From 19882fa10f865bc8bbee62831ad257541be0f1d4 Mon Sep 17 00:00:00 2001 From: Jonathan Blake Date: Wed, 8 Feb 2006 18:57:40 +0000 Subject: [PATCH] Initial revision based on 16tlov.xml and tmc.xml - needs lots of love git-svn-id: https://projectaon.org/data/trunk@127 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- xml/dotd.xml | 1957 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1957 insertions(+) create mode 100644 xml/dotd.xml diff --git a/xml/dotd.xml b/xml/dotd.xml new file mode 100644 index 0000000..1ad50a3 --- /dev/null +++ b/xml/dotd.xml @@ -0,0 +1,1957 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; + + + %general.inclusions; +]> + + + + + + + The Legacy of Vashna + Joe Dever and Brian Williams + Joe Dever
Illustrated by Brian Williams
+ + &inclusion.joe.dever.bio.lw; + &inclusion.brian.williams.bio.lw; + + Project Aon + 2005312 + +

You are Lone Wolf&emdash;Kai Grand Master of Sommerlund. The spirit of Vashna, greatest of all the Darklords, is imprisoned deep within the fathomless reaches of the Maakengorge. For centuries, servants of darkness have tried to summon him to do their bidding but always they have failed&ellips; until now!

+

In The Legacy of Vashna, you must locate and defeat the Darklord's minions before they can complete the resurrection of their master&emdash;the most powerful Lord of Evil your world has ever known. Will you succeed in your quest? Or will you and your fragile world perish in the wrath of Vashna?

+
+ +

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

+
+ Text copyright © 1991 Joe Dever.
Illustrations copyright © 1991 Brian Williams.
+ +

Text copyright © 1991 Joe Dever.
Illustrations copyright © 1991 Brian Williams.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+
+ + +
+ + +
+ +
+ + Title Page + + + + + +
+ + Dedication + + + + + + +

To Margaret Foden

+ +
+
+ +
+ + Acknowledgements + + + + + + +

I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my millennium gift to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai.&ellips; Joe Dever

+

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We would also like to acknowledge the following members of Project Aon for their diligent work:

+ +
+ Credits + + +
+
Transcription
+
Jason Smith
+
Illustration Transcription
+
Jonathan Blake
+
XML
+
Jonathan Blake
+
Action Charts
+
JC Alvarez
Jonathan Blake
+
Proofreading
+
Michael Davies (Sections 71&endash;140)
Jeff Dougan (Frontmatter)
Markus Eisensehr (Sections 141&endash;210)
Brett Taylor (Sections 1&endash;70, 211&endash;350)
+
Editing
+
David Davis
Ingo Klöcker
Chris Lundgren
Neil McGrory
Timothy Pederick
Simon Osborne
Keith Sheldon
Jennifer Sigman
+
Coordination
+
Jonathan Blake
+
Special Thanks
+
Laurence Leach
Jeremy Welker
+
+
+
+ +
+
+ +
+ + The Story So Far&ellips; + + + + + +

You are Grand Master Lone Wolf, last of the Kai Lords of Sommerlund and sole survivor of a massacre that wiped out the First Order of your élite warrior caste.

+

It is the year MS 5077 and twenty-seven years have passed since your brave kinsmen perished at the hands of the Darklords of Helgedad. These champions of evil, who were sent forth by Naar, the King of the Darkness, to destroy the fertile world of Magnamund, have themselves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domain&emdash;the Darklands&emdash;and caused the destruction of their leader, Archlord Gnaag, and the seat of his power that was the infernal city of Helgedad.

+

In the wake of their destruction, chaos befell the Darkland armies who, until then, had been poised to conquer all of Magnamund. Some factions which comprised this huge army, most notably the barbaric Drakkarim, began to fight with the others for control. This disorder quickly escalated into an all-out civil war, which allowed the Freeland armies of Magnamund time in which to recover and launch a counter-offensive. Skilfully their commanders exploited the chaos and secured a swift and total victory over an enemy far superior in numbers.

