have enraged the Dark God and inflamed his lust for vengeance. Three years earlier, you and your new Kai kinsmen achieved a glorious victory over a host of deadly Lavas. These dragonlike horrors were sent by Naar to destroy the Kai Monastery and lay waste to Sommerlund, and yet, despite their supernatural strength, they were defeated in battle by the sheer courage and skill of the New Order Kai who fought magnifi-cently under your leadership.

+

Already your new-found skills have been tested against Naars agents and you have, on each occasion, acquitted yourself admirably. Yet your continuing victories have enraged the Dark God and inflamed his lust for vengeance. Three years earlier, you and your new Kai kinsmen achieved a glorious victory over a host of deadly Lavas. These dragon-like horrors were sent by Naar to destroy the Kai Monastery and lay waste to Sommerlund, and yet, despite their supernatural strength, they were defeated in battle by the sheer courage and skill of the New Order Kai who fought magnificently under your leadership.

-

After the ignominious defeat of his minions, Naar retreated to the Plane of Darkness to plot and scheme anew. Victory at the monastery had won for you a respite in the Dark Gods war against Sommerlund and the Kai. The following three years were peaceful for your homeland, yet elsewhere on Magnamund the agents of Naar con-tinued their insidious work. On several occasions your special skills were sought by envoys from foreign realms whose leaders were desperate to rid themselves of Naars minions. Courageously you undertook many of these dangerous missions and,by succeeding where no other mortal could, you brought fresh glories upon yourself and your fellow Kai.

+

After the ignominious defeat of his minions, Naar retreated to the Plane of Darkness to plot and scheme anew. Victory at the monastery had won for you a respite in the Dark Gods war against Sommerlund and the Kai. The following three years were peaceful for your homeland, yet elsewhere on Magnamund the agents of Naar continued their insidious work. On several occasions your special skills were sought by envoys from foreign realms whose leaders were desperate to rid themselves of Naars minions. Courageously you undertook many of these dangerous missions and,by succeeding where no other mortal could, you brought fresh glories upon yourself and your fellow Kai.

-

In the summer of MS 5080, during a return voyage by sea from a successful quest to distant Dessi, an act of sabotage very nearly wrecked the sailing ship that was transporting you home. Only fair weather and skilful repairs by the Sommlending crew saved the ship from being lost in the Gulf of Durenor. When the damaged craft limped into its home port of Anskaven, more than two weeks late, the reception you received was far from welcoming. The normally cheerful seafaring folk of this busy port were in a strangely sullen mood. Clearly they all recognized you, yet none cheered as you disembarked on Anskaven quay. The crowd were quietly hostile. Before you could determine their reasons, the uneasy silence was shattered by a troop of heavilyarmoured cavalrymen who came galloping along the quayside, their gleaming swords drawn. The crowd scattered as the horsemen drew up in a circle around you. Their leader, a nervous young lieutenant whose coat bore the black eagle and three hearts motif of Avan Caldar, Baron of Ans-kaven, curtly ordered you to lay down your weapons. Not wishing to provoke these city troopers, you obeyed the command and allowed them to escort you to Baron Caldars castle where you felt sure their inglorious mistake would be swiftly punished.

+

In the summer of MS 5080, during a return voyage by sea from a successful quest to distant Dessi, an act of sabotage very nearly wrecked the sailing ship that was transporting you home. Only fair weather and skilful repairs by the Sommlending crew saved the ship from being lost in the Gulf of Durenor. When the damaged craft limped into its home port of Anskaven, more than two weeks late, the reception you received was far from welcoming. The normally cheerful seafaring folk of this busy port were in a strangely sullen mood. Clearly they all recognized you, yet none cheered as you disembarked on Anskaven quay. The crowd were quietly hostile. Before you could determine their reasons, the uneasy silence was shattered by a troop of heavily-armoured cavalrymen who came galloping along the quayside, their gleaming swords drawn. The crowd scattered as the horsemen drew up in a circle around you. Their leader, a nervous young lieutenant whose coat bore the black eagle and three hearts motif of Avan Caldar, Baron of Anskaven, curtly ordered you to lay down your weapons. Not wishing to provoke these city troopers, you obeyed the command and allowed them to escort you to Baron Caldars castle where you felt sure their inglorious mistake would be swiftly punished.

Baron Caldar formally received you in the Great Hall of his castle. You had met previously on many state occasions at King Ulnars court in Holmgard and had always held each other in high esteem. Yet Caldar, flanked by more than a dozen armed bodyguards, could barely bring himself to conceal his contempt. He spoke to you as if you were a hated criminal. You asked why you were being treated in such a manner, but your pleas fell on deaf ears. Without further explanation, he ordered that you be taken immediately to the dungeons and placed in irons.

-

Later that evening, using your mental Kai Disciplines to help loosen the tightlipped resolve of a dungeon guard, you learned the reasons for your apparent fall from grace.

+

Later that evening, using your mental Kai Disciplines to help loosen the tight-lipped resolve of a dungeon guard, you learned the reasons for your apparent fall from grace.

-

You first arrived in Anskaven by ship eighteen days ago, as expected, said the gaoler, in response to your psychic commands. Baron Caldar met you personally at the quayside and gave you a horse and six of his best troopers to escort you to Toran. During your ride to that city, they say you mur-dered his men and burnt their bodies. On arriving at Toran, you tried to assassinate Banedonthe Guildmaster of the Brotherhood of the Crystal Star. He survived, yet much of the Guildmasters Hall was destroyed by your doing. To cover your escape from the city, you poisoned the wells causing hundreds of deaths. At first it was said that a Helghast had adopted your likeness to gain entry to the Guildhall, but Guildmaster Banedon refuted these claims. He is convinced that you are possessed by the spirit of Naar. The Guildmaster dis-patched the Toran militia to spread this message across Somrnerlund. A few days later at the forest village of Dumf allow, near Tyso, the Fryearl of Durnfallow was murdered and his manor house was torched to the ground. The villagers say they saw you riding away from the blazing ruins, howling like a crazed wolf. The people are terrified by the thought that Naar has corrupted youtheir greatest heroand turned you against your own. They are scared and they are demanding swift justice. King Ulnar has bowed to their will; he has sent all of his Border Rangers to Tyso with orders to find and kill you on sight.

+

You first arrived in Anskaven by ship eighteen days ago, as expected, said the gaoler, in response to your psychic commands. Baron Caldar met you personally at the quayside and gave you a horse and six of his best troopers to escort you to Toran. During your ride to that city, they say you murdered his men and burnt their bodies. On arriving at Toran, you tried to assassinate Banedonthe Guildmaster of the Brotherhood of the Crystal Star. He survived, yet much of the Guildmasters Hall was destroyed by your doing. To cover your escape from the city, you poisoned the wells causing hundreds of deaths. At first it was said that a Helghast had adopted your likeness to gain entry to the Guildhall, but Guildmaster Banedon refuted these claims. He is convinced that you are possessed by the spirit of Naar. The Guildmaster dispatched the Toran militia to spread this message across Sommerlund. A few days later at the forest village of Durnfallow, near Tyso, the Fryearl of Durnfallow was murdered and his manor house was torched to the ground. The villagers say they saw you riding away from the blazing ruins, howling like a crazed wolf. The people are terrified by the thought that Naar has corrupted youtheir greatest heroand turned you against your own. They are scared and they are demanding swift justice. King Ulnar has bowed to their will; he has sent all of his Border Rangers to Tyso with orders to find and kill you on sight.

The news of your alleged crimes comes as a bitter blow. You are sure that it is all the handiwork of an agent of Naar, and you resolve to find and vanquish this impostor at the first opportunity. However, as you cast your eyes around the damp walls of the castle dungeon, you can only pray to Ishir and Kai that the Baron and his guards will believe your story and allow you a chance to reclaim your honour.

@@ -188,7 +191,7 @@ Suggestions for Wolfs Bane, sections 141-210:

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL section of your Action Chart (i.e., if your pencil fell on the number 6 in the Random Number Table you would write in a 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 section of your Action Chart (i.e., if your pencil fell on the number 7 on the Random Number Table you would have 37 ENDURANCE points. If at any time your ENDURANCE points can be regained during the course of the adventure, but your number of COMBAT SKILL and Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).

+

If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 118), you can carry your current scores of ENDURANCE points over to Book 17. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).

However, only the following Special Items may be carried over from the Lone Wolf Kai (Books 15) and Magnakai (Books 612) series to the Lone Wolf Grand Master series (Books 13onwards):

  • Crystal Star Pendant
  • @@ -225,9 +228,9 @@ Suggestions for Wolfs Bane, sections 141-210:
    Weaponmastery
    -
    Proficiency with all close combat and missile weapons. Master of unarmed combat; no COMBAT SKILL loss when fighting bare-handed.
    Animal Control
    -
    Communication with most animals; limited control over hostile creatures. Can use woodland animals as guides and can block a nonsentient creatures sense of taste and smell.
    +
    Communication with most animals; limited control over hostile creatures. Can use woodland animals as guides and can block a non-sentient creatures sense of taste and smell.
    Curing
    Steady restoration of lost
    @@ -576,22 +579,22 @@ Suggestions for Wolfs Bane, sections 141-210:

    If you are a Grand Master who has reached the rank of Sun Knight (6 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

    -
    +
    Grand Weaponmastery
    -

    Sun Knights with this Discipline are able to wield twohanded weapons (i.e. Broadsword, Quarterstaff, and Spear) with full effect, using only one hand.

    +

    Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, and Spear) with full effect, using only one hand.

    Deliverance

    Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creatures body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing takes place increases as a Grand Master rises in rank.

    Grand Pathsmanship
    -

    Kai Sun Knights with this skill are able to repel at will all normalsized insects within a radius of three yards. The range and numbers of insects so affected increases considerably as a Grand Master rises in rank.

    +

    Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of three yards. The range and numbers of insects so affected increases considerably as a Grand Master rises in rank.

    Grand Nexus

    Sun Knights who possess Mastery of this Discipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state the only sense that a Sun Knight retains is the ability to hear.

    Telegnosis

    Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.

    -
    Kaialchemy
    +
    Kai-alchemy

    Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood Spells:

      -
    • Halt MissileThis causes any projected or hurled missile (i.e. arrows, axes, crossbow bolts, etc.) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in midair. The effect of the spell lasts for 23 seconds, allowing the Sun Knight sufficient time to move away from its line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
    • +
    • Halt MissileThis causes any projected or hurled missile (i.e. arrows, axes, crossbow bolts, etc.) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 23 seconds, allowing the Sun Knight sufficient time to move away from its line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
    • StrengthBy casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy in unarmed combat.
    @@ -606,20 +609,20 @@ Suggestions for Wolfs Bane, sections 141-210:

    If you are a Grand Master who has reached the rank of Sun Lord (7 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

    Grand Weaponmastery
    -

    Sun Lords with this Discipline are able to cause the metal edge of any nonmagical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a quarterstaff.

    +

    Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a quarterstaff.

    Assimilance
    -

    Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or nonmagical missiles directed at them.

    +

    Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.

    Grand Huntmastery

    Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.

    -
    Kaisurge
    -

    Sun Lords who possess mastery of this Discipline are able to launch a Kaiblasta pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kaisurge, Psisurge or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. [A Kai Sun Lord using Kaiblast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a 0 = 1) and the resultant total equals the damage inflicted.] However, use of a Kaiblast will reduce a Sun Lords ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.

    +
    Kai-surge
    +

    Sun Lords who possess mastery of this Discipline are able to launch a Kai-blasta pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. [A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a 0 = 1) and the resultant total equals the damage inflicted.] However, use of a Kai-blast will reduce a Sun Lords ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.

    Telegnosis

    Sun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surface, e.g. water, mud, lava and quicksand. Time duration and degree of surface difficulty increases as a Grand Master rises in rank.

    Magi-magic
    -

    Grand Masters who have reached the rank of Sun Lord are able to use the following battlespells of the Elder Magi:

    +

    Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:

      -
    • PenetrateThis increases the penetrative energy of any Arrow or Arrowlike missile, launched by a Sun Lord.
    • +
    • PenetrateThis increases the penetrative energy of any Arrow or Arrow-like missile, launched by a Sun Lord.
    • Energy GraspThis spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood Spell Lightning Hand, but differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or an enemy to effect the spell.
    @@ -641,13 +644,13 @@ Suggestions for Wolfs Bane, sections 141-210:

    Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.

    Grand Pathsmanship

    Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected, and the duration of effect, both increase as a Grand Master rises in rank.

    -
    Kaiscreen
    +
    Kai-screen

    Sun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.

    -
    Kaialchemy
    +
    Kai-alchemy

    Grand Masters who have reached the rank of Sun Thane are able to use the following Brotherhood Spells:

      -
    • Slow FallBy casting this spell, Kai Sun Thanes are able to slow their rate of freefalling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
    • +
    • Slow FallBy casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
    • Breathe WaterUsing this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.
    @@ -660,16 +663,16 @@ Suggestions for Wolfs Bane, sections 141-210:
    Deliverance

    Grand Thanes with this Discipline are able to call upon the God Kai for divine assistance should a situation warrant it. Kai cannot intervene to save a Grand Thane from physical danger, but he can give signs which may help a Grand Thane chose the best course of action. A Grand Thane can call upon the God Kai for assistance no more than once every month. The frequency of divine audiences will increase as a Grand Master rises in rank.

    Assimilance
    -

    Grand Thanes who possess this skill are able to protect themselves from detection by creatures using infravision (the ability to see the heat radiating from a person or thing), or ultravision (the ability to detect objects or movement in the ultraviolet spectrum of light).

    -
    Grand Kaisurge
    -

    Grand Thanes with this skill are able to focus their mindpower upon inanimate breakable objects, eg, bottles, windows, all ceramics, urns, jugs etc, and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.

    +

    Grand Thanes who possess this skill are able to protect themselves from detection by creatures using infravision (the ability to see the heat radiating from a person or thing), or ultra-vision (the ability to detect objects or movement in the ultra-violet spectrum of light).

    +
    Grand Kai-surge
    +

    Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, eg, bottles, windows, all ceramics, urns, jugs etc, and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.

    Grand Nexus

    Grand Thanes who possess mastery of this Discipline can pass freely through the Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of their detection increases as a Kai Grand Master rises in rank.

    Telegnosis

    Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.

    -
    Magimagic
    +
    Magi-magic
    -

    Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom battlespells:

    +

    Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom battle-spells:

    • Power GlyphBy inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
    • Hold EnemyUsing this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targetted creature. The range and duration of effect of this spell increases as a Grand Master rises in rank.
    • @@ -682,19 +685,19 @@ Suggestions for Wolfs Bane, sections 141-210:
      Grand Crown -

      If you are a Grand Master who has reached the rank of Grand Crown, you will now benefit from improvements to the following Grand Master Disci­plines:

      +

      If you are a Grand Master who has reached the rank of Grand Crown, you will now benefit from improvements to the following Grand Master Disciplines:

      Grand Weaponmastery
      -

      Kai Grand Crowns with this discipline are consum-mate masters of unarmed combat. When fighting barehanded ie, without any weapons, they may add 3 points to their COMBAT SKILL.

      +

      Kai Grand Crowns with this discipline are consummate masters of unarmed combat. When fighting bare-handed ie, without any weapons, they may add 3 points to their COMBAT SKILL.

      Animal Mastery
      -

      Grand Crowns with this ability are able to plant in the mind of any animal the image of their most­feared predator or adversary. Under the influence of this illusion the animal will believe, with all of its senses, that it is being confronted by such a creature instead of a Kai Grand Crown.

      +

      Grand Crowns with this ability are able to plant in the mind of any animal the image of their most-feared predator or adversary. Under the influence of this illusion the animal will believe, with all of its senses, that it is being confronted by such a creature instead of a Kai Grand Crown.

      Grand Pathsmanship

      Grand Crowns with this skill are able to create a clear passageway through dense undergrowth, forest, or jungle. Once having passed through this passageway, the plant material will revert to its normal state. This skill can also be employed by a Kai Grand Crown against magical foliage, or to counter any plant material ranged against him by an enemy.

      -
      Kaiscreen
      -

      Grand Crowns who possess mastery of this Disci pline are able to mask the goodly aura which radi­ates naturally from their minds and bodies. Additionally, Grand Crowns can deliberately alter these auras to give a false impression of themselves to creatures who are sensitive to such psychic auras.

      +
      Kai-screen
      +

      Grand Crowns who possess mastery of this Discipline are able to mask the goodly aura which radiates naturally from their minds and bodies. Additionally, Grand Crowns can deliberately alter these auras to give a false impression of themselves to creatures who are sensitive to such psychic auras.

      Grand Nexus
      -

      Grand Crowns who possess this Discipline are able to speak a Kai Power Worda holy utterance which will cause physical and psychic damage to any single creature within a radius of thirty feet. The degree of damage so caused, and the resultant drain upon a Grand Crowns reserves of ENDUR­ANCE, are dependent upon individual circum­stances. The power and range of this skill increases as a Grand Master rises in rank.

      -
      Kaialchemy
      +

      Grand Crowns who possess this Discipline are able to speak a Kai Power Worda holy utterance which will cause physical and psychic damage to any single creature within a radius of thirty feet. The degree of damage so caused, and the resultant drain upon a Grand Crowns reserves of ENDURANCE, are dependent upon individual circumstances. The power and range of this skill increases as a Grand Master rises in rank.

      +
      Kai-alchemy

      Grand Masters who have reached the rank of Grand Crown are able to use the following Brotherhood spells:

      • TeleportBy casting this spell, Kai Grand Crowns can transport themselves physically to any place which they can see with their own eyes. The spell will carry the caster, his equipment and clothing to his chosen sighted destination. It cannot be used on any other living creature and it will not transport any other living creature along with the caster. Use of this spell will cost the caster between 1 and 5 ENDURANCE points every time it is used. This cost reduces as a Kai Grand Master increases in rank.
      • @@ -709,7 +712,7 @@ Suggestions for Wolfs Bane, sections 141-210:
- +
Grand Master<ch.apos/>s Wisdom @@ -720,7 +723,7 @@ Suggestions for Wolfs Bane, sections 141-210:

You are about to face an adversary who possesses skills and abilities commensurate with your own. Even though you have returned to Sommerlund, the land of your birth, you should remain wary and on guard at all times. Your enemy is cunning and ruthless; you can expect no quarter from him whatsoever.

Some of the things you will encounter during your adventure will be of use to you in this and future Lone Wolf books, while others may be red herrings of no real value at all. If you discover items, be selective in what you choose to keep.

-

Pick your four Grand Master Disciplines with care for a wise choice will enable any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the com-pletion of this Grand Master adventure.

+

Pick your four Grand Master Disciplines with care for a wise choice will enable any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Grand Master adventure.

May the light of Kai and Ishir be your guide as you strive to defeat the agents of Naar.