+

For seven years now peace has reigned in Sommerlund. Under your direction, the once-ruined monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and the task of teaching a Second Order of Kai warriors the skills and proud traditions of your ancestors is also well under way. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess latent Kai skills and 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 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, until now, were thought to be the ultimate that a Kai Master could aspire to, was truly a revelation. Your discovery has inspired you to set out upon a new and previously unknown path in search of 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 perfection&emdash;to 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 organized the training of the Second 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 to their newfound 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, a 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 Nyxator, the gems of Kai power which you had recovered during your quest for the Magnakai. It was here, bathed in the golden light of those radiant gems, that you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two able advisors&emdash;Banedon and Rimoah&emdash;you worked hard to develop your innate Grand Master Disciplines, and grasp the fundamental secrets of Left-handed 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.

+

At this time many changes were occurring beyond the borders of Sommerlund. In the regions to the northeast of Magador and the Maakengorge, the Elder Magi of Dessi and the Herbwardens of Bautar were working together in an effort to restore the dusty volcanic wasteland to its former fertile state. It was the first tentative step towards the reclamation of all the Darklands. However, their progress was painfully slow, and both parties were resigned to the fact that their efforts to undo the damage caused by the Darklords would take centuries to complete.

+

Following the destruction of the Darklords of Helgedad, the Giaks, the most numerous of all Gnaag's troops, fled into the Darklands and sought refuge in the gigantic city-fortresses of Nadgazad, Aarnak, Gournen, Akagazad and Kaag. Within each of these hellish strongholds, fierce fighting broke out as remnants of the Xaghash (lesser Darklords) and the Nadziranim (evil practitioners of Right-handed magic who once aided individual Darklord masters) fought for control. It is widely believed that by the time the Elder Magi and the Herbwardens reach the walls of these strongholds they will encounter no resistance; the occupants will have long since brought about their own extinction.

+

Elsewhere, throughout Northern Magnamund, peace reigns victorious and the peoples of the Free Kingdoms rejoice in the knowledge that the age of the Darklords has finally come to an end. Readily men have 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 those who maintain their vigilance, for the agents of Naar come in many guises and there are those in Magnamund who wait quietly in the shadows for the chance to do his evil bidding.

+

Already your newfound skills have been tested against Naar's agents and you have, on each such occasion, acquitted yourself admirably. But your continuing victories against his minions have enraged the Dark God, and rarely has his lust for vengeance been greater than it is at present. Recently, Lord Rimoah has counselled you to be extra vigilant, for he fears that Naar is getting ready to strike at Sommerlund anew. The Elder Magi have received warnings from President Kadharian of Magador that something strange is taking place in the north of his country, in the mountainous territory which borders upon the Maakengorge. Freak storms and unseasonal weather have swept this remote region, and the night skies over Lake Vorndarol have, for several weeks now, been illuminated by eerie, inexplicable lights.

+

Lord Rimoah fears that Naar is plotting to revive Vashna, the greatest of all the Darklords, whose spirit is trapped deep within the fathomless reaches of the Maakengorge. It has remained there, in uneasy entombment, ever since the day the Darklord was defeated in battle by King Ulnar I of Sommerlund. Vashna's body, along with those of his loathsome troops, was hurled into the abyss, hopefully never to be seen again. Legend has it that the Darklord's body was destroyed but his spirit still lives on. He is said to be awaiting the day when he shall be made to rise, at the head of a vast army of undead warriors, and set loose to wreak his revenge upon Sommerlund and the house of Ulnar.

+

If it is Naar's intention to resurrect Vashna and his army from the depths of the Maakengorge, said an anxious Lord Rimoah, as you and he discussed the situation in the secure privacy of your vault below the Kai Monastery, then no free realm upon the face of Magnamund will be safe. It has always been Sommerlund's misfortune that Ulnar's victory over Vashna was never total. I have always feared that the legacy of the Maakengorge would one day awaken and confront us&ellips; and I fear, unless we act swiftly, that that day is about to dawn.

+

For several hours, you and your learned advisor deliberated what could be done to prevent such a catastrophe. You decided that the exact nature of the threat had first to be determined if you were to combat it effectively. You were confident that your Grand Master Disciplines would enable you to unravel this mystery quickly, and so you volunteered to journey to northern Magador and investigate the strange incidents at first hand. After all, there could be a perfectly innocent explanation for them.