For Sommerlund and the Kai!

@@ -737,10 +740,10 @@ Suggestions for Wolfs Bane, sections 141-210: 1 -

The jangle of keys and the metallic squeal of a rusty iron drawbolt makes your pulse quicken. Moments later, the heavy dungeon door creaks open and two imperious figures step with caution into the dingy cell. They are protected by a dome of radiant magical energy, yet you can see enough of their features through this shimmering forcefield to recognize them to be Baron Calder and Guildmas­ ter Banedon.

+

The jangle of keys and the metallic squeal of a rusty iron drawbolt makes your pulse quicken. Moments later, the heavy dungeon door creaks open and two imperious figures step with caution into the dingy cell. They are protected by a dome of radiant magical energy, yet you can see enough of their features through this shimmering force-field to recognize them to be Baron Calder and Guildmaster Banedon.

Well met, old friend! you call out, but Banedon does not return your greeting. His countenance is one of fearful suspicion. Clearly he and the Baron suspect you are the evil impostor who has wrought havoc across Sommerlund.

Come now, Banedon. Truly, it is ILone Wolf. Wont you release me from these shackles?

-

Banedon takes hold of a crystal pendant that hangs from a chain around his neck and a wave of strong psychic energy washes over you. The sensation is. deeply unpleasant, but you resist the urge to use repel it. Instead, you allow this mental probe to access the recesses of your mind and gradually Banedons grim expression is replaced by a smile. He nods approv­ ingly and, in an instant, the magical barrier which protects the two men blinks out of existence.

+

Banedon takes hold of a crystal pendant that hangs from a chain around his neck and a wave of strong psychic energy washes over you. The sensation is. deeply unpleasant, but you resist the urge to use repel it. Instead, you allow this mental probe to access the recesses of your mind and gradually Banedons grim expression is replaced by a smile. He nods approvingly and, in an instant, the magical barrier which protects the two men blinks out of existence.

If you possess a Platinum Amulet, turn to 195. If you do not possess this Special Item, turn to 302.
@@ -752,7 +755,7 @@ Suggestions for Wolfs Bane, sections 141-210:

You hit the stinking water and dive beneath the surface. But moments later you are struck forcefully in the side by the tip of the creatures tail, lifted into the air, and dashed against the rough earth wall of the cavern: lose 4 ENDURANCE points.

Coughing and gasping for breath, you find your feet and claw the muck from your eyes just in time to see the serpents tail swishing back towards your chest. Instinctively you throw yourself against the wall and the deadly barbed tail misses you by inches. As it sweeps past, you draw your weapon in readiness to strike out at it the moment it come within range.

Ukara (chained)4445 -

This serpent is immune to all forms of psychic attack, except Kaisurge.

+

This serpent is immune to all forms of psychic attack, except Kai-surge.

If you win the combat, turn to 348. @@ -771,7 +774,7 @@ Suggestions for Wolfs Bane, sections 141-210: 4 -

Using your Magnakai Discipline of Nexus, you con­ centrate upon a small area of the plant wall and will the fibres to loosen and tear. The wall is remarkably resilient, and you expend a great deal of energy before the tough fibres weaken and bend to your will: lose 4 ENDURANCE points.

+

Using your Magnakai Discipline of Nexus, you concentrate upon a small area of the plant wall and will the fibres to loosen and tear. The wall is remarkably resilient, and you expend a great deal of energy before the tough fibres weaken and bend to your will: lose 4 ENDURANCE points.

Eventually you are able to create a large enough hole in the stem through which you can make your escape.

To continue, turn to 230.
@@ -792,8 +795,8 @@ Suggestions for Wolfs Bane, sections 141-210: 6 -

You throw yourself to the ground and the beam of blazing white light passes within inches of your head, close enough to scorch the hood of your cloak. The moment you hit the warehouse floor you roll over and over and scramble for the nearest covera heavy iron chest, banded and riveted with steel. The warrior follows your swift movement and looses a second beam from his spear which slams into the iron chest with stunning force. You gasp with horror as you see the side of the chest bulging towards your face. Its thick rivets tremble and its ageblackened skin smoulders with a sullen heat. Instinct takes over, making you roll away from the iron chest and seek cover elsewhere. As you move, the beam of light tears through the rear of the iron box and destroys the ground where, only moments before, your face had been.

-

You call upon all of your camouflage skills to mask your body as you hurriedly seek a way to escape from this warrior and his sorcerous weapon. You reach the base of a large steel tank and scramble up a ladder fixed to its side. The top of the tank is stacked high with coiled ropes and you force your- self in amongst them. A few moments later you watch the warrior approach the smouldering remains of the iron chest. He is close enough now for you to see that his weapon is attached by length of steel cable to a canister strapped to his back.

+

You throw yourself to the ground and the beam of blazing white light passes within inches of your head, close enough to scorch the hood of your cloak. The moment you hit the warehouse floor you roll over and over and scramble for the nearest covera heavy iron chest, banded and riveted with steel. The warrior follows your swift movement and looses a second beam from his spear which slams into the iron chest with stunning force. You gasp with horror as you see the side of the chest bulging towards your face. Its thick rivets tremble and its age-blackened skin smoulders with a sullen heat. Instinct takes over, making you roll away from the iron chest and seek cover elsewhere. As you move, the beam of light tears through the rear of the iron box and destroys the ground where, only moments before, your face had been.

+

You call upon all of your camouflage skills to mask your body as you hurriedly seek a way to escape from this warrior and his sorcerous weapon. You reach the base of a large steel tank and scramble up a ladder fixed to its side. The top of the tank is stacked high with coiled ropes and you force yourself in amongst them. A few moments later you watch the warrior approach the smouldering remains of the iron chest. He is close enough now for you to see that his weapon is attached by length of steel cable to a canister strapped to his back.

If you possess a Bow and the Discipline of Magi magic, and have attained the Kai rank of Sun Lord, turn to 209. If you do not possess a Bow or this skill, or if you have yet to attain the rank of Sun Lord, turn to 156. @@ -806,7 +809,7 @@ Suggestions for Wolfs Bane, sections 141-210:

Guided by a circle of blazing beacons, Javano the pilot lands the skyship expertly in the middle of a paved training park located within the castles expansive grounds. In Tyso a curfew is in force, and the only figures lawfully abroad this night are Baron Medars guardsmen whose numbers have been doubled by a regiment of Border Rangers recently arrived from Holmgard. Banedon suggests that you stay on board until he has informed Baron Medar of the true situation.

-

The guards of Tyso are under orders to kill you on sight, he says, as he gets ready to disembark. It would not be wise to show yourself, Grand Master, until I have explained all to the Baron.

+

The guards of Tyso are under orders to kill you on sight, he says, as he gets ready to disembark. It would not be wise to show yourself, Grand Master, until I have explained all to the Baron.

You remain in his quarters while Banedon seeks an audience with Baron Medar. Shortly he returns with the Baron who, upon entering the cabin, greets you warmly like a father welcoming home a favourite son.

You will always be welcome here, Lone Wolf, he says clasping your hand in friendship. I knew in my heart that you were innocent of these crimes which have so shocked our people. You may rely on me to help you find this impostor who has sought to harm us and bring dishonour upon your good name.

You thank the Baron for his support and his pledge of loyalty, and you tell him how pleased you are to be in Tyso after the months you have spent abroad.

@@ -831,9 +834,9 @@ Suggestions for Wolfs Bane, sections 141-210:

Your killing blow punctures the beasts single lung and heart, sending it swiftly to the bottom of the flooded cellar. You sheathe your weapon and strike out for the surface where, upon clambering onto the steps, you pause for a few moments to regain your composure. As you recover, you note that one of your Backpack Items is missing, lost during your underwater combat with the Ekmakon. (Erase from your Action Chart the item which you have recorded at the top of your list of Backpack Items.)

-

Eager to continue your pursuit, you climb the steps and emerge through a trapdoor into the rubble heaped city ruins. There is no sign of Wolfs Bane, but when you hurry to where you saw him last, you discover a flight of steps leading down into a wide underground passage. His tracks can be seen clearly imbedded in the muddy floor of this tunnel.

-

The tunnel passes under a street and then surfaces in front of a grand twostorey building, once a busy warehouse that stored braided coils of fine copper cable. You avoid the main entrance in case your adversary is lying in ambush there, and enter instead by way of a flight of iron steps that lead to a second floor window. The moment you set foot inside the building you sense that Wolfs Bane is here. Warily you explore, your nerves stretched to breaking point as your eyes seek out detail in the darkness. You are approaching the west wing of this building when you suddenly catch sight of your opponent through a hole in the floor. He is sitting on his haunches behind a mound of wooden crates, busily eating a greenskinned fruit, and he is unaware that you are watching him.

- If you possess Magimagic, and have attained the rank of Grand Thane (and wish to use your skill), turn to 81. +

Eager to continue your pursuit, you climb the steps and emerge through a trapdoor into the rubble-heaped city ruins. There is no sign of Wolfs Bane, but when you hurry to where you saw him last, you discover a flight of steps leading down into a wide underground passage. His tracks can be seen clearly imbedded in the muddy floor of this tunnel.

+

The tunnel passes under a street and then surfaces in front of a grand two-storey building, once a busy warehouse that stored braided coils of fine copper cable. You avoid the main entrance in case your adversary is lying in ambush there, and enter instead by way of a flight of iron steps that lead to a second floor window. The moment you set foot inside the building you sense that Wolfs Bane is here. Warily you explore, your nerves stretched to breaking point as your eyes seek out detail in the darkness. You are approaching the west wing of this building when you suddenly catch sight of your opponent through a hole in the floor. He is sitting on his haunches behind a mound of wooden crates, busily eating a green-skinned fruit, and he is unaware that you are watching him.

+ If you possess Magi-magic, and have attained the rank of Grand Thane (and wish to use your skill), turn to 81. If you possess a Bow, and wish to use it, turn to 106. If you possess Kai-alchemy, and wish to use it, turn to 319. If you possess none of these skills, or have yet to reach the required level of Kai rank, or simply choose not to use them, turn instead to 20. @@ -845,7 +848,7 @@ Suggestions for Wolfs Bane, sections 141-210: 10 -

The door opens with a hiss. You rush forward and immediately sidestep to place a solid wall between you and the steel monster. Then the door slides shut and, a few moments later, you feel a shudder run through the wall as the creature slams head­ first into the portal and shatters its skull.

+

The door opens with a hiss. You rush forward and immediately sidestep to place a solid wall between you and the steel monster. Then the door slides shut and, a few moments later, you feel a shudder run through the wall as the creature slams head-first into the portal and shatters its skull.

To continue, turn to 83.
@@ -855,7 +858,7 @@ Suggestions for Wolfs Bane, sections 141-210:

One of the arrows grazes your left shoulder and gouges a furrow of skin from the back of your left thigh. You stifle a cry, but the intense pain that grips your injured limbs warns you at once that the tip of the arrow was tainted with poison.

-

Your innate healing skills counter the poison before it can do its deadly work, but your bodys defences draw heavily on your reserves of strength and the curing process leaves you feeling weak and light headed: lose 4 ENDURANCE points.

+

Your innate healing skills counter the poison before it can do its deadly work, but your bodys defences draw heavily on your reserves of strength and the curing process leaves you feeling weak and light-headed: lose 4 ENDURANCE points.

To continue, turn to 309.
@@ -864,8 +867,8 @@ Suggestions for Wolfs Bane, sections 141-210: 12 -

Luckily, the acidspitter was the only one of its kind to be found lurking in this hall, and you are able to reach the door without being spat upon by one of its many brothers. The door itself is unlocked and, without further delay, you pull it open and hurry through into the hall which lies beyond.

-

You are hungry and, unless you possess the Disci- pline of Grand Huntmnastery, you must now eat a Meal or lose 3 ENDURANCE points.

+

Luckily, the acid-spitter was the only one of its kind to be found lurking in this hall, and you are able to reach the door without being spat upon by one of its many brothers. The door itself is unlocked and, without further delay, you pull it open and hurry through into the hall which lies beyond.

+

You are hungry and, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 220.
@@ -874,7 +877,7 @@ Suggestions for Wolfs Bane, sections 141-210: 13 -

You hit the ground with a numbing jolt and almost lose consciousness. As you lie there, dazed and gasping for breath, you hear the anxious voices of your companions swirling around in your mind. You cannot move but you are able to draw on your Magnakai curing skills to staunch your bleeding wounds. Gradually you feel your strength return ing. The young Kai gather around and lift you carefully to your feet. As your vision clears, you see that the doorway to the tomb is now devoid of rubble. You sense that the destructive force of the powerglyph has been discharged, but only temporarily. It is recharging, and you have but a few seconds in which to enter the tomb before the deadly device is fully active once more.

+

You hit the ground with a numbing jolt and almost lose consciousness. As you lie there, dazed and gasping for breath, you hear the anxious voices of your companions swirling around in your mind. You cannot move but you are able to draw on your Magnakai curing skills to staunch your bleeding wounds. Gradually you feel your strength returning. The young Kai gather around and lift you carefully to your feet. As your vision clears, you see that the doorway to the tomb is now devoid of rubble. You sense that the destructive force of the power-glyph has been discharged, but only temporarily. It is recharging, and you have but a few seconds in which to enter the tomb before the deadly device is fully active once more.

Quickly, my lords, you gasp, as you break free of their grasp and stagger towards the entrance, follow me!

They hesitate, fearing you are about to trigger yet another explosion. Hurry! you cry, the trap is spent but its power is fast returning. We must enter now!

Turn to 131. @@ -885,8 +888,8 @@ Suggestions for Wolfs Bane, sections 141-210: 14 -

You utter the words of the Brotherhood spell Light­ ning Hand and point your right hand at the onrush­ ing beast. A tingle runs down your arm and a bolt of power bursts from your fingertip. It arcs towards the creatures head and there is a splash of hissing sparks as it rips a strip of steel from the creatures skull. But the wound is not fatal. The beast shud- ders under the impact yet it hardly slows its pace, and now there is no time left to launch a second bolt. You only have two seconds remaining in which to unsheathe a hand weapon, as this great metallic horror comes leaping at you through the darkness.

- Mechwulf4036 +

You utter the words of the Brotherhood spell Lightning Hand and point your right hand at the onrushing beast. A tingle runs down your arm and a bolt of power bursts from your fingertip. It arcs towards the creatures head and there is a splash of hissing sparks as it rips a strip of steel from the creatures skull. But the wound is not fatal. The beast shudders under the impact yet it hardly slows its pace, and now there is no time left to launch a second bolt. You only have two seconds remaining in which to unsheathe a hand weapon, as this great metallic horror comes leaping at you through the darkness.

+ Mech-wulf4036

This creature is immune to all psychic attacks.

If you win this combat, turn to 5.
@@ -916,13 +919,13 @@ Suggestions for Wolfs Bane, sections 141-210: 17 -

You raise your weapon and lash out at the crea- tures ugly maw. You wound the beast but it only serves to make him more angry. With a jerk of his head, he spits a gout of venom which splashes the front of your tunic and rapidly melts through the cloth to attack your skin.

+

You raise your weapon and lash out at the creatures ugly maw. You wound the beast but it only serves to make him more angry. With a jerk of his head, he spits a gout of venom which splashes the front of your tunic and rapidly melts through the cloth to attack your skin.

Pick a number from the Random Number Table (0=10). If you possess the Discipline of Grand Nexus, deduct 2 from the number you have chosen. The resultant score is equal to the number of ENDURANCE points you lose due to the harmful effects of this creatures highly corrosive saliva.

-

Before the beast can spit at you again, you strike a blow which crushes its windpipe and sends it sinking fast to the bottom of the flooded cellar. Free now to continue your pursuit, you climb the steps to emerge amongst the ruins of the city. There is no sign of Wolfs Bane, but when you hurry to where you saw him last, you discover a flight of steps leading down into a wide underground pas- sage. His tracks can be seen clearly imbedded in the muddy floor of this tunnel.

-

The tunnel passes under a broad avenue and then surfaces in front of a grand twostorey building. This was once a busy warehouse that stored braided coils of fine copper cable. You avoid the main entrance in case your adversary is lying in ambush there, and enter instead by way of a flight of iron steps that lead to a second floor window. The moment you set foot inside the building you sense that Wolfs Bane is here. Warily you explore, your nerves stretched to breaking point as your eyes seek out detail in the darkness. You are approaching the west wing of this building when you suddenly catch sight of your opponent through a hole in the floor. He is sitting on his haunches behind a mound of wooden crates, busily eating a greenskinned fruit, and he is unaware that you are watching him.

- If you possess Magimagic, and have attained the rank of Grand Thane (and wish to use your skill), turn to 81. +

Before the beast can spit at you again, you strike a blow which crushes its windpipe and sends it sinking fast to the bottom of the flooded cellar. Free now to continue your pursuit, you climb the steps to emerge amongst the ruins of the city. There is no sign of Wolfs Bane, but when you hurry to where you saw him last, you discover a flight of steps leading down into a wide underground passage. His tracks can be seen clearly imbedded in the muddy floor of this tunnel.

+

The tunnel passes under a broad avenue and then surfaces in front of a grand two-storey building. This was once a busy warehouse that stored braided coils of fine copper cable. You avoid the main entrance in case your adversary is lying in ambush there, and enter instead by way of a flight of iron steps that lead to a second floor window. The moment you set foot inside the building you sense that Wolfs Bane is here. Warily you explore, your nerves stretched to breaking point as your eyes seek out detail in the darkness. You are approaching the west wing of this building when you suddenly catch sight of your opponent through a hole in the floor. He is sitting on his haunches behind a mound of wooden crates, busily eating a green-skinned fruit, and he is unaware that you are watching him.

+ If you possess Magi-magic, and have attained the rank of Grand Thane (and wish to use your skill), turn to 81. If you possess a Bow, and wish to use it, turn to 106. - If you possess Kaialchemy, and wish to use it, turn to 319. + If you possess Kai-alchemy, and wish to use it, turn to 319. If you possess none of these skills, or have yet to reach the required level of Kai rank, or simply choose not to use them, turn instead to 20.
@@ -931,11 +934,11 @@ Suggestions for Wolfs Bane, sections 141-210: 18 -

To the left of the tunnel arch you discover two squares of opaque crimson gemstone separated by a small slot. The squares are similar in size and design to those you encountered at the entrance to the temple of Avaros. These, too, comprise a locking mechanism that controls this portal. By tap- ping upon each square a correct number of times you will cause the lock to disengage and the portal to rise.

-

You place your fingers lightly upon the squares and feel the telltale vibrations that are the key to deciphering the secret code. After only seconds you are able to determine that the first code is equal to the number of islands south of the Kirlun­ din island of Hemd.

+

To the left of the tunnel arch you discover two squares of opaque crimson gemstone separated by a small slot. The squares are similar in size and design to those you encountered at the entrance to the temple of Avaros. These, too, comprise a locking mechanism that controls this portal. By tapping upon each square a correct number of times you will cause the lock to disengage and the portal to rise.

+

You place your fingers lightly upon the squares and feel the tell-tale vibrations that are the key to deciphering the secret code. After only seconds you are able to determine that the first code is equal to the number of islands south of the Kirlundin island of Hemd.

The second code is equal to the number of villages that lie on the highway between the cities of Toran and Anskaven.

In order to discover the exact numbers that will open the portal, consult the map at the front of this book.

-

When you think you know the twodigit solution, turn to the entry that is the same number as your answer.

+

When you think you know the two-digit solution, turn to the entry that is the same number as your answer.

If you cannot decipher the codes, turn instead to 242.
@@ -944,7 +947,7 @@ Suggestions for Wolfs Bane, sections 141-210: 19 -

Suddenly the Bangrol shrieks in agony as a steel tipped arrow skewers its skull. The force of the impact sends it cartwheeling through the air to crash limply against the chamber wall. You glance to your left and see a grinning Blazer calmly shouldering his bow.

+

Suddenly the Bangrol shrieks in agony as a steel-tipped arrow skewers its skull. The force of the impact sends it cartwheeling through the air to crash limply against the chamber wall. You glance to your left and see a grinning Blazer calmly shouldering his bow.

Well done, Blazer, you say, as you sheathe your weapon. Your bowmanships as keen as ever. Those many hours youve spent in the Monastery butts were not in vain, eh! The young Kai Master smiles his gratitude for your welcome words of praise.

Now, my lords, we must press on. Weve a trail to find, you say, and motion your companions to follow as you leave this chamber by a tunnel in its south wall.

Turn to 298. @@ -955,7 +958,7 @@ Suggestions for Wolfs Bane, sections 141-210: 20 -

You call upon your Magnakai Discipline of Psi surge and focus a pulse of psychic energy at the head of your mortal enemy. The moment you launch your mental attack, you see him physically shudder. Then his body stiffens and his halfeaten fruit drops from his grasp. You have hit your target, but you sense resistance; your adversary has powerful psychic defences with which he can coun- ter your attack.

+

You call upon your Magnakai Discipline of Psi-surge and focus a pulse of psychic energy at the head of your mortal enemy. The moment you launch your mental attack, you see him physically shudder. Then his body stiffens and his half-eaten fruit drops from his grasp. You have hit your target, but you sense resistance; your adversary has powerful psychic defences with which he can counter your attack.

You feel a sudden wave of pain wash through you as he repels your mental assault and turns it back on you: lose 1 ENDURANCE point. To your dismay, you watch as Wolfs Bane leaps to his feet and makes a hasty escape, seemingly uninjured by your mental assault.

Turn to 224.
@@ -965,9 +968,9 @@ Suggestions for Wolfs Bane, sections 141-210: 21 -

Cautiously you approach the slain warriors. You are eager to examine their strange armour and you are particularly curious about the lightemitting spears they wielded; weapons such as these could prove useful in your fight against Wolfs Bane. However, on examining these steely shafts you discover that they are now useless. The source of their power was contained in the canisters strapped to the warriors backs, a power that is now depleted.

-

When you pose open a helmet and breastplate, you discover a thin, paleskinned humanoid within. His bone structure and muscularity is surprisingly weak for a warrior, prompting you to suspect that he must have relied heavily on his powerfed armour for strength and protection. This sallow­ faced soldier has a lean and brutal appearance, a look which resembles that of an emaciated Drak- karim.

-

After having satisfied yourself that there is nothing worth salvaging from the bodies of these two slain enemies, you make a cursory check of your own equipment. You are hungry, and unless you pos- sess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points. Having satisfied your curiosity and your appetite, you hurry out of this derelict warehouse by a rear door and continue your hunt for Wolfs Banes trail.

+

Cautiously you approach the slain warriors. You are eager to examine their strange armour and you are particularly curious about the light-emitting spears they wielded; weapons such as these could prove useful in your fight against Wolfs Bane. However, on examining these steely shafts you discover that they are now useless. The source of their power was contained in the canisters strapped to the warriors backs, a power that is now depleted.

+

When you pose open a helmet and breastplate, you discover a thin, pale-skinned humanoid within. His bone structure and muscularity is surprisingly weak for a warrior, prompting you to suspect that he must have relied heavily on his power-fed armour for strength and protection. This sallow-faced soldier has a lean and brutal appearance, a look which resembles that of an emaciated Drakkarim.

+

After having satisfied yourself that there is nothing worth salvaging from the bodies of these two slain enemies, you make a cursory check of your own equipment. You are hungry, and unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points. Having satisfied your curiosity and your appetite, you hurry out of this derelict warehouse by a rear door and continue your hunt for Wolfs Banes trail.

Turn to 31.
@@ -976,8 +979,8 @@ Suggestions for Wolfs Bane, sections 141-210: 22 -

The creatures sharp proboscis misses you by inches. Before it can strike again, you prise yourself out of the cluster and retreat back along the stamen until you are out of harms way. Blindly the giant insect stabs and slashes, splintering stamen tips and drenching you with showers of sticky pollen. Fortu- nately, the span of its gigantic wings and the nar- rowness of the plants corolla conspire to prevent it from reaching deeper into the plant, and you are able to escape without injury.

-

You retreat all the way down to the bowl of the corolla, from where you began your ascent. Look- ing around you see that the hollow stem is now the only remaining chance you have of getting out of this plant alive.

+

The creatures sharp proboscis misses you by inches. Before it can strike again, you prise yourself out of the cluster and retreat back along the stamen until you are out of harms way. Blindly the giant insect stabs and slashes, splintering stamen tips and drenching you with showers of sticky pollen. Fortunately, the span of its gigantic wings and the narrowness of the plants corolla conspire to prevent it from reaching deeper into the plant, and you are able to escape without injury.

+

You retreat all the way down to the bowl of the corolla, from where you began your ascent. Looking around you see that the hollow stem is now the only remaining chance you have of getting out of this plant alive.

Turn to 103.
@@ -1005,7 +1008,7 @@ Suggestions for Wolfs Bane, sections 141-210: 25 -

Suddenly the tip of the creatures tail erupts from beneath the water and comes swishing towards your face. Instinctively you dive to avoid being hit and ripped open by the scores of razorsharp barbs that encircle its tail.

+

Suddenly the tip of the creatures tail erupts from beneath the water and comes swishing towards your face. Instinctively you dive to avoid being hit and ripped open by the scores of razor-sharp barbs that encircle its tail.

Pick a number from the Random Number Table.

If the number you have picked is 7 or less, turn to 2. If it is 8 or more, turn to 169. @@ -1016,7 +1019,7 @@ Suggestions for Wolfs Bane, sections 141-210: 26 -

You summon your Kai skills to mask your body prior to uttering the words of the advanced Brotherhood spell Teleport>/spell>. You focus on the dis- tant balcony and feel yourself leave the ground and surge towards it. As you come close to passing over the fountain, you pray that your camouflage skills will keep you hidden from the eyes of the creatures gathered there.

+

You summon your Kai skills to mask your body prior to uttering the words of the advanced Brotherhood spell Teleport>/spell>. You focus on the distant balcony and feel yourself leave the ground and surge towards it. As you come close to passing over the fountain, you pray that your camouflage skills will keep you hidden from the eyes of the creatures gathered there.

Pick a number from the Random Number Table. If you possess Assimilance, add 4 to the number you have picked.

If your total score is 5 or lower, turn to 179. If it is 6 or higher, turn to 245. @@ -1027,10 +1030,10 @@ Suggestions for Wolfs Bane, sections 141-210: 27 -

You approach the hut and crouch down beside its mud wall, close to its open door. Your senses detect no glyphs or other traps here, and there are no residues of magical energy that might betray the presence of illusions or shielding spells. How­ ever, your Kai senses do pick up a strong aura of evil lingering at the rear of the hut, close to the waters edge.

-

You move around to the rear of this hovel and discover that the bank is deeply undercut where the soft earth has been eroded by the fastflowing stream. Standing in a line in the shadow of the undercut are a dozen wooden cages, each contain- ing a fleshless skeleton. A shiver runs down your spine as your Magnakai Discipline of Divination detects the lingering agonies of these luckless victims. They suffered cruelly at the hands of the natives of this settlement before death finally ended their torment. The shock of your discovery is unnerving: lose 1 ENDURANCE point.

+

You approach the hut and crouch down beside its mud wall, close to its open door. Your senses detect no glyphs or other traps here, and there are no residues of magical energy that might betray the presence of illusions or shielding spells. However, your Kai senses do pick up a strong aura of evil lingering at the rear of the hut, close to the waters edge.

+

You move around to the rear of this hovel and discover that the bank is deeply undercut where the soft earth has been eroded by the fast-flowing stream. Standing in a line in the shadow of the undercut are a dozen wooden cages, each containing a fleshless skeleton. A shiver runs down your spine as your Magnakai Discipline of Divination detects the lingering agonies of these luckless victims. They suffered cruelly at the hands of the natives of this settlement before death finally ended their torment. The shock of your discovery is unnerving: lose 1 ENDURANCE point.

You leave the stream and return to the front of the hut. Inside the open doorway you discover several fruits stacked in mounds on a mat of woven rushes. Somewhat to your surprise, your senses tell you that they are nutritious and safe to eat. (There are sufficient fruits here for 3 Meals.)

-

Wary of further delay, you approach the trench at the centre of the hut. Your tracking skills locate your enemys tracks leading down the flight of steps, and quickly you follow them into an under- ground tunnel. You have gone only a few yards along this narrow passageway when suddenly you hear the terrifying roar of a large cat. With an abruptness that takes your breath away, a huge tiger-like beast comes bounding from out of the darkness ahead. So sudden and unexpected is this creatures attack, that you only just have enough time to unsheathe a hand weapon as it hurls itself upon you.

+

Wary of further delay, you approach the trench at the centre of the hut. Your tracking skills locate your enemys tracks leading down the flight of steps, and quickly you follow them into an underground tunnel. You have gone only a few yards along this narrow passageway when suddenly you hear the terrifying roar of a large cat. With an abruptness that takes your breath away, a huge tiger-like beast comes bounding from out of the darkness ahead. So sudden and unexpected is this creatures attack, that you only just have enough time to unsheathe a hand weapon as it hurls itself upon you.

Rahjaz4841

This creature is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win this combat, turn to 249. @@ -1041,9 +1044,9 @@ Suggestions for Wolfs Bane, sections 141-210: 28 -

You unsheathe the Sword of the Sun and a shim- mering halo of light engulfs the blade. This golden glow washes over the rubble-strewn steps and illuminates something that, until now, had gone unnoticed.

-

Lying across the open doorway to the tomb is a slab of granite. Cautiously you move nearer to inspect a strange mark on its surface which is glint- ing in the light from your sword. You discover that it is an intricate design which has been scratched upon its surface. Someone has gone to the trouble of smearing it with dirt and a magical spell of shield- ing has been placed upon it to disguise its true purpose, yet you immediately realize what it is and you recoil from the slab, hurriedly retreating a dozen paces. It is a glyph of power: a magical booby trap that has been expertly camouflaged to keep it secret. If anyone or anything were to step upon or pass over this glyph, the energy contained within it would be released in one devastating instant.

-

You sheathe your sword and warn the others of what you have found, telling them to retreat with you to a safe distance. From the cover of a grave- stone, several yards from the tomb, you instruct Star Lynx to pick up a rock and hurl it through the open doorway. He responds by selecting an apple- sized chunk of granite which he lobs with accuracy into the tomb.

+

You unsheathe the Sword of the Sun and a shimmering halo of light engulfs the blade. This golden glow washes over the rubble-strewn steps and illuminates something that, until now, had gone unnoticed.

+

Lying across the open doorway to the tomb is a slab of granite. Cautiously you move nearer to inspect a strange mark on its surface which is glinting in the light from your sword. You discover that it is an intricate design which has been scratched upon its surface. Someone has gone to the trouble of smearing it with dirt and a magical spell of shielding has been placed upon it to disguise its true purpose, yet you immediately realize what it is and you recoil from the slab, hurriedly retreating a dozen paces. It is a glyph of power: a magical booby trap that has been expertly camouflaged to keep it secret. If anyone or anything were to step upon or pass over this glyph, the energy contained within it would be released in one devastating instant.

+

You sheathe your sword and warn the others of what you have found, telling them to retreat with you to a safe distance. From the cover of a gravestone, several yards from the tomb, you instruct Star Lynx to pick up a rock and hurl it through the open doorway. He responds by selecting an apple-sized chunk of granite which he lobs with accuracy into the tomb.

Pick a number from the Random Number Table.

If the number you have chosen is 13, turn to 211. If it is 49, turn to 53. @@ -1054,7 +1057,7 @@ Suggestions for Wolfs Bane, sections 141-210: 29 -

You climb more than two hundred steps before the staircase arrives at a short tunnel which opens into a damp, cavernous hall. This huge chamber is par- titioned into pens which house several giant dragonflies, similar to those you encountered when first you arrived on Avaros. High above, great oblong sections of the steel roof are open to the elements and the bases of passing storm clouds are lit up by the glow from the halls phosphorescent lighting. You scan the rainswept pens for sight of your adversary, and find him climbing upon the saddled back of a great crimson dragonfly. He urges the creature into the air and it obeys with stunning swiftness. You watch as Wolfs Bane steers his winged mount once around the roof of the hail, and then, to your horror, you see him bring the creature to hover directly over your head. He shouts at you, but his words are lost in the buzz of the dragonflys massive wings. Then he leans from the saddle and casts down a metallic box before urging his mount skywards. The box lands close by, bouncing once before coming to rest near your feet. Your heart pounds when you sense that it is a powerful time bomb. A panel on the side of this device contains several illuminated numerals that are blinking intermittently. You can see by the numbers remaining that you have only 30 seconds before the bomb detonates.

+

You climb more than two hundred steps before the staircase arrives at a short tunnel which opens into a damp, cavernous hall. This huge chamber is partitioned into pens which house several giant dragonflies, similar to those you encountered when first you arrived on Avaros. High above, great oblong sections of the steel roof are open to the elements and the bases of passing storm clouds are lit up by the glow from the halls phosphorescent lighting. You scan the rainswept pens for sight of your adversary, and find him climbing upon the saddled back of a great crimson dragonfly. He urges the creature into the air and it obeys with stunning swiftness. You watch as Wolfs Bane steers his winged mount once around the roof of the hail, and then, to your horror, you see him bring the creature to hover directly over your head. He shouts at you, but his words are lost in the buzz of the dragonflys massive wings. Then he leans from the saddle and casts down a metallic box before urging his mount skywards. The box lands close by, bouncing once before coming to rest near your feet. Your heart pounds when you sense that it is a powerful time bomb. A panel on the side of this device contains several illuminated numerals that are blinking intermittently. You can see by the numbers remaining that you have only 30 seconds before the bomb detonates.

If you wish to attempt to diffuse this time bomb, turn to 177. If you decide instead to mount one of the giant dragonflies and attempt to escape from this hall before the bomb explodes, turn to 190.
@@ -1064,9 +1067,9 @@ Suggestions for Wolfs Bane, sections 141-210: 30 -

Nausea wells up from the pit of your stomach as the lower chamber of the tower is suddenly trans- formed into a whirling spiral of violent colours and noise. You feel yourself falling forwards into this vortex and, for a few fleeting seconds, you glimpse your adversary. He is brandishing his sword and laughing like a madman, his face twisted with maniacal glee as he rides this terrifying whirlwind. Then he is lost to the chaos of the maelstrom and he vanishes from your sight.

-

For what seems like an eternity you spin and fall through a rainbow of colour and sound. Only gradually do you become aware that this nightmare journey is coming to an end when the noise abates and the swirling colours begin to fade. Then, with a jolt, you find yourself standing ankle-deep in stagnant green water, struggling to keep your bal- ance. You draw your weapon and scan your sur­ roundings, fearful of sudden attack, but you soon realize that you are alone.

-

You appear to be under the ground, standing in a crude sewer-like tunnel which has been excavated by primitive means. The roots of trees protrude from its beaten earth ceiling and there is a stale and unpleasant smell of rotting vegetation. You use your psychic skills to probe for Wolfs Bane but you cannot detect his presence, and so you sheathe your weapon and relax your guard. The encounter with the manifestation of Naar has left a fear gnaw­ ing at your heart, the fear that the Dark God could at any moment he chooses lay claim to your soul. But your Kai courage swiftly overcomes the anxiety and you draw comfort from your faith in the Gods Kai and Ishir. You offer up a prayer to them to watch over you during the coming trial of strength, and vow that you will never lose hope, no matter what the dangers you may have yet to face. As if in answer to your prayer you feel a surge of energy flow through your body, revitalizing your mind and senses (restore any ENDURANCE points which you may have lost during your adventure so far).

+

Nausea wells up from the pit of your stomach as the lower chamber of the tower is suddenly transformed into a whirling spiral of violent colours and noise. You feel yourself falling forwards into this vortex and, for a few fleeting seconds, you glimpse your adversary. He is brandishing his sword and laughing like a madman, his face twisted with maniacal glee as he rides this terrifying whirlwind. Then he is lost to the chaos of the maelstrom and he vanishes from your sight.

+

For what seems like an eternity you spin and fall through a rainbow of colour and sound. Only gradually do you become aware that this nightmare journey is coming to an end when the noise abates and the swirling colours begin to fade. Then, with a jolt, you find yourself standing ankle-deep in stagnant green water, struggling to keep your balance. You draw your weapon and scan your surroundings, fearful of sudden attack, but you soon realize that you are alone.

+

You appear to be under the ground, standing in a crude sewer-like tunnel which has been excavated by primitive means. The roots of trees protrude from its beaten earth ceiling and there is a stale and unpleasant smell of rotting vegetation. You use your psychic skills to probe for Wolfs Bane but you cannot detect his presence, and so you sheathe your weapon and relax your guard. The encounter with the manifestation of Naar has left a fear gnawing at your heart, the fear that the Dark God could at any moment he chooses lay claim to your soul. But your Kai courage swiftly overcomes the anxiety and you draw comfort from your faith in the Gods Kai and Ishir. You offer up a prayer to them to watch over you during the coming trial of strength, and vow that you will never lose hope, no matter what the dangers you may have yet to face. As if in answer to your prayer you feel a surge of energy flow through your body, revitalizing your mind and senses (restore any ENDURANCE points which you may have lost during your adventure so far).

Alert and confident, you peer along the gloomy tunnel in both directions and try to determine the best course to follow. Neither way looks especially appealing.