+

Let us hope it is so, Grand Master, said Lord Rimoah, earnestly, but, nevertheless, do not forget what could confront you there. I shall pray to Kai and Ishir to watch over and guide you on the journey ahead, Lone Wolf, and bring you home, swiftly, safely and victoriously.

+
+
+ +
+ + The Game Rules + + + + + + +

The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Rules Handbook for details.

+
+ +

Note that this list is not identical to the one used in The Plague Lords of Ruel: this list is missing the Silver Bracers and Korlinium Scabbard. These items are restored to the list of permissible items from the Kai and Magnakai series again in The Deathlord of Ixia. Presumably, therefore, it should be permissible to leave the Silver Bracers and Korlinium Scabbard in safekeeping at the monastery during the intervening books and retrieve them at the outset of The Deathlord of Ixia.

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+ + +

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

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For more than six years, ever since the demise of the Darklords of Helgedad, you have devoted yourself to developing further your fighting prowess&emdash;COMBAT SKILL&emdash;and physical stamina&emdash;ENDURANCE. Before you begin your first Grand Master adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick a 0 it counts as zero.

+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart (i.e., if your pencil fell on the number 6 in the Random Number Table you would write in a COMBAT SKILL of 31). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

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The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 30 to this number and write the total in the 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 you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you have when you start an adventure.

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If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 1&endash;15), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 16. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 1&endash;5) or Magnakai (Books 6&endash;12) 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).

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However, only the following Special Items may be carried over from the Lone Wolf Kai (Books 1&endash;5) and Magnakai (Books 6&endash;12) series to the Lone Wolf Grand Master series (Books 13-onwards):

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    +
  • Crystal Star Pendant
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  • Sommerswerd
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  • Silver Helm
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  • Dagger of Vashna
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  • Jewelled Mace
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  • Silver Bow of Duadon
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  • Helshezag
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  • Kagonite Chainmail
  • +
+ +
+ + Grand Master Disciplines + + + + + + +

The rules of the books in the Magnakai series (6&endash;12) and the fact that the rank of Kai Grand Defender&ellips; means you are skilled in two&ellips; weapons imply that for each book that you complete of the Grand Master series (13&endash;20), you will gain mastery of an additional Kai weapon. E.g. if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have Mastery of.

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+
+ + + +
+ + Kai and Magnakai Disciplines + + + +

During your distinguished rise to the rank of Kai Grand Master you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines have provided you with a formidable arsenal of natural abilities which have served you well in the fight against the agents and champions of Naar, King of the Darkness. A brief summary of your skills is given below.

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Weaponmastery
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Proficiency with all close combat and missile weapons. Master of unarmed combat; no COMBAT SKILL loss when fighting bare-handed.
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Animal Control
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Communication with most animals; limited control over hostile creatures. Can use woodland animals as guides and can block a non-sentient creature's sense of taste and smell.
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Curing
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Steady restoration of lost ENDURANCE points (to self and others) as a result of combat wounds. Neutralization of poisons, venoms and toxins. Repair of serious battle wounds.
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Invisibility
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Mask body heat and scent; hide effectively; mask sounds during movement; minor alterations of physical appearance.
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Huntmastery
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Effective hunting of food in the wild; increased agility; intensified vision, hearing, smell, and night vision.
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Pathsmanship
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Read languages, decipher symbols, read footprints and tracks. Intuitive knowledge of compass points; detection of enemy ambush up to 500 yards; ability to cross terrain without leaving tracks; converse with sentient creatures; mask self from psychic spells of detection.
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Psi-surge
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Attack enemies using the powers of the mind; set up disruptive vibrations in objects; confuse enemies.
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Psi-screen
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Defence against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. Ability to divert and re-channel hostile psychic energy.
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Nexus
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Move small items by projection of mind power; withstand extremes of temperature; extinguish fire by force of will; limited immunity to flames, toxic gases, corrosive liquids.
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Divination
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Sense imminent danger; detect invisible or hidden enemy; telepathic communication; recognize magic-using and/or magical creatures; detect psychic residues; limited ability to leave body and spirit-walk.
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+ +

Now, through the pursuit of your new skills and the further development of your innate Kai abilities, you have set out upon a path of discovery that no other Kai Grand Master has ever attempted with success. Your determination to become the first Kai Supreme Master, by acquiring total proficiency in all twelve of the Grand Master Disciplines, is an awe-inspiring challenge. You will be venturing into the unknown, pushing back the boundaries of human limitation in the pursuit of greatness and the cause of Good. May the blessings of the Gods Kai and Ishir go with you as you begin your brave and noble quest.

+

In the years following the demise of the Darklords you have reached the rank of Kai Grand Defender, which means that you have mastered four of the Grand Master Disciplines listed below. It is up to you to choose which four Disciplines these are. As all of the Grand Master Disciplines will be of use to you at some point during your adventure, pick your four skills with care. The correct use of a Grand Master Discipline at the right time could save your life.

+

When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.

+ +
+ Grand Weaponmastery + +

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

+ + + Brian Williams + + + + +
    +
  • Spear
  • +
  • Dagger
  • +
  • Mace
  • +
  • Short Sword
  • +
  • Warhammer
  • +
  • Bow
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  • Quarterstaff
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  • Broadsword
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  • Axe
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  • Sword
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+
+
+
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+ Animal Mastery + +

Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.

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+
+ +
+ Deliverance (Advanced Curing) + +

Grand Masters are able to use their healing power to repair serious battle wounds. If, whilst in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This ability can only be used once every 20 days.

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+
+ +
+ Assimilance (Advanced Invisibility) + +

Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of a few days. They have also mastered advanced camouflage techniques that make them virtually undetectable in an open landscape.

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+
+ +
+ Grand Huntmastery + +

Grand Masters are able to see in total darkness, and have greatly heightened senses of touch and taste.

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+ Grand Pathsmanship + +

Grand Masters are able to resist entrapment by hostile plants, and have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.

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+ Kai-surge + +

When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, Grand Masters need only deduct 1 ENDURANCE point. When using the weaker psychic attack&emdash;Mindblast&emdash;they may add 4 points without loss of ENDURANCE points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)

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Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

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+
+ +
+ Kai-screen + +

In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increases as a Grand Master advances in rank.

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+ Grand Nexus + +

Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a Grand Master advances in rank.

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+ +
+ Telegnosis (Advanced Divination) + +

This Discipline enables a Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration, and the protection of his inanimate body, increases as a Grand Master advances in rank.

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+
+ +
+ Magi-magic + +

Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle magic, as taught to the Vakeros&emdash;the native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

+
+
+ +
+ Kai-alchemy + +

Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artifacts.

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+
+ +

If you successfully complete the mission as set in this, the fourth of the Lone Wolf Grand Master series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 17.

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For every Grand Master Discipline you possess, in excess of the original four Disciplines you begin with, you may add 1 point to your basic COMBAT SKILL score and 2 points to your basic ENDURANCE points score. These bonus points, together with your extra Grand Master Discipline(s), your original four Grand Master Disciplines, and any Special Items that you have found and been able to keep during your adventures, may then be carried over and used in the next Grand Master adventure, which is called The Deathlord of Ixia.

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+ +
+ + Equipment + + + + + +

Before you set off on your long journey to Magador, you take with you a map of the Maakengorge and surrounding territories and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table and add 20 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the Gold Crowns section of your Action Chart.

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If you have successfully completed any of the previous Lone Wolf adventures (Books 1&endash;15), you may add this sum to the total sum of Crowns you already possess. Fifty Crowns is the maximum you can carry, but additional Crowns can be left in safekeeping at your monastery.

+

You can take four items from the list below, again adding to these, if necessary, any you may already possess from previous adventures (remember, you are still limited to two Weapons, but you may now carry a maximum of ten Backpack Items).

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    +
  • Sword (Weapons)

  • +
  • Bow (Weapons)

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  • +

    Quiver (Special Items) This contains six Arrows: record them on your weapons list.

    + + + Brian Williams + + + + +
  • +
  • Axe (Weapons)

  • +
  • +

    2 Meals (Meals) Each Meal takes up one space in your Backpack.

    + + + Brian Williams + + + + +
  • +
  • +

    Rope (Backpack Item)

    + + + Brian Williams + + + + +
  • +
  • +

    Potion of Laumspur (Backpack Item) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

    + + + Brian Williams + + + + +
  • +
  • Quarterstaff (Weapons)

  • +
  • +

    Dagger (Weapons)

    + + + Brian Williams + + + + +
  • +
+ +

List the four items that you choose on your Action Chart, under the appropriate headings, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.