If you choose to explore the tunnel ahead, turn to 128. If you decide to follow the tunnel behind, turn to 262. @@ -1079,7 +1082,7 @@ Suggestions for Wolfs Bane, sections 141-210:

The rear of the warehouse opens onto a wasteland of shattered rubble which is bisected by a dead stream of salty, acidic water. You trudge across this bleak and forbidding landscape, past sharp spires of crimson and jet that erupt through the dereliction to scratch the cloudy sky. Rust-red water encircles their bases, lending them a wholly sinister aspect. To your eyes it seems as if this blighted city has been impaled upon these cruel, towering spikes.

-

Beyond the spires you discover a paved street almost clear of debris. You find several sets of footprints here, and your hopes are raised when you determine that one set belong to Wolfs Bane. You follow them to a gutted building, several stor- eys high, which is adorned with strangely angular gargoyles. The inside of this crumbling edifice is completely empty and your adversarys trail passes through it to a rear exit. As you emerge on the far side, you catch your first breathtaking glimpse of this grim citys tallest structure.

+

Beyond the spires you discover a paved street almost clear of debris. You find several sets of footprints here, and your hopes are raised when you determine that one set belong to Wolfs Bane. You follow them to a gutted building, several storeys high, which is adorned with strangely angular gargoyles. The inside of this crumbling edifice is completely empty and your adversarys trail passes through it to a rear exit. As you emerge on the far side, you catch your first breathtaking glimpse of this grim citys tallest structure.

Turn to 250.
@@ -1089,7 +1092,7 @@ Suggestions for Wolfs Bane, sections 141-210: 32 -

The giant serpent tries desperately to resist your mental command to retreat, but it cannot over- come your powers of persuasion. Slowly it retreats towards the cavern wall until it is halted by the chain to which it is shackled. Cautiously you advance, keeping a wary eye on its trembling form as you skirt around the opposite wall. Within seconds you are able to reach the safety of the exit tunnel and make your escape unscathed.

+

The giant serpent tries desperately to resist your mental command to retreat, but it cannot overcome your powers of persuasion. Slowly it retreats towards the cavern wall until it is halted by the chain to which it is shackled. Cautiously you advance, keeping a wary eye on its trembling form as you skirt around the opposite wall. Within seconds you are able to reach the safety of the exit tunnel and make your escape unscathed.

Turn to 115.
@@ -1109,7 +1112,7 @@ Suggestions for Wolfs Bane, sections 141-210:

Kekataag the Avenger is attired in battle armour that, glimmers like slime-dulled gold. Beneath his helmet there is a hollow skull-face from which emerges a sickly stench that permeates even the foul air of this hall. The skulls and bones of humans bedeck his armoured hide and in his mighty hands he carries a great two-handed axe, its blade stained black with the blood of his countless victims.

-

This fearsome warrior holds you with his glowing eyes and you feel waves of powerful psychic energy buffet your mind. You muster your Mag­ nakai defences to repel this attack, but you sustain psychic shock before your defences knit together properly: lose 4 ENDURANCE points. This sudden and unprovoked attack leaves you in no doubt that Kekataag is deeply jealous of your supposed defeat of Lone Wolf.

+

This fearsome warrior holds you with his glowing eyes and you feel waves of powerful psychic energy buffet your mind. You muster your Magnakai defences to repel this attack, but you sustain psychic shock before your defences knit together properly: lose 4 ENDURANCE points. This sudden and unprovoked attack leaves you in no doubt that Kekataag is deeply jealous of your supposed defeat of Lone Wolf.

Turn to 255.
@@ -1118,7 +1121,7 @@ Suggestions for Wolfs Bane, sections 141-210: 35 -

Steel Hand and the other Kai clear away the rubble to reveal a trapdoor set into the floor. You com- mand Star Lynx to tie one end of his rope to its bronze ring and then together, from a safe distance, you pull open this stone hatch. No traps are sprung as the heavy slab of stone creaks open, and when you move closer, you see a circular chute and a ladder descending to a deeper level of the cata- combs. You peer down into the darkness and you detect fresh tracks on the ladders iron rungs. You are back on the impostors trail.

+

Steel Hand and the other Kai clear away the rubble to reveal a trapdoor set into the floor. You command Star Lynx to tie one end of his rope to its bronze ring and then together, from a safe distance, you pull open this stone hatch. No traps are sprung as the heavy slab of stone creaks open, and when you move closer, you see a circular chute and a ladder descending to a deeper level of the catacombs. You peer down into the darkness and you detect fresh tracks on the ladders iron rungs. You are back on the impostors trail.

Cautiously you lead the descent into the chute, using your powers of infravision to scan for signs of movement in the damp darkness below. After several minutes you reach the bottom of the ladder where you discover a large, vaulted chamber. Around its walls are positioned urns and grey stone caskets, each embellished with traces of gold. There is an unexpected air of opulence about this vault which prompts you to guess that it is a secret burial tomb.

If you have ever visited the Graveyard of the Ancients in a previous Lone Wolf adventure, turn to 182. If you have never visited this place, turn to 206. @@ -1129,11 +1132,11 @@ Suggestions for Wolfs Bane, sections 141-210: 36 -

Your target is beyond the effective range of your power word. The energy of your attack dissipates before it reaches Wolfs Bane, and all that he feels is a cool and pleasant breeze. The use of this Disci- pline at such extreme range drains your strength unnecessarily: lose 3 ENDURANCE points.

-

You watch your adversary and see him getting to his feet he is moving deeper into the jungle. Fear- ing that he is getting away, you dash from the cavemouth and chase after him. But you have covered fewer than a dozen yards when suddenly an arrow comes whistling out of the undergrowth. It speeds directly towards your face with terrifying accuracy.

+

Your target is beyond the effective range of your power word. The energy of your attack dissipates before it reaches Wolfs Bane, and all that he feels is a cool and pleasant breeze. The use of this Discipline at such extreme range drains your strength unnecessarily: lose 3 ENDURANCE points.

+

You watch your adversary and see him getting to his feet he is moving deeper into the jungle. Fearing that he is getting away, you dash from the cavemouth and chase after him. But you have covered fewer than a dozen yards when suddenly an arrow comes whistling out of the undergrowth. It speeds directly towards your face with terrifying accuracy.

If you possess Kai-alchemy, and have attained the rank of Sun Knight or higher, turn to 152. If you possess Kai-alchemy but have yet to reach this level of Kai mastery, turn to 270. - If you do not possess this Grand Master Disci- pline, turn to 232. + If you do not possess this Grand Master Discipline, turn to 232.
@@ -1142,9 +1145,9 @@ Suggestions for Wolfs Bane, sections 141-210:

As your enemys platform passes through the next level of the tower, he leaps off and disappears from view. A few moments later, when your platform reaches this level, Wolfs Bane is nowhere to be seen. You step into the circular chamber and cast your eyes around its bare metallic surfaces. There is only one exit from here: a narrow tunnel in the north wall.

-

Quickly you enter this tunnel and discover foot- prints in the dust which blankets the floor. You follow the tracks, but they soon fade and then disappear completely. You stop to examine the floor and your tracking skills tell you that your adversary is deliberately masking his trail. Deter- mined not to give up the pursuit, you break into a run and hurry along this tunnel to where it makes a sharp turn to the left. What you see filling the corridor ahead brings you skidding to a halt.

-

The way is blocked by a ctiss-crossed tangle of thick, gluey strands, which are anchored to the floor, walls and ceiling. You sense that Wolfs Bane has cast this magical net to ensnare and delay you while he makes good his escape.

- If you possess the Sornmerswerd, turn to 118. +

Quickly you enter this tunnel and discover footprints in the dust which blankets the floor. You follow the tracks, but they soon fade and then disappear completely. You stop to examine the floor and your tracking skills tell you that your adversary is deliberately masking his trail. Determined not to give up the pursuit, you break into a run and hurry along this tunnel to where it makes a sharp turn to the left. What you see filling the corridor ahead brings you skidding to a halt.

+

The way is blocked by a criss-crossed tangle of thick, gluey strands, which are anchored to the floor, walls and ceiling. You sense that Wolfs Bane has cast this magical net to ensnare and delay you while he makes good his escape.

+ If you possess the Sommerswerd, turn to 118. If you possess Kai-alchemy, and wish to use it, turn to 233. If you possess Grand Weaponmastery, have attained the Kai rank of Sun Lord, and possess a bladed weapon (ie sword, axe, dagger etc), turn to 187. If you possess none of these skills, rank, weapons or Special Item, turn to 69. @@ -1155,7 +1158,7 @@ Suggestions for Wolfs Bane, sections 141-210: 38 -

Your blow has ripped a hole in the creatures sil- very wing. The wound is not fatal, but the damage is enough to render the hungry creature incapable of ascending any higher. It emits a loud buzz of frustration which fades as it slowly spirals away towards a cluster of smaller dragonflies hovering near the centre of the gorge.

+

Your blow has ripped a hole in the creatures silvery wing. The wound is not fatal, but the damage is enough to render the hungry creature incapable of ascending any higher. It emits a loud buzz of frustration which fades as it slowly spirals away towards a cluster of smaller dragonflies hovering near the centre of the gorge.

Several minutes elapse before your tireless mount reaches the apex of the cavern and soars into the light-filled vent. Upon entering this vast aperture you are buffeted by crosswinds which sweep you and your air-steed precariously close to its rocky lip. The shock of the unexpectedly violent wind causes your mount to circle around the lip and attempt to dive back into the cavern. Blind with fear, it no longer responds to your commands, forcing you to take drastic action to avoid being carried back into the gorge. As you swoop past a rocky outcrop, you leap from the creatures back and abandon yourself to the crosswinds. Only your Kai mastery and your lightning-swift reactions save you from being crushed to death as you are blown towards the jagged, volcanic rock.

Miraculously, you survive the impact and are able to haul yourself out of the vent and climb safely onto a surface that you assume is the roof of the cavern. Seeking shelter from the raging crosswinds, you squeeze yourself into a hollow in the porous rock from where you are able to take stock of your new surroundings. The sight makes you gasp, for it is a view that truly rivals the fertile wonders of the cavern below.

Turn to 239. @@ -1189,8 +1192,8 @@ Suggestions for Wolfs Bane, sections 141-210: 41 -

Black Hawk unsheathes his sword and rests this gleaming band of Sornmlending steel across his forearm, awaiting your signal to proceed. You cast your eyes over the surface of the wall one last time, to satisfy yourself that you can detect no lurking traps, and when you are fully confident that it is safe you nod your head affirmatively. Because you are so sure that there is no threat, what occurs in the next instant is doubly shocking.

-

Black Hawk puts the tip of his sword to the hairline crack in the wall and presses forward with all of his weight. But, unexpectedly, he meets with no resistance. His blade disappears into the wall and the young Kai Master stumbles forwards and van- ishes through the seemingly solid granite. For a second or two there is a deathly silence. Then an explosion of white light obliterates your vision and you feel a searing wave of heat buffet your face and body.

+

Black Hawk unsheathes his sword and rests this gleaming band of Sommlending steel across his forearm, awaiting your signal to proceed. You cast your eyes over the surface of the wall one last time, to satisfy yourself that you can detect no lurking traps, and when you are fully confident that it is safe you nod your head affirmatively. Because you are so sure that there is no threat, what occurs in the next instant is doubly shocking.

+

Black Hawk puts the tip of his sword to the hairline crack in the wall and presses forward with all of his weight. But, unexpectedly, he meets with no resistance. His blade disappears into the wall and the young Kai Master stumbles forwards and vanishes through the seemingly solid granite. For a second or two there is a deathly silence. Then an explosion of white light obliterates your vision and you feel a searing wave of heat buffet your face and body.

Pick a number from the Random Number Table.

If the number you have picked is 04, turn to 223. If it is 59, turn to 99. @@ -1201,9 +1204,9 @@ Suggestions for Wolfs Bane, sections 141-210: 42 -

You hear the great portal closing behind the hover- wagon. It makes surprisingly little noise for such a huge expanse of iron, barely a serpent-like hiss as it seals out the stormy city wind. You stay hidden until the wagon comes to a halt and then you venture a glance over the side of its cargo bay to assess the situation.

+

You hear the great portal closing behind the hover-wagon. It makes surprisingly little noise for such a huge expanse of iron, barely a serpent-like hiss as it seals out the stormy city wind. You stay hidden until the wagon comes to a halt and then you venture a glance over the side of its cargo bay to assess the situation.

Before your eyes there stretches a cavernous plaza, crafted entirely of steel, glass, silver and iron. Towering girders arc over your head, buttressed upon each other to support the many upper levels of this stupendous edifice. The plaza is vast and alien in design, and it is virtually deserted. You count no more than six armoured warriors, some so far distant that you have to magnify your vision to be sure that they are what they seem.

-

The arrival of the wagon attracts no attention. The driverless craft has docked of its own accord at a steel jetty that encircles an iron support pillar. The coast is clear and so you waste no time in attempt- ing to locate your adversarys trail. As expected, you find traces of his tracks close to the portal. They lead you to an archway which opens into a steel-lined chamber that has two exits: one to the left, the other to the right. Here the tracks become indistinct; you are unable to determine which way Wolfs Bane went from here.

+

The arrival of the wagon attracts no attention. The driverless craft has docked of its own accord at a steel jetty that encircles an iron support pillar. The coast is clear and so you waste no time in attempting to locate your adversarys trail. As expected, you find traces of his tracks close to the portal. They lead you to an archway which opens into a steel-lined chamber that has two exits: one to the left, the other to the right. Here the tracks become indistinct; you are unable to determine which way Wolfs Bane went from here.

If you wish to explore the left exit, turn to 243. If you choose to explore the right exit, turn to 254.
@@ -1224,7 +1227,7 @@ Suggestions for Wolfs Bane, sections 141-210: 44 -

Your arrow flies straight and true and hits the crea- tures glowing eye, yet it does not penetrate deep enough to cause a fatal wound. The eye dims but the beast does not slow its pace, and there is now no time for a second shot. You only just have time to unsheathe a hand weapon to defend yourself as the metallic horror comes leaping at you through the darkness.

+

Your arrow flies straight and true and hits the creatures glowing eye, yet it does not penetrate deep enough to cause a fatal wound. The eye dims but the beast does not slow its pace, and there is now no time for a second shot. You only just have time to unsheathe a hand weapon to defend yourself as the metallic horror comes leaping at you through the darkness.

Mech-wulf4440

This creature is immune to all psychic attacks.

If you win this combat, turn to 5. @@ -1235,9 +1238,9 @@ Suggestions for Wolfs Bane, sections 141-210: 45 -

The swift and unexpected ferocity of this psychic assault makes you fall to your knees and clasp your head in both hands. Pain is flooding your mind and causing your body to convulse with psychic shock. Dimly, through a red haze, you sense that the Plati- num Amulet you are wearing around your neck affords you some defence against this attack. Sadly, it is insufficient to save you from sustaining damage to the fabric of your mind.

+

The swift and unexpected ferocity of this psychic assault makes you fall to your knees and clasp your head in both hands. Pain is flooding your mind and causing your body to convulse with psychic shock. Dimly, through a red haze, you sense that the Platinum Amulet you are wearing around your neck affords you some defence against this attack. Sadly, it is insufficient to save you from sustaining damage to the fabric of your mind.

Pick a number from the Random Number Table (0=10). Now add 5 to the number you have chosen. The resultant total equals the number of ENDURANCE points you have lost due to this psychic attack.

- If you survive this mental assault, you may con­ tinue by turning to 203. + If you survive this mental assault, you may continue by turning to 203.
@@ -1245,7 +1248,7 @@ Suggestions for Wolfs Bane, sections 141-210: 46 -

You open the cage door and command the crea- ture to jump onto your outstretched arm. You are hoping to be able to use it as a guide to help you find Wolfs Bane, but the primate does not co- operate as expected. It is deeply confused. It thinks that you are Wolfs Bane and adamantly it refuses to leave its cage.

+

You open the cage door and command the creature to jump onto your outstretched arm. You are hoping to be able to use it as a guide to help you find Wolfs Bane, but the primate does not co-operate as expected. It is deeply confused. It thinks that you are Wolfs Bane and adamantly it refuses to leave its cage.

You detect that it has suffered cruelly at the hands of the impostor, and this sudden realization serves to strengthen your determination to find and defeat him. You take one last look at the pitiful creature before closing the cage door, and continuing your exploration of the tower by way of the circular stairs.

Turn to 287.
@@ -1255,11 +1258,11 @@ Suggestions for Wolfs Bane, sections 141-210: 47 -

As you emerge from the tunnel, the oppressive jungle heat hits you like a sledgehammer. Your Magnakai Discipline of Nexus automatically regu­ lates your body temperature, making the heat bear- able, yet even so it comes as a shock that any living creature can exist in this hellish environment.

+

As you emerge from the tunnel, the oppressive jungle heat hits you like a sledgehammer. Your Magnakai Discipline of Nexus automatically regulates your body temperature, making the heat bearable, yet even so it comes as a shock that any living creature can exist in this hellish environment.

Unfortunately, the shock of the jungle heat is only the first of two nasty surprises that await you. The second is a barbed arrow that whistles from out of the dense foliage and comes speeding towards your forehead!

If you possess Kai-alchemy, and have attained the rank of Sun Knight or higher, turn to 152. If you possess Kai-alchemy but have yet to reach this level of Kai mastery, turn to 270. - If you do not possess this Grand Master Disci- pline, turn to 232. + If you do not possess this Grand Master Discipline, turn to 232.
@@ -1279,8 +1282,8 @@ Suggestions for Wolfs Bane, sections 141-210:

With mixed feelings of fear and fascination you force open your eyes and gaze upon your alien surroundings. At first it seems as if you have fallen into a humid, green-walled cell, illuminated by a solitary lantern at the apex of a fluted chimney-like ceiling. Then slowly your mind makes sense of sights and smells and the realization of where you are makes you shiver with dread.

-

You have landed inside the corolla tube of some gigantic flower. Huge stamens rise up to the light from the sticky bowl-shaped floor on which you lie, and nearby there is a large, chute-like tunnel which drops away into the plants hollow stem. For a moment you close your eyes and let your psychic senses explore this strange environment. Your greatest fear is that you have been drawn through the Shadow Gate to the Plane of Darkness, the supernatural realm of Dark God Naar, yet you can detect no abnormally high concentrations of evil. Also, you are unable to sense the presence of your adversaryWolfs Bane. Your hopes begin to rise when suddenly you realize that you are still some­ where within the material universe of Aon. You are able to determine that this alien place is not your home world, yet you are certain that it is a planet that lies within the same galaxy as Magnamund.

-

You cling to this small crumb of comfort and resolve to find a way of returning to Magnamund as quickly as you can. You open your eyes and stare around the walls of your plant-prison, search- ing for a means of escape. There appear to be only two ways out: by climbing a stamen towards the light high above, or by sliding down the nearby chute which plunges deep into the plants stem.