+ +
+ + How to Use Your Equipment + + + +
+
Weapons
+

The maximum number of weapons that you can carry is two. Weapons aid you in combat. If you have the Grand Master Discipline of Grand Weaponmastery and a correct weapon, it adds 5 points to your COMBAT SKILL. If you find a weapon during your adventure, you may pick it up and use it.

+
Bows and Arrows
+
+

During your adventure there will be opportunities to use a Bow and Arrow. If you equip yourself with this weapon, and you possess at least one Arrow, you may use it when the text of a particular section allows you to do so. The Bow is a useful weapon, for it enables you to hit an enemy at a distance. However, a Bow cannot be used in hand-to-hand combat, therefore it is strongly recommended that you also equip yourself with a close combat weapon, such as a sword or axe.

+

In order to use a Bow you must possess a quiver and at least one Arrow. Each time the Bow is used, erase an Arrow from your Action Chart. A Bow cannot, of course, be used if you exhaust your supply of Arrows, but the opportunity may arise during your adventure for you to replenish your stock of Arrows.

+

If you have the Discipline of Grand Weaponmastery with a Bow, you may add 3 to any number that you pick from the Random Number Table, when using the Bow.

+
+
Backpack Items
+
+

These must be stored in your Backpack. Because space is limited, you may keep a maximum of ten articles, including Meals, in your Backpack at any one time. You may only carry one Backpack at a time. During your travels you will discover various useful items which you may decide to keep. You may exchange or discard them at any point when you are not involved in combat.

+

Any item that may be of use, and which can be picked up on your adventure and entered on your Action Chart is given either initial capitals (e.g. Gold Dagger, Magic Pendant), or is clearly labelled as a Backpack Item. Unless you are told that it is a Special Item, carry it in your Backpack.

+
+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is twelve.

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+
Gold Crowns
+
+

The currency of Magador is the Gold Crown. These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.

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+
Food
+

Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

+
Potion of Laumspur
+

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

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+
+
+
+ +
+ + Rules for Combat + + + + + +

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

+

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart. The sequence for combat is as follows:

+
    +
  1. Add any extra points gained through your Grand Master Disciplines and Special Items to your current COMBAT SKILL total.

  2. +
  3. +

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

    +

    Example

    +

    Lone Wolf (COMBAT SKILL 27) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 35.

    +

    He subtracts the Doomwolf pack's COMBAT SKILL from his own, giving a Combat Ratio of +5. (35−30 = +5). +5 is noted on the Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    +

    Example

    +

    The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

    +
      +
    • Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge).
    • +
    • Doomwolf Pack loses 7 ENDURANCE points.
    • +
    +
  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. +
  13. Repeat the sequence from Stage 3.

  14. +
+ +

This process of combat continues until ENDURANCE points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points reduced.

+

A summary of Combat Rules appears in the back of this book.

+ +
+ Evasion of Combat + + +

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round (but then that is the risk of running away!). You may evade only if the text of the particular section allows you to do so.

+
+
+
+
+ +
+ + Levels of Kai Grand Mastership + + + + + +

The following table is a guide to the rank and titles you can achieve at each stage of your journey along the road of Kai Grand Mastership. As you successfully complete each adventure in the Lone Wolf Grand Master series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection&emdash;to become a Kai Supreme Master.

+ +
    +
  1. Kai Grand Master Senior
  2. +
  3. Kai Grand Master Superior
  4. +
  5. Kai Grand Sentinel
  6. +
  7. Kai Grand Defender&emdash;You begin the Lone Wolf Grand Master adventures at this level of Mastery
  8. +
  9. Kai Grand Guardian
  10. +
  11. Sun Knight
  12. +
  13. Sun Lord
  14. +
  15. Sun Thane
  16. +
  17. Grand Thane
  18. +
  19. Grand Crown
  20. +
  21. Sun Prince
  22. +
  23. Kai Supreme Master
  24. +
+
+
+ +
+ + Improved Grand Master Disciplines + + + + + + +

The Strength spell is, in practice, also used in armed combat contrary to what is indicated here.