+

You have landed inside the corolla tube of some gigantic flower. Huge stamens rise up to the light from the sticky bowl-shaped floor on which you lie, and nearby there is a large, chute-like tunnel which drops away into the plants hollow stem. For a moment you close your eyes and let your psychic senses explore this strange environment. Your greatest fear is that you have been drawn through the Shadow Gate to the Plane of Darkness, the supernatural realm of Dark God Naar, yet you can detect no abnormally high concentrations of evil. Also, you are unable to sense the presence of your adversaryWolfs Bane. Your hopes begin to rise when suddenly you realize that you are still somewhere within the material universe of Aon. You are able to determine that this alien place is not your home world, yet you are certain that it is a planet that lies within the same galaxy as Magnamund.

+

You cling to this small crumb of comfort and resolve to find a way of returning to Magnamund as quickly as you can. You open your eyes and stare around the walls of your plant-prison, searching for a means of escape. There appear to be only two ways out: by climbing a stamen towards the light high above, or by sliding down the nearby chute which plunges deep into the plants stem.

If you wish to climb a stamen, turn to 264. If you choose to slide down the hollow stem, turn to 103.
@@ -1291,7 +1294,7 @@ Suggestions for Wolfs Bane, sections 141-210:

You have covered twenty yards of a passageway that extends from the balcony when you hear a grating noise. It is a concealed portal, and it is sliding shut to seal off the hall through which you have just passed.

-

Ahead lies a chamber which is bedecked with a score of lavish tapestries, each depicting the land­ scapes of remote and wondrous planets within the universe of Aon. Your adversarys tracks pass through this opulent chamber and end at a pair of stout wooden doors, inlaid with exquisite gold marquetry. You place your ear to one of the doors and concentrate. The only sound you can hear is the crackle of a log fire, but your Kai senses detect the presence of your adversary in the room beyond. You peer through a keyhole and glimpse part of a gallery with a railed parapet. The wooden rails are lit from below by the warming yellow flicker of a fire.

+

Ahead lies a chamber which is bedecked with a score of lavish tapestries, each depicting the landscapes of remote and wondrous planets within the universe of Aon. Your adversarys tracks pass through this opulent chamber and end at a pair of stout wooden doors, inlaid with exquisite gold marquetry. You place your ear to one of the doors and concentrate. The only sound you can hear is the crackle of a log fire, but your Kai senses detect the presence of your adversary in the room beyond. You peer through a keyhole and glimpse part of a gallery with a railed parapet. The wooden rails are lit from below by the warming yellow flicker of a fire.

You reach out to open the doors and confront your enemy, but a strong sense of unease stays your hand. It feels as if a swarm of butterflies are fighting to escape from your churning stomach. You have a chilling premonition that a confrontation with Wolfs Bane in the room beyond could prove fatal for both of you. This fear prompts you to pray to the Gods Kai and Ishir to sustain and protect you in the coming fight.

Pick a number from the Random Number Table.

If the number you have picked is 04, turn to 104. @@ -1303,7 +1306,7 @@ Suggestions for Wolfs Bane, sections 141-210: 51 -

You relax the tension in your body and allow your- self to enter a trance state, the preliminary stage required before you spirit-walk. You feel yourself leave your corporeal body and, in spirit form, you move through the curtain of vines and out into the jungle heat. Immediately beyond the cave mouth there is a small clearing which slopes away to the jungle perimeter. You scan the border of dense foliage and you are shocked when you detect your adversary, Wolfs Bane, hiding among the bushes less than fifty yards away. He is armed with a bow which he has trained upon the entrance to the tunnel.

+

You relax the tension in your body and allow yourself to enter a trance state, the preliminary stage required before you spirit-walk. You feel yourself leave your corporeal body and, in spirit form, you move through the curtain of vines and out into the jungle heat. Immediately beyond the cave mouth there is a small clearing which slopes away to the jungle perimeter. You scan the border of dense foliage and you are shocked when you detect your adversary, Wolfs Bane, hiding among the bushes less than fifty yards away. He is armed with a bow which he has trained upon the entrance to the tunnel.

You retreat into the cave mouth and re-enter your body. On awakening from your trance, you move forward and peer through the hanging vines to locate your enemys hiding place. So advanced is his camouflage skill that it takes you several minutes to find him. Once you are sure you have him, you allow yourself a smile; you are looking forward to turning the tables on this arrogant impostor.

If you have a Bow and wish to use it, turn to 196. If you possess Grand Nexus, and have attained the rank of Kai Grand Crown (and wish to use your mastery), turn to 43. @@ -1316,7 +1319,7 @@ Suggestions for Wolfs Bane, sections 141-210:

You haul yourself out of the putrid, salty water, and narrowly avoid the clutches of the cellar beast. The creature opens its fanged jaw and issues a gurgling roar of frustration as it gets ready to climb onto the steps and pursue you.

- If you possess Grand Pathsrnanship, and have attained the rank of Sun Thane, turn to 172. + If you possess Grand Pathsmanship, and have attained the rank of Sun Thane, turn to 172. If you do not possess this skill, or if you have yet to attain this level of Kai mastery, turn to 17.
@@ -1326,7 +1329,7 @@ Suggestions for Wolfs Bane, sections 141-210:

Star Lynx dives for cover behind the gravestone, but you stay on your feet to watch the trajectory of the rock as it disappears into the open tomb. The moment it passes over the glyph there is a blinding flash of white light, followed almost instantly by the deafening crackle of exploding electrical energies. You are hit by the concussive force of the explosion which knocks you flat on your backlose 2 ENDURANCE points.

-

As you lie on the hard damp ground, gasping for breath, you can hear splinters of stone ricocheting off the surrounding gravestones and smell the stench of scorched earth and ozone in the air. Then, abruptly, the noise and light abates and the burial ground is shrouded once more in gloomy silence. You pull yourself to your feet to see that the doorway is now clear of rubble, save for the slab upon which the glyph is inscribed. The destructive power of the glyph has been dis- charged, but only temporarily. Your senses warn you that it is recharging; you have but a few seconds in which to enter the tomb before the magical device is active once more.

+

As you lie on the hard damp ground, gasping for breath, you can hear splinters of stone ricocheting off the surrounding gravestones and smell the stench of scorched earth and ozone in the air. Then, abruptly, the noise and light abates and the burial ground is shrouded once more in gloomy silence. You pull yourself to your feet to see that the doorway is now clear of rubble, save for the slab upon which the glyph is inscribed. The destructive power of the glyph has been discharged, but only temporarily. Your senses warn you that it is recharging; you have but a few seconds in which to enter the tomb before the magical device is active once more.

Quickly, my lords, you shout, as you hurry towards the entrance, Follow me!

Turn to 131.
@@ -1336,7 +1339,7 @@ Suggestions for Wolfs Bane, sections 141-210: 54 -

One of the arrows whistles past dangerously close to your legs, while the other passes wide and shat- ters harmlessly against the ceiling. Before the crea- tures can reload and fire again, you reach the bal- cony and speak the words which negate the effects of the Teleport spell. The moment your feet touch the ground, you hurry into the archway beyond.

+

One of the arrows whistles past dangerously close to your legs, while the other passes wide and shatters harmlessly against the ceiling. Before the creatures can reload and fire again, you reach the balcony and speak the words which negate the effects of the Teleport spell. The moment your feet touch the ground, you hurry into the archway beyond.

Use of the Teleport spell costs you 4 ENDURANCE points. Be sure to make the necessary adjustment to your Action Chart.

To continue, turn to 50.
@@ -1346,9 +1349,9 @@ Suggestions for Wolfs Bane, sections 141-210: 55 -

Cursing your predicament, you steel yourself to confront the chained serpent. Unsheathing your weapon, you take your first tentative steps towards the hissing creature and soon discover that its iron collar and chain will prevent it from reaching you so long as you keep close to the cavern wall. Mind­ ful of this, you skirt around the writhing serpent and inch your way carefully towards the tunnel. However, you have progressed only a few yards when you feel the floor sloping away. The water is getting deeper.

+

Cursing your predicament, you steel yourself to confront the chained serpent. Unsheathing your weapon, you take your first tentative steps towards the hissing creature and soon discover that its iron collar and chain will prevent it from reaching you so long as you keep close to the cavern wall. Mindful of this, you skirt around the writhing serpent and inch your way carefully towards the tunnel. However, you have progressed only a few yards when you feel the floor sloping away. The water is getting deeper.

If you possess Magi-magic, turn to 234. - If you do not possess this Grand Master Disci- pline, turn to 25. + If you do not possess this Grand Master Discipline, turn to 25.
@@ -1375,7 +1378,7 @@ Suggestions for Wolfs Bane, sections 141-210: 58 -

Hurriedly you recite the words of the Brotherhood spell Counterspell and, to your relief and amaze- ment, the fire-bolt splutters and dissolves within an arms reach of your face.

+

Hurriedly you recite the words of the Brotherhood spell Counterspell and, to your relief and amazement, the fire-bolt splutters and dissolves within an arms reach of your face.

Turn to 37.
@@ -1402,7 +1405,7 @@ Suggestions for Wolfs Bane, sections 141-210: 61 -

Using your advanced mastery, you are able to pro- ject the image of the creatures most-feared adver- sary into its minds eye. The huge serpent reacts violently; it twists and wrenches at its iron collar in a desperate attempt to break free from its bonds. Its great body, which is studded with tiny barbed horns, thrashes the water into a stinking foam as it writhes back and forth in front of the exit tunnel. Your psychic projection has this creature terrified, but its state of near-panic will now make it difficult for you to reach the tunnel and escape from this cavern.

+

Using your advanced mastery, you are able to project the image of the creatures most-feared adversary into its minds eye. The huge serpent reacts violently; it twists and wrenches at its iron collar in a desperate attempt to break free from its bonds. Its great body, which is studded with tiny barbed horns, thrashes the water into a stinking foam as it writhes back and forth in front of the exit tunnel. Your psychic projection has this creature terrified, but its state of near-panic will now make it difficult for you to reach the tunnel and escape from this cavern.

If you possess Kai alchemy, turn to 293. If you do not possess this skill, turn to 326.
@@ -1412,10 +1415,10 @@ Suggestions for Wolfs Bane, sections 141-210: 62 -

The moment you negate your spell of levitation and set foot upon firm ground, you feel a warm breeze. You sense that it comes from a stairwell at the far end of this new hail and, when you investi- gate it, you rediscover Wolfs Banes footprints on the stone steps. You cast your hands over them and detect that this is not a false trail: your enemy passed this way sometime within the last hour.

+

The moment you negate your spell of levitation and set foot upon firm ground, you feel a warm breeze. You sense that it comes from a stairwell at the far end of this new hail and, when you investigate it, you rediscover Wolfs Banes footprints on the stone steps. You cast your hands over them and detect that this is not a false trail: your enemy passed this way sometime within the last hour.

Slowly you ascend the stairs and arrive at the arched entrance to a large, vaulted stone chamber. Gathered around a fountain set into its north wall are a group of six grey-skinned humanoids. They are busy drinking a clear, oily fluid that pours from the fountains spout into a semi-circular trough. All are barefoot and clad in rags, and they are each armed with a spear and a bow. The only exit from this chamber appears to be an archway set high in the north wall. There is a balcony in front of it that can only be reached by two flights of stairs which rise up on either side of the fountain.

Quietly you observe the creatures slaking their thirsts, and you try to formulate a way in which you can get past them and reach the balconied exit in the north wall.

- If you possess a Bow, and the Discipline of Magi- Magic, and have attained the rank of Kai Grand Guardian, turn to 138. + If you possess a Bow, and the Discipline of Magi-Magic, and have attained the rank of Kai Grand Guardian, turn to 138. If you possess Kai-alchemy and have attained the rank of Grand Crown (and wish to use it), turn to 26. If you do not possess these skills, or a Bow, or if you have yet to attain the required levels of Kai mastery, turn to 121.
@@ -1425,9 +1428,9 @@ Suggestions for Wolfs Bane, sections 141-210: 63 -

You release your grip of your enemy and roll away from him. Moments later, the beam from his com- rades weapon hits his side and erupts through the back of his armour. The force of the impact lifts him bodily from the floor and hurls him into a pile of rusty cylinders, bringing them crashing down to bury him. Shocked and angry at having acciden­ tally killed his confederate, the newly-arrived war­ rior rushes forward. He is determined to find and finish you once and for all, but his anger and his armour put him at a disadvantage. He fails to see where you have gone and, under cover of the smoke and debris, you manage to circle around behind him without being seen.

+

You release your grip of your enemy and roll away from him. Moments later, the beam from his comrades weapon hits his side and erupts through the back of his armour. The force of the impact lifts him bodily from the floor and hurls him into a pile of rusty cylinders, bringing them crashing down to bury him. Shocked and angry at having accidentally killed his confederate, the newly-arrived warrior rushes forward. He is determined to find and finish you once and for all, but his anger and his armour put him at a disadvantage. He fails to see where you have gone and, under cover of the smoke and debris, you manage to circle around behind him without being seen.

If you possess Kai-alchemy, turn to 39. - If you do not possess this Grand Master Disci- pline, turn to 349. + If you do not possess this Grand Master Discipline, turn to 349.
@@ -1435,7 +1438,7 @@ Suggestions for Wolfs Bane, sections 141-210: 64 -

The moment you complete the code, you feel a shuddering vibration run through the great iron portal. Slowly it grinds open to reveal an ante- chamber that is lit by a dozen flaming torches set around its glassy walls. The wind has now become so fierce that it is tearing the fabric of your cloak and tunic. Rather than remain outside in the storm a moment longer, you hurry through the open portal and seek shelter within.

+

The moment you complete the code, you feel a shuddering vibration run through the great iron portal. Slowly it grinds open to reveal an antechamber that is lit by a dozen flaming torches set around its glassy walls. The wind has now become so fierce that it is tearing the fabric of your cloak and tunic. Rather than remain outside in the storm a moment longer, you hurry through the open portal and seek shelter within.

Turn to 227.
@@ -1454,10 +1457,10 @@ Suggestions for Wolfs Bane, sections 141-210: 66 -

You ask Steel Hand to give you his rope and he obeys dutifully. Then you utter the words of the Brotherhood Spell Levitation and almost immedi- ately you feel gravity losing its grip on your body. Gently you rise to the ceiling of the vault where, using the exposed stone buttresses, you are able to pull yourself along until you are directly above the centre of the fissure. Here you fix one end of the rope to an exposed stone beam and cast the other end to your companions wailing below. One by one they swing across the void and, when all have crossed safely, you untie the rope and pull yourself to the far side before intoning the words that cancel the effects of the spell.

+

You ask Steel Hand to give you his rope and he obeys dutifully. Then you utter the words of the Brotherhood Spell Levitation and almost immediately you feel gravity losing its grip on your body. Gently you rise to the ceiling of the vault where, using the exposed stone buttresses, you are able to pull yourself along until you are directly above the centre of the fissure. Here you fix one end of the rope to an exposed stone beam and cast the other end to your companions wailing below. One by one they swing across the void and, when all have crossed safely, you untie the rope and pull yourself to the far side before intoning the words that cancel the effects of the spell.

It is clear from their wide-eyed expressions that they are all impressed with your mastery of Brotherhood magic, especially Steel Hand. You gather up his rope and as you give it back to him you say: Dont worry. One day Ill instruct you in the ways of magic so that you, too, can walk a ceiling!

The young Kai Master smiles as he stuffs his rope into his bulging backpack.

-

And now, my lords, we must press on. Weve a trail to find, you say, and you motion your com­ panions to follow as you get ready to leave this chamber.

+

And now, my lords, we must press on. Weve a trail to find, you say, and you motion your companions to follow as you get ready to leave this chamber.

Turn to 160.
@@ -1466,7 +1469,7 @@ Suggestions for Wolfs Bane, sections 141-210: 67 -

You feel your throat tightening and your lungs col- lapsing as the air is sucked out of the chamber. The whirling flames of the fire have rapidly trans- formed into a raging vortex which is dragging into its core every loose item in the banquet hall. You and Alyss hang on to the banister rail affixed to the gallery stairs, but it is becoming increasingly difficult to maintain your grip. Chairs, tapestries, tables and other furniture batter you as they tumble past to be sucked into the vortex (lose 4 ENDURANCE points). Then the rail collapses and the two of you are drawn into the raging heart of this fearsome whirlpool.

+

You feel your throat tightening and your lungs collapsing as the air is sucked out of the chamber. The whirling flames of the fire have rapidly transformed into a raging vortex which is dragging into its core every loose item in the banquet hall. You and Alyss hang on to the banister rail affixed to the gallery stairs, but it is becoming increasingly difficult to maintain your grip. Chairs, tapestries, tables and other furniture batter you as they tumble past to be sucked into the vortex (lose 4 ENDURANCE points). Then the rail collapses and the two of you are drawn into the raging heart of this fearsome whirlpool.

Turn to 170.
@@ -1497,7 +1500,7 @@ Suggestions for Wolfs Bane, sections 141-210: 70 -

You are within a few feet of the exit tunnel when a heavy sheet of iron falls from the ceiling and seals off your chosen route of escape. You spin around and glimpse the creatures in the pot who attempted to shoot you full of arrows. They are small, blue- skinned reptilians, with cruel crocodilian faces and curiously human hands. They are armed with finely crafted bows of gleaming white bone which you detect are capable of discharging six poisoned arrows every second. The reptilians are close to reloading these bowsyou must act quickly if you are to avoid becoming the target of another deadly volley.

+

You are within a few feet of the exit tunnel when a heavy sheet of iron falls from the ceiling and seals off your chosen route of escape. You spin around and glimpse the creatures in the pot who attempted to shoot you full of arrows. They are small, blue-skinned reptilians, with cruel crocodilian faces and curiously human hands. They are armed with finely crafted bows of gleaming white bone which you detect are capable of discharging six poisoned arrows every second. The reptilians are close to reloading these bowsyou must act quickly if you are to avoid becoming the target of another deadly volley.

If you possess Kai-alchemy, and wish to use it, turn to 277. If you possess Magi-magic, and wish to use it, turn to 219. If you possess a Bow and wish to use it, turn to 136. @@ -1510,7 +1513,7 @@ Suggestions for Wolfs Bane, sections 141-210:

Once outside, you focus your tracking skills and attempt to pick up your enemys trail. You have a feeling that he may have doubled-back on his tracks and so you retrace your steps to the street where you first appeared in this alien city. As you are nearing this place, you suddenly hear the ringing metallic clang of an iron girder falling from a height. The noise echoes from an alleyway off to your right and immediately you go to investigate.