+
+
+ + +

As you rise through the higher levels of Kai Grand Mastery, you will find that your Disciplines will steadily improve. For example, if you possess the Discipline of Grand Nexus when you reach the Grand Master rank of Grand Thane, you will be able to pass freely through Shadow Gates and explore the nether realms of Aon and the Daziarn Plane.

+ +
+ Kai Grand Guardian + +

If you are a Grand Master who has reached the rank of Kai Grand Guardian (5 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

+
+
Animal Mastery
+

Kai Grand Guardians with this Discipline are able to summon a limited number of forest animals to their location. The creatures so summoned will become loyal and willing allies, willing to do the Kai Grand Guardian's bidding. This ability can only be used in an outdoor setting.

+
Assimilance
+

Kai Grand Guardians who possess this skill are able to create a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal and infravision. The duration of the fog increases as a Grand Master rises in rank.

+
Grand Huntmastery
+

Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability is very useful when used to outdistance a pursuing enemy.

+
Kai-surge
+

Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.

+
Kai-screen
+

Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables them to both protect and hide their minds from being detected by a hostile psychic probe.

+
Magi-magic
+
+

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

+
    +
  • Splinter&emdash;This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.
  • +
  • Flameshaft&emdash;This causes the tip of any Arrow or Arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.
  • +
+
+
+
+
+ +
+ Sun Knight + +

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 two-handed weapons (i.e. Broadsword, Quarterstaff, 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 creature's 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 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.

+
Kai-alchemy
+
+

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

+
    +
  • Halt Missile&emdash;This 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 2&endash;3 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.
  • +
  • Strength&emdash;By 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.
  • +
+
+
+
+
+ +
+ Sun Lord + +

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 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 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.

+
Kai-surge
+

Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast&emdash;a 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 Lord's 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 surfaces, 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 battle-spells of the Elder Magi:

+
    +
  • Penetrate&emdash;This increases the penetrative energy of any Arrow or Arrow-like missile, launched by a Sun Lord.
  • +
  • Energy Grasp&emdash;This 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.
  • +
+
+
+ +
+ +
+
+

The nature of any additional improvements and how they affect your Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf books.

+ +
+
+ +
+ + Grand Master's Wisdom + + + + + +

Northern Magador, which borders upon the Maakengorge, is a notoriously wild and treacherous region. Be wary and on your guard at all times, for you can expect little help from the outlaws and fell creatures who dwell in this area.

+

Some of the things that you will encounter during your mission 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 any 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 mission, 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 venture into the unknown.

+

For Sommerlund and the Kai!

+
+
+ +
+ Numbered Sections + + + + +
+ 1 + + +

A sense of foreboding hangs over you as you mount your horse and head towards the city's south gate. There, a couple of tired night guards grumble wearily at your demand for the gate to be opened.

+

'What's the hurry?' they growl. The door finally opens and you gallop through the arch.

+

Half a mile beyond a stone bridge you see a signpost. An arrow pointing to the south says, 'Meadowood 1/2 mile/Holmgard 80 miles', and the other arrow, pointing west says simply, 'Old Mine Road'.

+ If you wish to continue south along the highway, turn to 7. + If you decide to take the road heading west, turn to 55. +
+
+ +
+ 2 + + +

Shouting your power-word, you point at the snarling Giaks. The lightning bolt breaks into several smaller energy pulses that rip into the evil warriors, sending them tumbling in all directions. Seizing the opportunity, you turn and run deeper into the ruined temple.

+ Turn to 32. +
+
+ +
+ 3 + + +

Reining your horse to a halt, you stare down at the two dead Rangers. Their chests are scorched as if they were both struck by lightning. A Sword and a Mace lie close by. You may take either of these weapons.

+ Turn to 31. +
+
+ +
+ 4 + + +

The one-roomed hut is damp and deserted. You scan the moss-covered walls for a good hiding place and your attention is caught by a large stone fireplace. You waste no time in climbing up the flue. Minutes later you hear the Giaks enter the hut in search of you. You try to keep as still as possible but you are desperate to sneeze.

+ If you have the spell of Silence, turn to 74. + If you do not possess this spell, turn to 22. +
+
+ +
+ 5 + + +

A search of the cupboards uncovers 2 Gold Crowns, enough food for one Meal, and the old man's Silver Warhammer. If you wish to take this, mark it on your Action Chart as a Special Item which you carry tucked into your belt.