-

At the end of the alley you discover a derelict warehouse. Fire has ravaged its interior and much of the roof has caved in, but amongst the debris you can see that it once stored metal cylinders and coils of wire. You stop at the entrance and listen. Your caution is rewarded when you hear footsteps at the rear of the building. You draw your weapon and enter, using the debris for cover as you inch your way towards the back of the ruined ware- house. You are moving between cover when sud­ denly you see the outline of a human form silhouet- ted against a broken window. Instantly you know that it is not Wolfs Bane: this figure is clad in grey, close-fitting armour and is holding a metallic spear. The realization makes you hesitate, and in that split second of indecision, the armoured figure sees you and raises its spear. A blinding flame ignites at its tip and a beam of white-hot light comes speeding towards your chest.

+

At the end of the alley you discover a derelict warehouse. Fire has ravaged its interior and much of the roof has caved in, but amongst the debris you can see that it once stored metal cylinders and coils of wire. You stop at the entrance and listen. Your caution is rewarded when you hear footsteps at the rear of the building. You draw your weapon and enter, using the debris for cover as you inch your way towards the back of the ruined warehouse. You are moving between cover when suddenly you see the outline of a human form silhouetted against a broken window. Instantly you know that it is not Wolfs Bane: this figure is clad in grey, close-fitting armour and is holding a metallic spear. The realization makes you hesitate, and in that split second of indecision, the armoured figure sees you and raises its spear. A blinding flame ignites at its tip and a beam of white-hot light comes speeding towards your chest.

Pick a number from the Random Number Table. If you possess Grand Pathsmanship, add 3 to the number you have picked.

If your total is now 5 or less, turn to 312. If it is 6 or higher, turn to 6. @@ -1521,7 +1524,7 @@ Suggestions for Wolfs Bane, sections 141-210: 72 -

You motion to your companions to follow, then you take your first step into the dark tomb. Sud­ denly there is a blinding flash of white light fol- lowed almost instantly by the deafening crackle of exploding electrical energies. Pain consumes your body as you are lifted into the air and thrown backwards by the blast. You have triggered a hidden power-glyph, a magical booby trap, you have been caught by its explosive energy.

+

You motion to your companions to follow, then you take your first step into the dark tomb. Suddenly there is a blinding flash of white light followed almost instantly by the deafening crackle of exploding electrical energies. Pain consumes your body as you are lifted into the air and thrown backwards by the blast. You have triggered a hidden power-glyph, a magical booby trap, you have been caught by its explosive energy.

Pick a number from the Random Number (0=10). Now add 5 to the number you picked. The resulting total equals the number ENDURANCE points you lose.

Make the necessary adjustments to your Action Chart before turning to 13. @@ -1533,8 +1536,8 @@ Suggestions for Wolfs Bane, sections 141-210:

Your advanced Kai mastery reveals to you that a hoard of precious platinum is stored in a chamber at the end of the left corridor.

- If you wish to explore the left conidor, turn to 95. - If you choose instead to explore the right corri- dor, turn to 137. + If you wish to explore the left corridor, turn to 95. + If you choose instead to explore the right corridor, turn to 137.
@@ -1558,7 +1561,7 @@ Suggestions for Wolfs Bane, sections 141-210:

With a loud and angry buzzing noise, the predatory dragonfly circles you twice and then dives down like a speeding hawk to make its initial attack.

Golasyx4945 -

This creature is attempting to stab you with the tip of its spear-like proboscis as it swoops past, there- fore you need only fight this combat for one round.

+

This creature is attempting to stab you with the tip of its spear-like proboscis as it swoops past, therefore you need only fight this combat for one round.

If you inflict an equal or greater ENDURANCE loss upon the enemy in this single round of combat, turn to 163. If you sustain a greater ENDURANCE loss than your enemy, turn to 221.
@@ -1568,7 +1571,7 @@ Suggestions for Wolfs Bane, sections 141-210: 76 -

Using your advanced mastery, you cause the dragonflys wounds to close up and heal. Con­ sciousness and strength return to its battered body and the creature is able to pull out of its dive before it is too late. It swoops deep into the cavernous moat of the tower to gather speed for its ascent into the clouds. As you soar past the top of the tower, you see that the dragonfly pens have been completely destroyed by the explosion. Fire rages through the uppermost levels of the tower, and is spreading quickly to those below.

+

Using your advanced mastery, you cause the dragonflys wounds to close up and heal. Consciousness and strength return to its battered body and the creature is able to pull out of its dive before it is too late. It swoops deep into the cavernous moat of the tower to gather speed for its ascent into the clouds. As you soar past the top of the tower, you see that the dragonfly pens have been completely destroyed by the explosion. Fire rages through the uppermost levels of the tower, and is spreading quickly to those below.

Turn to 310.
@@ -1588,7 +1591,7 @@ Suggestions for Wolfs Bane, sections 141-210: 78 -

You motion your companions to follow as you leave this chamber by a tunnel in its south wall. This new passage gradually descends by slope and stair through deeper levels of the catacombs. You detect no trace of the impostor and, when even- tually the tunnel comes to a dead end, you curse your ill luck and turn reluctantly to retrace your steps. It is then that you sense a faint but lingering aura of evil close to the tunnel floor.

+

You motion your companions to follow as you leave this chamber by a tunnel in its south wall. This new passage gradually descends by slope and stair through deeper levels of the catacombs. You detect no trace of the impostor and, when eventually the tunnel comes to a dead end, you curse your ill luck and turn reluctantly to retrace your steps. It is then that you sense a faint but lingering aura of evil close to the tunnel floor.

Closer inspection reveals a trapdoor set into the flagstones. You pull this heavy hatch open and discover a circular chute and a ladder descending into darkness. Your heart misses a beat when you notice fresh tracks on the ladders iron rungs: at last you have found the impostors trail.

Cautiously you lead the descent into the chute, using your powers of infravision to scan for signs of movement in the damp darkness below. After several minutes you reach the bottom of the ladder where you discover a large vaulted chamber. Around its walls are positioned urns and grey stone caskets, each embellished with traces of gold. There is an unexpected air of opulence about this vault which prompts you to guess that it is a secret burial tomb.

If you have ever visited the Graveyard of the Ancients in a previous Lone Wolf adventure, turn to 182. @@ -1621,7 +1624,7 @@ Suggestions for Wolfs Bane, sections 141-210:

How so?

By a duel, he replies. I challenge you to a duel. A fight to the finish. A fight between just you and I, Lone Wolf.

And if I refuse your challenge? you retort, defiantly.

-

Then your four frail acolytes will die. The impos­ tor sweeps his sword in a wide arc, as if to empha- size his threat, and the fiery wall at his back begins to change. The plumes of flame twist and spin with increasing speed until the wall is transformed into a swirling vortex. Fear tightens its icy fingers around your throat as you witness the creation of a Shadow Gatea portal to another plane of existence. At once you know his threat is real. If he were to direct the power of the vortex towards your paralysed companions, they would be helpless to resist. They would be sucked into the Shadow Gate and destroyed.

+

Then your four frail acolytes will die. The impostor sweeps his sword in a wide arc, as if to emphasize his threat, and the fiery wall at his back begins to change. The plumes of flame twist and spin with increasing speed until the wall is transformed into a swirling vortex. Fear tightens its icy fingers around your throat as you witness the creation of a Shadow Gatea portal to another plane of existence. At once you know his threat is real. If he were to direct the power of the vortex towards your paralysed companions, they would be helpless to resist. They would be sucked into the Shadow Gate and destroyed.

Very well, you say, I accept your challenge.

Wolfs Bane gives a triumphant smile and whirls his black sword around his head. Then he dashes the blade to the floor and, in a terrifying instant, a mighty gust of wind tears the two of you off your feet and sends you both hurling into the fiery heart of the dread Shadow Gate.

Turn to 200. @@ -1642,7 +1645,7 @@ Suggestions for Wolfs Bane, sections 141-210: 82 -

The reptilians complete the reloading of their bows, and together they lean over the lip of the pot to take aim at your unprotected body. Simultaneously they let fire, sending a stream of arrows whistling towards your chest, and you are forced to dive headlong into the grey slime to avoid being pep- pered with poison-tipped shafts. One of the bone arrows clips your calf and you feel an agonising pain shoot up the back of your thigh as its poison enters your blood: lose 2 ENDURANCE points.

+

The reptilians complete the reloading of their bows, and together they lean over the lip of the pot to take aim at your unprotected body. Simultaneously they let fire, sending a stream of arrows whistling towards your chest, and you are forced to dive headlong into the grey slime to avoid being peppered with poison-tipped shafts. One of the bone arrows clips your calf and you feel an agonising pain shoot up the back of your thigh as its poison enters your blood: lose 2 ENDURANCE points.

Your innate healing skills quickly neutralize the venom and seal the wound. Dripping with slime, you scramble to your feet and hear your thwarted enemies cursing you vilely as they fumble with their bows.

If you possess a Naptha Bomb, turn to 288. If you do not possess this item, turn to 320. @@ -1654,9 +1657,9 @@ Suggestions for Wolfs Bane, sections 141-210: 83 -

The steel walls of the room you have entered are sheened with ice. Several tall glass canisters stand in a circle at the centre of this frigid chamber, connected to one another with pipes and coils of copper cable. Their liquid contents bubble and seethe and appear to be boiling despite the freezing air temperature. You walk around them, mesmer- ized by the strange beauty of the roiling multi- coloured fluids. Then you sense imminent danger somewhere to your right and instantly you spin around to face it, your hand reaching reflexively to the weapon at your belt.

+

The steel walls of the room you have entered are sheened with ice. Several tall glass canisters stand in a circle at the centre of this frigid chamber, connected to one another with pipes and coils of copper cable. Their liquid contents bubble and seethe and appear to be boiling despite the freezing air temperature. You walk around them, mesmerized by the strange beauty of the roiling multi-coloured fluids. Then you sense imminent danger somewhere to your right and instantly you spin around to face it, your hand reaching reflexively to the weapon at your belt.

You see a dark stairwell and a shadowy shape which is crouched near to the bottom steps. It is Wolfs Bane. He is clutching a bow and he has an arrow drawn ready to fire. The instant you see him releases his bowstring and the tip of the arrow bursts into flames as it comes speeding towards your chest.

-

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDUR- ANCE score is 10 or less, deduct 2.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE score is 10 or less, deduct 2.

If your total is now 3 or lower, turn to 155. If it is 47, turn to 102. If it is 8 or higher, turn to 248. @@ -1668,8 +1671,8 @@ Suggestions for Wolfs Bane, sections 141-210:

You increase the rate of your ascent and swiftly accelerate beyond the reach of the predatory dragonfly. Unable to catch you, it emits a loud buzz of frustration which slowly fades as it spirals away. You glance down to see it satisfying its appetite in an attack upon a number of smaller dragonflies. From this great height they appear to be no larger than a cluster of colourful dots hovering above the centre of the great gorge.

-

After several minutes you reach the apex of the cavern and soar into the light-filled vent. Upon entering this vast aperture you are buffeted by crosswinds which sweep you precariously towards its rocky lip, yet your Kai mastery and your light- ning-swift reactions save you from being crushed to death as you are blown onto its jagged, volcanic edge.

-

You survive the impact and are able to haul your- self out of the vent and climb safely onto a surface that you assume to be the roof of the cavern. Seeking shelter from the raging crosswinds, you squeeze yourself into a hollow in the porous rock from where you are able to take stock of your new surroundings. The sight makes you gasp, for it is a view that truly rivals the fertile wonders of the cavern below.

+

After several minutes you reach the apex of the cavern and soar into the light-filled vent. Upon entering this vast aperture you are buffeted by crosswinds which sweep you precariously towards its rocky lip, yet your Kai mastery and your lightning-swift reactions save you from being crushed to death as you are blown onto its jagged, volcanic edge.

+

You survive the impact and are able to haul yourself out of the vent and climb safely onto a surface that you assume to be the roof of the cavern. Seeking shelter from the raging crosswinds, you squeeze yourself into a hollow in the porous rock from where you are able to take stock of your new surroundings. The sight makes you gasp, for it is a view that truly rivals the fertile wonders of the cavern below.

Turn to 239.
@@ -1701,7 +1704,7 @@ Suggestions for Wolfs Bane, sections 141-210: 87 -

Swiftly you place an arrow to your bow and take aim at the beasts left eye. It senses a threat to its sight, and instantly a layer of interlocking metal plates emerges from beneath its protruding fore- head to protect its vision. You offer up a prayer to the God Kai to guide youi aim, for the moving target you are attempting to hit is now no wider than the edge of a coin.

+

Swiftly you place an arrow to your bow and take aim at the beasts left eye. It senses a threat to its sight, and instantly a layer of interlocking metal plates emerges from beneath its protruding forehead to protect its vision. You offer up a prayer to the God Kai to guide your aim, for the moving target you are attempting to hit is now no wider than the edge of a coin.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, add 5 to the number you have picked.

If your total score is now 4 or less, turn to 322. If it is 59, turn to 44. @@ -1714,9 +1717,9 @@ Suggestions for Wolfs Bane, sections 141-210:

Caldar removes his hand from his sword and heaves a sigh of relief. Thank Ishir youve returned to us, Grand Master. Perhaps now the evil that has befallen Sommerlund will be avenged.

-

The Baron summons his gaoler who unlocks the shackles that encase your wrists. Then, as the three of you hurriedly ascend from the castle dungeons to the Great Hall, Caldar and Banedon confirm the account of events that you extracted earlier from the gaoler. In addition to these facts you also learn that several days ago an angry mob, composed in the main of soldiers and citizens from Holmgard, marched upon the Kai Monastery. Firestone, the most senior of the New Order Kai, pleaded with the mob for calm. Fortunately they heeded his call and allowed him to send four Kal Masters to Tysothe city where the impostor was last sighted. Firestone has ordered these four Kai to track down and slay the impostor as quickly as possible.

-

You are in no doubt that this impostor is a formi- dable enemy, one who could easily prove more than a match for the four young Kai. Anxious for their safety, you request that you be allowed to ride to Tyso to join with them. Banedon is in agree­ ment, but he suggests a swifter and surer way that you may reach Tyso. Moored to the tower of Baron Caldars castle is Cloud Dancerthe Guildmasters skyshipwhich he places at your disposal. Grate- fully you accept his generous offer.

-

You are keen to leave for Tyso without further delay, but before you depart, Baron Caldar offers you the chance td equip yourself with weapons and stores from his well-stocked armoury.

+

The Baron summons his gaoler who unlocks the shackles that encase your wrists. Then, as the three of you hurriedly ascend from the castle dungeons to the Great Hall, Caldar and Banedon confirm the account of events that you extracted earlier from the gaoler. In addition to these facts you also learn that several days ago an angry mob, composed in the main of soldiers and citizens from Holmgard, marched upon the Kai Monastery. Firestone, the most senior of the New Order Kai, pleaded with the mob for calm. Fortunately they heeded his call and allowed him to send four Kai Masters to Tysothe city where the impostor was last sighted. Firestone has ordered these four Kai to track down and slay the impostor as quickly as possible.

+

You are in no doubt that this impostor is a formidable enemy, one who could easily prove more than a match for the four young Kai. Anxious for their safety, you request that you be allowed to ride to Tyso to join with them. Banedon is in agreement, but he suggests a swifter and surer way that you may reach Tyso. Moored to the tower of Baron Caldars castle is Cloud Dancerthe Guildmasters skyshipwhich he places at your disposal. Gratefully you accept his generous offer.

+

You are keen to leave for Tyso without further delay, but before you depart, Baron Caldar offers you the chance to equip yourself with weapons and stores from his well-stocked armoury.

If you wish to accept the Barons offer, turn to 149. If you decide to decline his offer, turn to 260.
@@ -1735,9 +1738,9 @@ Suggestions for Wolfs Bane, sections 141-210: 90 -

You force your way through the dense tangle of plants and grasses and soon reach the place where Wolfs Bane lay in wait for you. The foliage around this hiding place has been carefully arranged, which suggests to you that he must have spent some considerable time setting his ambush. Yet there is also evidence of a hasty retreat. Lying on the ground behind a tree you discover 2 Arrows and a Dagger (if you wish to take one or more of these, remember to make the appropriate adjust ments to your Action Chart).

-

Determined to stay on his trail while it is still fresh, you leave this hide and press deeper into the jungle in pursuit of your enemy. However, you have penetrated less than twenty yards into the under- growth when his trail becomes indistinct.

- If you possess the Discipline of Grand Paths- manship, and have attained the rank of Kai Grand Crown, turn to 246. +

You force your way through the dense tangle of plants and grasses and soon reach the place where Wolfs Bane lay in wait for you. The foliage around this hiding place has been carefully arranged, which suggests to you that he must have spent some considerable time setting his ambush. Yet there is also evidence of a hasty retreat. Lying on the ground behind a tree you discover 2 Arrows and a Dagger (if you wish to take one or more of these, remember to make the appropriate adjustments to your Action Chart).

+

Determined to stay on his trail while it is still fresh, you leave this hide and press deeper into the jungle in pursuit of your enemy. However, you have penetrated less than twenty yards into the undergrowth when his trail becomes indistinct.

+ If you possess the Discipline of Grand Pathsmanship, and have attained the rank of Kai Grand Crown, turn to 246. If you do not possess this skill, or if you have yet to attain this level of Kai mastery, turn to 77.
@@ -1746,7 +1749,7 @@ Suggestions for Wolfs Bane, sections 141-210: 91 -

Luckily, this acid-spitter has emptied its sac of cor- rosive venom and you are able to make good your escape from the hall without being spat upon as you leave. You reach the door and discover it is unlocked. Without hesitation, you pull it open and hurry through into the hall beyond.

+

Luckily, this acid-spitter has emptied its sac of corrosive venom and you are able to make good your escape from the hall without being spat upon as you leave. You reach the door and discover it is unlocked. Without hesitation, you pull it open and hurry through into the hall beyond.

Turn to 220.
@@ -1755,7 +1758,7 @@ Suggestions for Wolfs Bane, sections 141-210: 92 -

The broken buttress and the rope plummet into the fissure and are lost when they hit an under- ground river far below. Steel Hand swings one- handedly from the ceiling yet he manages to main- tain his grip, despite being showered with loose rocks and dust. You command him to return and he obeys readily.

+

The broken buttress and the rope plummet into the fissure and are lost when they hit an underground river far below. Steel Hand swings one-handedly from the ceiling yet he manages to maintain his grip, despite being showered with loose rocks and dust. You command him to return and he obeys readily.

As soon as Steel Hand is back on solid ground, you praise his skill and his brave effort. Only ill luck thwarted him. He offers to try again but you say that it is your turnhe has already proved his courage. Blazer offers you his rope and you accept it, then you walk along the edge of the fissure until you reach the wall. You find it easy to ascend the rough surface and work your way across to a point directly above the fissure. From here you fix the rope to a secure beam and cast the other end to your companions waiting below. One by one you watch them swing across the void and, when all have crossed safely, you untie the rope and make your way over to the far side to join them.

Come, my lords, you say, as you jump effortlessly down from the wall, we must press on. Weve a trail to find.

Turn to 160. @@ -1766,7 +1769,7 @@ Suggestions for Wolfs Bane, sections 141-210: 93 -

You try to evade the crackling light that speeds towards you from the muzzle of the warriors spear, but the wounds and fatigue you have sustained conspire to dull your reactions. You are hit in the side by this white-hot beam and hurled high into the air. Suddenly an explosion of white light oblit- erates your senses and, in a horrifying instant, the light that is your life is snuffed out.

+

You try to evade the crackling light that speeds towards you from the muzzle of the warriors spear, but the wounds and fatigue you have sustained conspire to dull your reactions. You are hit in the side by this white-hot beam and hurled high into the air. Suddenly an explosion of white light obliterates your senses and, in a horrifying instant, the light that is your life is snuffed out.

Tragically, your life and your duel with Wolfs Bane ends here.

@@ -1807,7 +1810,7 @@ Suggestions for Wolfs Bane, sections 141-210:

One of the arrows grazes your tight forearm and gouges a furrow of skin from the top of your right thigh. You stifle a cry, but the intense pain that grips your injured limbs warns you at once that the tip of the arrow was tainted with poison.

-

Your innate healing skills counter the poison before it can do its deadly work, but your bodys defences draw heavily on your reserves of strength and the curing process leaves you feeling weak and light- headed: lose 4 ENDURANCE points.

+

Your innate healing skills counter the poison before it can do its deadly work, but your bodys defences draw heavily on your reserves of strength and the curing process leaves you feeling weak and light-headed: lose 4 ENDURANCE points.

To continue, turn to 70.
@@ -1817,10 +1820,10 @@ Suggestions for Wolfs Bane, sections 141-210:

Come, Grand Master. Youre going home, she says, and she takes you by the hand and leads you to the middle of the banquet hall, to a place directly opposite the great fireplace. But first we must make preparations for the journey.

-

Alyss then proceeds to remove an amulet from around the throat of your slain adversary. She presses it into your palm and tells you to put it on immediately. (Record this Special Item on your Action Chart as a Wolfs Bane Amulet, which you wear on a chain around your neck. You must dis- card another Special Item in its favour if you already possess the maximum permissible.)

+

Alyss then proceeds to remove an amulet from around the throat of your slain adversary. She presses it into your palm and tells you to put it on immediately. (Record this Special Item on your Action Chart as a Wolfs Bane Amulet, which you wear on a chain around your neck. You must discard another Special Item in its favour if you already possess the maximum permissible.)

Having done as she requests, she then touches her finger to the two amulets that you now wear, and she smiles.

Good, good, she enthuses, these baubles will take care of you.

-

She then takes a piece of limestone from her pocket and proceeds to draw a pentagram on the floor of the hail. She has half-completed the com­ plicated design when suddenly she becomes agi- tated.

+

She then takes a piece of limestone from her pocket and proceeds to draw a pentagram on the floor of the hail. She has half-completed the complicated design when suddenly she becomes agitated.

Must hurry, she mumbles, must, must hurry.

Suddenly the fire in the hearth flares brightly. The flames begin to grow and whirl and slowly change colour.

Its no good! cries Aylss, tearful with frustration. Angrily she casts her chunk of crumbling limestone at the roaring flames and then leaps to her feet and comes rushing to your side. Its too late! she screams, her voice now barely audible above the unnatural crackling of the fire, Naar is summoning his champion!.

@@ -1834,10 +1837,10 @@ Suggestions for Wolfs Bane, sections 141-210: 99 -

The shockwave from the blast sends you tumbling backwards into the chamber. Moments later some­ thing heavy falls across your legs, pinning you to the ground. You reach down to pull yourself free and discover that the object that is lying across your legs is Black Hawk. Dazed and trembling, you roll his limp body over and then hurriedly check to see if he is still breathing. Thankfully you dis- cover that he is alive, although he has sustained serious injuries. His hand and sword arm are badly burnt and he is in a state of deep shock.

-

Using your Magnakai curing skills, you are able to stabilize his condition and bring him out of shock (in doing so you expend 3 ENDURANCE points). As you help him to his feet you look around and see that the others have been knocked fiat by the blast. They too are now struggling to pull themselves to their feet. Fortunately their physical injuries are minor; their innate Kai skills appear to have spared them from serious injury. However, you sense that your inability to detect that the wall was an explo- sive illusion has taken its toll on their confidence.

+

The shockwave from the blast sends you tumbling backwards into the chamber. Moments later something heavy falls across your legs, pinning you to the ground. You reach down to pull yourself free and discover that the object that is lying across your legs is Black Hawk. Dazed and trembling, you roll his limp body over and then hurriedly check to see if he is still breathing. Thankfully you discover that he is alive, although he has sustained serious injuries. His hand and sword arm are badly burnt and he is in a state of deep shock.

+

Using your Magnakai curing skills, you are able to stabilize his condition and bring him out of shock (in doing so you expend 3 ENDURANCE points). As you help him to his feet you look around and see that the others have been knocked fiat by the blast. They too are now struggling to pull themselves to their feet. Fortunately their physical injuries are minor; their innate Kai skills appear to have spared them from serious injury. However, you sense that your inability to detect that the wall was an explosive illusion has taken its toll on their confidence.

Our prey is far more cunning than I feared, you say, reproachfully, but we are Kai and we shall rise to the challenge. Our enemy possesses strong magic and he is capable of masking it well. Yet he chooses to use it to wound and weaken our party, not to kill us. Why this should be I do not know. But from now on we cannot entirely trust our senses to protect us. We must proceed with the utmost caution.

-

Beyond where the illusory north wall once stood, you can now see a small antechamber which is wreathed in acrid blue smoke. Gradually this smoke dissipates to reveal a shallow plinth upon which lies a bronze urn. This heavy object rests on its side and a quantity of pale grey ash has spilled from its hinged lid. Cautiously you approach the urn and see that there is an inscription engraved on its side. From this ancient script you learn that the ashes are the last remains of Baroness Garru- len, the wife of Hulthird Baron of Tyso. Glinting half-buried in the ash, you notice a ring encrusted with crimson gemstones (if you wish to keep this Ruby Ring, record it on your Action Chart as a Special Item).

+

Beyond where the illusory north wall once stood, you can now see a small antechamber which is wreathed in acrid blue smoke. Gradually this smoke dissipates to reveal a shallow plinth upon which lies a bronze urn. This heavy object rests on its side and a quantity of pale grey ash has spilled from its hinged lid. Cautiously you approach the urn and see that there is an inscription engraved on its side. From this ancient script you learn that the ashes are the last remains of Baroness Garrulen, the wife of Hulthird Baron of Tyso. Glinting half-buried in the ash, you notice a ring encrusted with crimson gemstones (if you wish to keep this Ruby Ring, record it on your Action Chart as a Special Item).

You are righting the urn on its plinth when you hear Steel Hand calling you. He has found something among the rubble which litters the floor at the rear of the antechamber.

Turn to 35.
@@ -1847,7 +1850,7 @@ Suggestions for Wolfs Bane, sections 141-210: 100 -

You are eager to confront your enemy, but you are wary of walking into a trap. At first glance he appears to be alone in this circular hall, but then you notice something curious about the hail itself. At the four points of the compass there are rails attached to the walls. Small horizontal platforms are attached to these rails and they move along them in a continuous procession. At the north and the south these platforms ascend through holes in the ceiling; at the west and east the platforms descend through similar holes and continue through other holes cut in the floor. You suspect them to be elevators and your suspicions are con- firmed when suddenly an armoured warrior appears; he is standing on a descending platform and he passes through the hall and continues trav- elling downwards to a level somewhere below.

+

You are eager to confront your enemy, but you are wary of walking into a trap. At first glance he appears to be alone in this circular hall, but then you notice something curious about the hail itself. At the four points of the compass there are rails attached to the walls. Small horizontal platforms are attached to these rails and they move along them in a continuous procession. At the north and the south these platforms ascend through holes in the ceiling; at the west and east the platforms descend through similar holes and continue through other holes cut in the floor. You suspect them to be elevators and your suspicions are confirmed when suddenly an armoured warrior appears; he is standing on a descending platform and he passes through the hall and continues travelling downwards to a level somewhere below.

Wolfs Bane is standing with his back to you and is examining a panel of glass set into the chamber wall. You magnify your vision and you see that the panel displays an illuminated view of the avenue that approaches the tower. Your adversary is watching and waiting for your approach; clearly he is unaware that you have already gained access to the tower.

Suddenly, something alerts him to your presence and he spins on his heel, his dark eyes blazing with a mixture of fear and loathing. He sees you at the entrance to the hall and immediately he leaps upon a rising north platform in an attempt to escape from you. Determined not to let him get away again, you enter the hall and jump onto a rising south platform. As the platform passes through the ceiling of the hall, it carries you .up a tall open shaft. Wolfs Bane is on the far side of the shaft wall, some twenty feet above. You can see his face peering over the lip of the platform on which he is standing. He mouths something that you suspect is a curse, but then he points at you with an extended hand and a crackling arc of crimson fire leaps from his fingers and comes twisting down the shaft towards your face.

If you possess the Sommerswerd, turn to 341. @@ -1861,7 +1864,7 @@ Suggestions for Wolfs Bane, sections 141-210:

You detect several footprints in the loamy mulch, all of them virtually identical to your own. They have been partially covered by leaves and there are many narrow channels in the soft soil, made unmistakably by human fingers. Your suspicions are immediately aroused; the tracks are so poorly concealed, it is as if someone wanted you to find them.

If you possess Telegnosis, turn to 51. - If you do not possess this Grand Master Disci­ pline, turn to 258. + If you do not possess this Grand Master Discipline, turn to 258.
@@ -1869,7 +1872,7 @@ Suggestions for Wolfs Bane, sections 141-210: 102 -

You throw yourself forwards to avoid the missile, yet it dips in mid-air and carves a furrow across your shoulder blades as you slide along the frost- encrusted floor: lose 5 ENDURANCE points.

+

You throw yourself forwards to avoid the missile, yet it dips in mid-air and carves a furrow across your shoulder blades as you slide along the frost-encrusted floor: lose 5 ENDURANCE points.

Your adversary sniggers when he hears your cry of pain. Yet, despite the burning agony of your wound, you scramble to your feet and level your weapon defiantly at the darkened stairway. But Wolfs Bane is no longer crouching near the stepshe is fast ascending them. Calling upon your innate healing skills, you staunch the blood that is trickling freely from your back and hurry towards the staircase in pursuit of your hated foe.

Turn to 29.
@@ -1880,7 +1883,7 @@ Suggestions for Wolfs Bane, sections 141-210:

You lower yourself carefully into the hollow stem and soon discover that it drops away very steeply. It is a vertical tube for most of its length, yet you are able to slow your rate of descent by grabbing hold of tiny tendrils which protrude from the lining of the stem wall. As you get nearer to its base, the stem wall becomes semi-transparent and slick with moisture. You press your face to this warm surface and you are able to discern other stems. They look like the trunks of trees in a dense green forest. Then you look down to see that the stem of this plant is descending into darkness. The darkness begins at the point where the stem passes below ground level. You decide to stop at this point for you have no desire to explore the roots of this strange flower.

-

Carefully you examine the fabric of the semi-trans­ parent stem. If you can force your way through this tough plant wall, you will be able to escape from your prison-like tube.

+

Carefully you examine the fabric of the semi-transparent stem. If you can force your way through this tough plant wall, you will be able to escape from your prison-like tube.

If you possess a bladed weapon, or a bladed Special Item, turn to 332. If you possess Kai-alchemy and wish to use it, turn to 279. If you possess Magi-magic and wish to use it, turn to 57. @@ -1893,7 +1896,7 @@ Suggestions for Wolfs Bane, sections 141-210:

In response to your prayer, you feel a warming sensation radiating through your body and your mind, leaving you physically and mentally refreshed and alert: restore 4 ENDURANCE paints.

-

Comfident that the divine Gods of Good are watching over you in this moment of truth, you throw open the doors and stride boldly into the hall beyond.

+

Confident that the divine Gods of Good are watching over you in this moment of truth, you throw open the doors and stride boldly into the hall beyond.

Turn to 240.
@@ -1902,8 +1905,8 @@ Suggestions for Wolfs Bane, sections 141-210: 105 -

Having weighed the risks and options, you decide to make a dash for the exit on the far side of the vault. You are confident that the combination of surprise, speed, and camouflage will be enough to see you safely across the vault before your would- be ambushers have a chance to react to your pres­ ence.

-

Taking a deep breath, you launch yourself into the vault. You have covered barely ten feet of the floor when you hear the angry, rasping voices of the creatures echoing from inside the hanging caul­ dron. You are passing beneath this iron pot when suddenly a volley of bone arrows comes whistling down from above.

+

Having weighed the risks and options, you decide to make a dash for the exit on the far side of the vault. You are confident that the combination of surprise, speed, and camouflage will be enough to see you safely across the vault before your would-be ambushers have a chance to react to your presence.

+

Taking a deep breath, you launch yourself into the vault. You have covered barely ten feet of the floor when you hear the angry, rasping voices of the creatures echoing from inside the hanging cauldron. You are passing beneath this iron pot when suddenly a volley of bone arrows comes whistling down from above.

Pick a number from the Random Number Table. If you possess Assimilance and Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 8 or less, turn to 97. If it is 9 or higher, turn to 180. @@ -1980,12 +1983,12 @@ Suggestions for Wolfs Bane, sections 141-210: 112 -

The fabled Moonstone was created many thousands of years ago by the godlike Shianti, whose presence upon Magnamund heralded the dawn of humanity. This wondrous artifact contains the combined might of all their magic and wisdom, the sum of all their knowledge. So significant was the creation of this artifact that all time on Magnamund is measured from the date of its creation. It had long been held that the Moonstones location was a secret known only to the remnants of the Shianti, who dwell upon the Isle of Lorn in deepest Southern Magnamund, yet the evidence of your eyes tells you that this mystical stone of power has fallen into the hands of the Dark God.

+

The fabled Moonstone was created many thousands of years ago by the god-like Shianti, whose presence upon Magnamund heralded the dawn of humanity. This wondrous artifact contains the combined might of all their magic and wisdom, the sum of all their knowledge. So significant was the creation of this artifact that all time on Magnamund is measured from the date of its creation. It had long been held that the Moonstones location was a secret known only to the remnants of the Shianti, who dwell upon the Isle of Lorn in deepest Southern Magnamund, yet the evidence of your eyes tells you that this mystical stone of power has fallen into the hands of the Dark God.

Suddenly the significance of the Moonstone becomes clear. Naar is using its legendary powers to generate Shadow Gates within the world of Magnamund, at locations and times of his own choosing. Such power has enabled him to send his loathsome champions to your home world, while the goodly forces of Kai and Ishir are held at bay, helpless to counter them. Only you and your Kai brethren have stood in the way of the onslaught of Naars agents since the demise of his Darklords.

The hideous form of the Dark God returns to the dais and settles there uneasily. Then a deep rumble fills the throne hail; it is the prelude to the voice of Naar.

You have done well, my champion, it booms.

Now I command you to return to accursed Sommerlund and finish my work. Prepare the way for my armies of night. At last this planet is mine for the taking. My victory is complete!

-

It is clear from his words that Naar is convinced that you are his championWolfs Banefreshly returned from a duel in which Evil has triumphed. Suddenly you see Alyss emerge from the smoky wall less than a dozen paces behind Naar, yet the Dark God appears unaware of her presence. She appears calm and focussed, and you sense that she is waiting for an auspicious moment to approach the plinth and take the Moonstone. With bated breath you watch as she inches closer and closer to the legendary stone. Then Naar shifts his gruesome bulk and she freezes.

+

It is clear from his words that Naar is convinced that you are his championWolfs Banefreshly returned from a duel in which Evil has triumphed. Suddenly you see Alyss emerge from the smoky wall less than a dozen paces behind Naar, yet the Dark God appears unaware of her presence. She appears calm and focused, and you sense that she is waiting for an auspicious moment to approach the plinth and take the Moonstone. With bated breath you watch as she inches closer and closer to the legendary stone. Then Naar shifts his gruesome bulk and she freezes.

Your return to Sommerlund will not be alone, Wolfs Bane. Kekataag the Avenger will accompany you. He has a mission of assassination to complete in Toran, at the Brotherhood of the Crystal Star.

Then the Dark God emits a high-pitched whistle and, moments later, a fearsome warrior answers the call. He emerges from the smoky wall and the floor shudders as he strides to the centre of the throne hall.

If you possess Kai-screen, turn to 183. @@ -2053,7 +2056,7 @@ Suggestions for Wolfs Bane, sections 141-210: 118 -

Vigorously you attack the sticky strands of the net with your magical sword, cleaving throughthem with unexpected ease. They shrivel at the touch of your golden blade and drop in smouldering heaps onto the floor of the tunnel. Within a matter of seconds you have cut your way through and are able to continue your pursuit.

+

Vigorously you attack the sticky strands of the net with your magical sword, cleaving through them with unexpected ease. They shrivel at the touch of your golden blade and drop in smouldering heaps onto the floor of the tunnel. Within a matter of seconds you have cut your way through and are able to continue your pursuit.

Turn to 316.
@@ -2169,6 +2172,7 @@ Suggestions for Wolfs Bane, sections 141-210:

The damp subterranean tunnel meanders for nearly a mile before entering a cavern which is lit by rays of insipid sunlight, permeating through holes in its root-entangled ceiling. Your natural pathsmanship warns you that the slimy water is deep at the centre of this cavern and, as you enter, you take extra care where you tread.

+

Thirty yards opposite there is a sloping tunnel which appears to ascend towards the surface; dim light illuminates its dry earthen floor. You approach it, keeping near to the cavern wall to avoid the deep water, but you have only taken a few paces when a sudden noise jars your nerves. With a dull boom, a concealed portcullis falls from the ceiling to seal off the tunnel through which you have come. Moments later, swirling eddies form in the water at the centre of the cavern and, with a hissing splash, a huge snaky head breaks through the surface and rises up to scrape the ceiling. Around its banded neck there is a collar of iron which is attached to a heavy chain. The chain disappears below the surface, keeping the creature a prisoner of this cavern. You gasp as you look into the eyes of this gigantic serpent for they radiate waves of evil that seem to place a chill in your very soul.