+ Turn to 15. +
+
+ +
+ 6 + + +

'Quickly, take cover in the forest,' you shout to Daron and Thelda. But their little pony is terrified by the black-winged Kraan. It panics and gallops off into the trees on the other side of the highway. You are forced to ride deeper into the forest to avoid the black arrows of their Giak riders.

+ Turn to 73. +
+
+ +
+ 7 + + +

A few minutes later you see a line of wagons on the highway ahead. A group of merchants are arguing with a patrol of Border Rangers who stand guard at a barricade. The Rangers are refusing to allow anyone to pass through the village of Meadowood. 'No good you trying,' calls a disgruntled coachman.

+ If you wish to ask the Rangers to allow you through, turn to 48. + If you wish to stop and talk to the coachman, turn to 57. +
+
+ +
+ 8 + + +

You cast your spell and catch all three of them by surprise. They struggle to free themselves but to no avail. The Kraan, fearing its riders have fallen into the clutches of a hideous monster, flies away to avoid a similar fate. The path is now clear and you seize your chance of escape.

+ Turn to 47. +
+
+ +
+ 9 + + +

Suddenly, a wave of pain makes you scream out. Two arrows have passed through your chest and back, smashing the air from your lungs. You fall from the saddle, crashing to the soft earth with a terrible jolt.

+

The last thing you hear are gasps of horror as the Rangers recognize your sky-blue robes.

+

Your life and your mission end here.

+
+
+ +
+ 10 + + +

As night falls, you reach the tiny village of Oak Hill, less than twenty miles from the Monastery of the Kai. There is no tavern here, but the blacksmith is well known for his generous hospitality.

+ If you wish to stop at the blacksmith's house, turn to 66. + If you choose to sleep out in the open, turn to 79. +
+
+ +
+ 11 + + +

For over an hour you move stealthily through the trees, straining for the sound of an approaching Giak patrol or nearby Kraan.

+

Gradually the trees begin to thin out and you can see the ruins of an ancient temple. You take refuge beneath a fallen pillar. As you catch your breath, you remove the Guildmaster's envelope from your robe. Now that war has begun, it will be safer to commit its contents to memory rather than allow it to fall into enemy hands.

+ Turn to 42. +
+
+ +
+ 12 + + +

As you rush into the fray, the familiar sound of Kraan wings return. Hovering above you are six of the fearsome creatures. The peasants panic and flee, leaving you to face the Kraan alone.

+ If you wish to stand and fight, turn to 37. + If you wish to try to escape, turn to 59. +
+
+ +
+ 13 + + +

Hurriedly, you cast the spell, circling your palm behind your head to form the shield. An instant later, two arrows just miss your back. Your magic has saved your life, but it has not protected you from a third arrow that gouges your left leg. Lose 3 ENDURANCE points.

+

Wincing with pain, you press on until you have left the archers far behind.

+ Turn to 15. +
+
+ +
+ 14 + + +

You soon learn that your companions' names are Daron and Thelda, and that their father owns a bakery at Searsby.

+

An hour has passed when you hear the beat of huge wings. A great cloud of black-winged creatures appears flying in a vast formation that darkens the sky. Your heart sinks. The Darklords, the ancient enemy of your people, are attacking. War has begun.

+ If you wish to continue along the highway, turn to 49. + If you decide to seek the shelter of the forest, turn to 6. +
+
+ +
+ 15 + + +

The track continues for several miles down a steep wooded hillside to arrive at a little bridge spanning a deep, crystal-clear stream. A young woman dressed in padded leather armour stands there, warily watching you approach.

+

'Where are you bound for, young wizard?' she asks.

+ If you wish to tell her your destination, turn to 54. + If you demand that she allow you across the bridge, turn to 76. +
+
+ +
+ 16 + + +

The Giaks form a semi-circle, holding you at bay with the points of their spears. Suddenly, a clutch of Kraan glide across the trees and drop their riders almost on top of you. Their leader screams 'Darg!' and, as one, the Giaks charge.

+ Turn to 37. +
+
+ +
+ 17 + + +

As you whisper the spell-chant, a wave of fear numbs your senses.