If you possess the Discipline of Animal Mastery, and have attained the rank of Kai Grand Crown, turn to 61. If you possess Animal Mastery, but have yet to attain this rank, turn to 208. @@ -2415,7 +2419,7 @@ Suggestions for Wolfs Bane, sections 141-210:

Beyond the arch lies a steep ramp that descends to the floor of a circular chamber, the lowest level of the tower which soars into the stormy sky above. Runes of alien design run around the seamless glassy walls and the air is heavy with the sweet smell of decay. A large circular plinth stands in the centre of the chamber, its mirror-smooth surface a little under three feet from the floor. You take a step towards it and suddenly it is surrounded by a wall of fierce blue flames which shoot upwards from tiny vents in the floor around its base. As these flames gradually subside, you see four Kai Masters cowering upon the plinth. They are the four young Kai you thought had been left safely behind in the Old Necropolis of Tyso. They look petrified with fear, and when they see you they throw up their blistered, soot-blackened hands and plead for you to release them from their fiery prison.

-

Drawing upon your Magnakai Discipline of psi­screen, you detect that the image of the four Kai Masters is nothing but a cruel illusion. Then, in the very next instant, the ramp on which you are standing suddenly drops away from under your feet. You throw yourself to one side and crash down upon the floor of the chamber, rolling over as you strike the hard surface to lessen the shock of impact. As you stagger to your feet, you see the image of the four Kai being consumed by fire. It is a frightful sight, and as they scream their last, a wave of hostile psychic energy crashes into your mind.

+

Drawing upon your Magnakai Discipline of psi-screen, you detect that the image of the four Kai Masters is nothing but a cruel illusion. Then, in the very next instant, the ramp on which you are standing suddenly drops away from under your feet. You throw yourself to one side and crash down upon the floor of the chamber, rolling over as you strike the hard surface to lessen the shock of impact. As you stagger to your feet, you see the image of the four Kai being consumed by fire. It is a frightful sight, and as they scream their last, a wave of hostile psychic energy crashes into your mind.

If you possess Kai-screen, turn to 122. If you do not possess this Discipline, turn to 45.
@@ -2728,7 +2732,7 @@ Suggestions for Wolfs Bane, sections 141-210: 179 -

Unfortunately you are detected by one of the grey­skinned creatures as you pass directly over their fluid-filled trough. It raises the alarm and frantically its ragged brothers scramble to unshoulder and load their bows.

+

Unfortunately you are detected by one of the grey-skinned creatures as you pass directly over their fluid-filled trough. It raises the alarm and frantically its ragged brothers scramble to unshoulder and load their bows.

If you possess Kai-alchemy, turn to 198. If you do not possess this Grand Master Discipline, turn to 231.
@@ -3056,7 +3060,7 @@ Suggestions for Wolfs Bane, sections 141-210:

The rasping growl of the metal wolf is steadily getting louder. The sinister sound makes your palms slick with cold sweat as you feverishly examine the door and the locking mechanism set into the wall nearby.

-

The gemstone squares are sensitive devices which secure this door. By tapping upon each of them a correct number of times you will cause the lock to disengage and the door will open. You place your fingers lightly upon the squares and feel the telltale vibrations that are the key to deciphering their secret code. Aided by your Kai skills, you are able to determine that the first code is equal to the number of named Kirlundin islands north of Egen. The second code is equal to the number of villages to the east of Ragadorn.

+

The gemstone squares are sensitive devices which secure this door. By tapping upon each of them a correct number of times you will cause the lock to disengage and the door will open. You place your fingers lightly upon the squares and feel the tell-tale vibrations that are the key to deciphering their secret code. Aided by your Kai skills, you are able to determine that the first code is equal to the number of named Kirlundin islands north of Egen. The second code is equal to the number of villages to the east of Ragadorn.

In order to discover the exact numbers that will open the door, consult the map.

When you think you know the two-digit solution, turn to the entry that is the same number as your answer.

If you cannot decipher the codes, turn instead to 134. @@ -3259,7 +3263,7 @@ Suggestions for Wolfs Bane, sections 141-210: 229 -

Rapidly the pain melts away as your advanced Kai mastery sheathes and protects you from the crushing grip of the vortex. The strands of light unravel themselves and dissolve as you plummet ever nearer to the blazing white heart of this cosmic whhipool. Then, at the moment you plunge into its core, your senses are obliterated and you are engulfed by total darkness.

+

Rapidly the pain melts away as your advanced Kai mastery sheathes and protects you from the crushing grip of the vortex. The strands of light unravel themselves and dissolve as you plummet ever nearer to the blazing white heart of this cosmic whirlpool. Then, at the moment you plunge into its core, your senses are obliterated and you are engulfed by total darkness.

From out of the depths of this cold dark universe there appears a pinpoint of light. You feel yourself being drawn inexorably towards it and, although you struggle to resist, you cannot tear yourself free from its irresistible pull. You feel yourself accelerating towards it until the speck becomes as large as a glowing sun. Then, with an abruptness that leaves you gasping, there is a flash of blue-white light and you find yourself lying spread-eagled upon a bed of moist green foliage.

Turn to 49.
@@ -3361,7 +3365,7 @@ Suggestions for Wolfs Bane, sections 141-210:

If hes gone to ground in the old necropolis, says Banedon, hell be hard to track down. The catacombs of that ancient burial field are vast. It could take months to search them all.

Never fear, you say confidently. With the help of my able young Kai Masters I shall track and trap this impostor before dawn.

Aye, my lord, pipes Star Lynx, elated by the thought of the hunt, well flush this cur from his hole before sunrise and bring him to justice.

-

Guided by Lord Foilan, you take your leave of Banedon and Baron Medar and depart from the castle on horseback, accompanied by your eager Kai. During your ride through the twisting, lantern­lit streets of Tyso, you learn from Foilan that there are only two ways in and out of the citys old necropolis: by its South Gate or by its Western Arch.

+

Guided by Lord Foilan, you take your leave of Banedon and Baron Medar and depart from the castle on horseback, accompanied by your eager Kai. During your ride through the twisting, lantern-lit streets of Tyso, you learn from Foilan that there are only two ways in and out of the citys old necropolis: by its South Gate or by its Western Arch.

The impostor fled into the burial ground by the South Gate, my lord, says Foilan, but that was moren an hour ago. Hell be deep unerground by now.

If you wish to ask Foilan to lead you to the South Gate of the necropolis, turn to 337. If you choose to ask that he take you to the Western Arch instead, turn to 323. @@ -3575,7 +3579,7 @@ Suggestions for Wolfs Bane, sections 141-210:

You can feel a warm breeze wafting along this hall and you sense that it comes from a stairwell at the far end. When you investigate it, you rediscover Wolfs Banes footprints on the stone steps. You cast your hands over them and detect that this is not a false trail: your enemy passed this way sometime within the last hour.

Slowly you ascend the stairs and arrive at the arched entrance to a large, vaulted stone chamber. Gathered around a fountain set into its north wall are a group of six grey-skinned humanoids. They are busy drinking a clear, oily fluid that pours from the fountains spout into a semi-circular trough. All are barefoot and clad in rags, and they are each armed with a spear and a bow. The only exit from this chamber appears to be an archway set high in the north wall. There is a balcony in front of it that can only be reached by two flights of stairs which rise up on either side of the fountain.

Quietly you observe the creatures slaking their thirsts, and you try to formulate a way in which you can get past them and reach the balconied exit in the north wall.

- If you possess a Bow, and the Discipline of Magi­magic, and have attained the rank of Kai Grand Guardian, turn to 138. + If you possess a Bow, and the Discipline of Magi-magic, and have attained the rank of Kai Grand Guardian, turn to 138. If you possess Kai-alchemy and have attained the rank of Grand Crown (and wish to use it), turn to 26. If you do not possess these skills, or a Bow, or if you have yet to attain the required levels of Kai mastery, turn to 121.
@@ -3606,7 +3610,7 @@ Suggestions for Wolfs Bane, sections 141-210:

Baron Caldar escorts you and Banedon to the roof of his castles main tower where, hovering above, you see the great gleaming hull of the Guildmasters skyshipCloud Dancer. At Banedons signal a cage is lowered from the stern of this magical vessel and, after bidding farewell to the Baron, you are both hoisted aboard. The crew, some of whom are survivors from his previous skyshipSkyriderare clearly agitated by your unexpected appearance; the sibilant hiss of their fearful whispers echoes softly along the deck. But immediately Banedon vouches that you are not the impostor who has terrorized Sommerlund these past few weeks and this swiftly allays his crews suspicions. As you accompany the Guildmaster to his quarters, the mood of the men and dwarves of the ships complement changes. Respectfully they salute you and welcome you with pride aboard their wondrous craft.

-

The Cloud Dancer sets sail and follows a south­westerly bearing for the city of Tyso, over one hundred miles distant. The night sky is clear and Javano, the ships pilot, is confident that you will arrive within the hour. During the brief voyage, Banedon communicates magically with the elders of his Brotherhood in Toran. He informs them of your safe return and tells them of your plans to track down the impostor. In response they assure him that word of your return will be conveyed at once to the King in Holmgard, and to your beleaguered kinsmen at the Kai Monastery. This glad news does much to lift your bruised spirits.

+

The Cloud Dancer sets sail and follows a south-westerly bearing for the city of Tyso, over one hundred miles distant. The night sky is clear and Javano, the ships pilot, is confident that you will arrive within the hour. During the brief voyage, Banedon communicates magically with the elders of his Brotherhood in Toran. He informs them of your safe return and tells them of your plans to track down the impostor. In response they assure him that word of your return will be conveyed at once to the King in Holmgard, and to your beleaguered kinsmen at the Kai Monastery. This glad news does much to lift your bruised spirits.

It seems as if you have been aboard the Cloud Dancer for no more than a few minutes when a message arrives from the forward lookout: Tyso lights due south. You leave Banedons comfortable quarters below deck and accompany him to the prow rail from where you catch your first aerial glimpse of the distant city-port. The warm lantern light of hovels and taverns shimmers like a captive cluster of stars within the citys protective wall. At the Guildmasters command, Javano begins the skyships descent and, as the twinkling lights loom larger, you are able to make out the silhouette of a grand castle that is perched on a headland overlooking the harbour.

Theres our destination, Lone Wolf, says Banedon, cheerfully, the castle of Baron Tor Medarthe Seneschal of Tyso.

Turn to 7. @@ -3654,8 +3658,8 @@ Suggestions for Wolfs Bane, sections 141-210: 264 -

The thick, trunk-like stamen is covered with fine hairs which help you to make the long climb towards the amber-coloured light far above. However, as you get nearer to the light, the stamen hairs become coated with lumps of sticky, sweet­smelling yellow pollen. These pollen clusters hamper your progress as you have to struggle to unglue yourself from them every time you shift your position.

-

You are nearing the stamens bud-like top when you become aware of a distant buzzing sound. Rapidly the noise gets louder until you are suddenly plunged into semi-darkness. A huge winged insect is hovering directly above you, its multi­coloured body blotting out most of the pale amber sky. It lunges back and forth with its great head as it sucks away clumps of pollen from surrounding stamens with its long, spear-like proboscis. Then the creature detects your presence and the deafening noise of its wings changes pitch. It rises several feet above the stamen and hovers there for a few moments while it studies you with massive composite eyes. Unfortunately it takes only a few seconds for the creature to decide that it wants to vary its diet of pollen. With a sinister nod of its head, it extends its proboscis and then stabs its sticky point towards your unprotected back.

+

The thick, trunk-like stamen is covered with fine hairs which help you to make the long climb towards the amber-coloured light far above. However, as you get nearer to the light, the stamen hairs become coated with lumps of sticky, sweet-smelling yellow pollen. These pollen clusters hamper your progress as you have to struggle to unglue yourself from them every time you shift your position.

+

You are nearing the stamens bud-like top when you become aware of a distant buzzing sound. Rapidly the noise gets louder until you are suddenly plunged into semi-darkness. A huge winged insect is hovering directly above you, its multi-coloured body blotting out most of the pale amber sky. It lunges back and forth with its great head as it sucks away clumps of pollen from surrounding stamens with its long, spear-like proboscis. Then the creature detects your presence and the deafening noise of its wings changes pitch. It rises several feet above the stamen and hovers there for a few moments while it studies you with massive composite eyes. Unfortunately it takes only a few seconds for the creature to decide that it wants to vary its diet of pollen. With a sinister nod of its head, it extends its proboscis and then stabs its sticky point towards your unprotected back.

If you wish to attempt to defend yourself from this creatures attack, turn to 135. If you decide to attempt to evade it, turn to 214.
@@ -3791,7 +3795,7 @@ Suggestions for Wolfs Bane, sections 141-210: 277 -

You speak the words of the Brotherhood spell Lightning Hand and point your right index finger at the iron pot. There is a flash of bluish light and then an arc of crackling electricity leaps from your finger to strike the top of the pot, blowing a fist­sized chunk of rusty iron out of its turned rim. One of the creatures is killed instantly by the blast and the other is stunned when the electrical charge is earthed along the supporting chain.

+

You speak the words of the Brotherhood spell Lightning Hand and point your right index finger at the iron pot. There is a flash of bluish light and then an arc of crackling electricity leaps from your finger to strike the top of the pot, blowing a fist-sized chunk of rusty iron out of its turned rim. One of the creatures is killed instantly by the blast and the other is stunned when the electrical charge is earthed along the supporting chain.

You sense that the surviving creature is only temporarily incapacitated; it will soon revive and it will be sure to attempt to avenge its dead companion by shooting at you with its bow. Mindful of the pending danger, you hurriedly examine the portal for a lever or some other means to make it rise.

Turn to 18.
@@ -3935,7 +3939,7 @@ Suggestions for Wolfs Bane, sections 141-210: 290 -

Your experienced eye is drawn to the chambers north wall. You step closer and magnify your vision, which enables you to detect two faint hairline cracks in the damp granite surface. They run vertically from the floor to the ceiling and appear to be the outline of a secret panel. But all is not what it seems. You utter the words of the advanced Brotherhood spell See Illusion, and the truth is swiftly revealed. The panel does not exist: it is a skilful illusion. With the memory of the power­glyph you encountered at the tomb entrance still fresh in your mind, you command your companions to stand with their backs against the south wall. Then you scoop a handful of gravel from the floor and hurl it at the north wall. There is a sudden flash of blue-white light which melts into a shower of hissing sparks as the gravel passes through the illusory panel, dissipating its energy.

+

Your experienced eye is drawn to the chambers north wall. You step closer and magnify your vision, which enables you to detect two faint hairline cracks in the damp granite surface. They run vertically from the floor to the ceiling and appear to be the outline of a secret panel. But all is not what it seems. You utter the words of the advanced Brotherhood spell See Illusion, and the truth is swiftly revealed. The panel does not exist: it is a skilful illusion. With the memory of the power-glyph you encountered at the tomb entrance still fresh in your mind, you command your companions to stand with their backs against the south wall. Then you scoop a handful of gravel from the floor and hurl it at the north wall. There is a sudden flash of blue-white light which melts into a shower of hissing sparks as the gravel passes through the illusory panel, dissipating its energy.

Just as I thoughtanother trick! you say, as you unsheathe your weapon and signal to your comrades to follow your lead. Be on your guard, my lords. Were hunting a cunning foe.

Turn to 345.
@@ -4188,7 +4192,7 @@ Suggestions for Wolfs Bane, sections 141-210:

You dive to the ground, but the white beam is lightning fast and it glances your shoulder as you fall: lose 5 ENDURANCE points. You bite your lip to stifle a scream of pain as you hit the warehouse floor, then you scramble for the nearest covera heavy iron chest, banded and riveted with steelto avoid leaving yourself exposed to another blast from this deadly weapon. The warrior follows your swift move and discharges a second beam from his spear which slams into the iron chest with stunning force. You gasp with horror as you see the side of the chest bulging towards your face. Its thick rivets tremble and its age-blackened skin smoulders with a sullen heat. Instinct takes over, making you roll away from the iron chest and seek cover elsewhere. As you move, the beam of light tears through the rear of the iron box and destroys the ground where, only moments before, your face had been.

You call upon all of your camouflage skills to mask your body as you hurriedly seek a way to escape from this warrior and his sorcerous weapon. You reach the base of a large steel tank and scramble up a ladder fixed to its side. The top of the tank is stacked high with coiled ropes and you force yourself in amongst them. A few moments later you watch the warrior approach the smouldering remains of the iron chest. He is close enough now for you to see that his weapon is attached by a length of steel cable to a canister strapped to his back.

- If you possess a Bow and the Discipline of Magi­magic, and have attained the Kai rank of Sun Lord, turn to 209. + If you possess a Bow and the Discipline of Magi-magic, and have attained the Kai rank of Sun Lord, turn to 209. If you do not possess a Bow or this skill, or if you have yet to attain the rank of Sun Lord, turn to 156.
@@ -4479,7 +4483,7 @@ Suggestions for Wolfs Bane, sections 141-210:

You leap over the battered remains and continue along this winding tunnel until you reach an empty chamber. Here you can feel a warm breeze and you sense that it comes from a stairwell in the far wall. When you investigate, you rediscover Wolfs Banes footprints clearly imbedded in dust on the stone steps. You cast your hands over them and detect that this is not a false trail; your enemy passed this way sometime within the last hour.

Slowly you ascend the stairs and arrive at the arched entrance to a large, vaulted stone chamber. Gathered around a fountain set into its north wall are a group of six grey-skinned humanoids. They are busy drinking a clear, oily fluid that pours from the fountains spout into a semi-circular trough. All are barefoot and clad in rags, and they are each armed with a spear and a bow. The only exit from this chamber appears to be an archway set high in the north wall. There is a balcony in front of it that can only be reached by two flights of stairs which rise up on either side of the fountain.

Quietly you observe the creatures slaking their thirsts, and you try to formulate a way in which you can get past them and reach the balconied exit in the north wall.

- If you possess a Bow, and the Discipline of Magi­magic, and have attained the rank of Kai Grand Guardian, turn to 138. + If you possess a Bow, and the Discipline of Magi-magic, and have attained the rank of Kai Grand Guardian, turn to 138. If you possess Kai-alchemy and have attained the rank of Grand Crown (and wish to use it), turn to 26. If you do not possess these skills, or a Bow, or if you have yet to attain the required levels of Kai mastery, turn to 121.
@@ -4610,7 +4614,7 @@ Suggestions for Wolfs Bane, sections 141-210: - +
@@ -4697,7 +4701,7 @@ Suggestions for Wolfs Bane, sections 141-210: Errata - +
@@ -4707,7 +4711,7 @@ Suggestions for Wolfs Bane, sections 141-210: Footnotes - + @@ -4721,7 +4725,7 @@ Suggestions for Wolfs Bane, sections 141-210: Primary Illustrations - + @@ -4816,7 +4820,7 @@ Suggestions for Wolfs Bane, sections 141-210: Secondary Illustrations - + @@ -4828,3 +4832,4 @@ Suggestions for Wolfs Bane, sections 141-210: + -- 2.34.1