+

You are in the presence of a great and malicious evil. The woman senses your fear and a smile spreads across her face.

+ Turn to 54. +
+
+ +
+ 18 + + +

Your quick thinking saves you from the full impact of the lightning bolt. It passes close by your head, blistering the skin on your cheek and causing your hair to smoulder. The Helghast screams a terrible cry that claws at your mind (lose 3 ENDURANCE points), but the pain quickly fades as you gallop away from the village.

+ Turn to 46. +
+
+ +
+ 19 + + +

As you leave your hiding place, a cry echoes in your ears. 'Ogadak - Dok taag!' You thrust the envelope back into your robes and clamber across the ruins. Giaks appear as if from nowhere; one has his arm drawn back ready to throw a spear.

+ If you have the spell of Lightning Hand and wish to use it, turn to 2. + If you wish to try to dodge the spear, turn to 51. +
+
+ +
+ 20 + + +

You whisper the spell under your breath. A shiver runs the length of your spine as you sense evil. It comes, not from the cabin, but from the wooded hills beyond. It is many miles away but you can feel it drawing closer.

+ If you wish to hide in the cabin, turn to 67. + If you wish to turn away from the approaching evil and press on through the forest, turn to 15. +
+
+ +
+ 21 + + +

You arrive in time to witness a handful of peasants armed with pitchforks attacking two Giaks on Doomwolves. Although superior in numbers, they are no match for these ferocious fighters who have already killed many of their kinfolk.

+ If you wish to aid the peasants, turn to 12. + If you choose to avoid the fight, you can run back along the track by turning to 47. +
+
+ +
+ 22 + + +

You cannot hold back the sneeze. Within seconds, three ugly Giak faces are squinting up the chimney at you, prodding your feet with their spears. You hurriedly climb the flue only to find a couple of Kraan hovering above. They drop their Giak riders on the roof, and a voice shrieks: 'Dok ek!'

+ Turn to 37. +
+
+ +
+ 23 + + +

The innkeeper's cheerful mood changes to a stony stare. 'Get out o' here!' he shouts angrily.

+ If you have the spell of Mind Charm, and wish to use it, turn to 75. + If you wish to leave the tavern, turn to 7. +
+
+ +
+ 24 + + +

As the smiling Ranger walks nearer, your horse becomes nervous and skittish. It takes a great deal of effort to bring him under control. When you glance at the Ranger once more, your skin prickles with dread at the change that has come over him. The skin of his face is writhing. It is changing colour, growing darker and tighter on his skull. His eyes glow with a red fire and fangs sprout from his bottom lip. A wave of panic leaves you breathless as you realize he is a Helghast, a hellish agent of the Darklords. A blue flame ignites at the tip of his staff and a searing charge of energy leaps towards your chest.

+ If you possess the spell of Invisible Shield, and wish to use it, turn to 41. + If you possess the spell of Counter Spell, and wish to use it, turn to 58. + If you have neither of these spells, turn to 72. +
+
+ +
+ 25 + + +

You invoke the spell and, to the astonishment of the Giaks, leap over the edge. You are able to control your rate of descent, and gently you come to rest in a shallow ravine. You can hear the cries of Kraan and Giaks echoing through the forest. The trees are thicker to the south and you press on in that direction.

+ Turn to 45. +
+
+ +
+ 26 + + +

Spreading the fingers of your right hand wide apart, you breathe the spell-runes. The net wraps around the old man, pinning him firmly to his chair. As you step forward to take away his Warhammer, the yellow bird swoops down and gouges your cheek before flying out of an open window. Lose 2 ENDURANCE points.

+

'Leave me be,' whimpers the old man. 'Take what little I have but spare my life.'

+ If you wish to free him from the net, turn to 39. + If you decide to leave him tied up and search his cabin for useful items, turn to 5. + If you choose to leave the cabin and continue on your mission, turn to 15. +
+
+ +
+ 27 + + +

After waiting several minutes for a unit of Giaks to march away you whisper the spell and take to the air. Unfortunately, the effects wear off as you near the middle of the lake, and gradually you descend into the cold dark waters of Lake Pewas.

+

You are forced to discard all your equipment, except for your Crystal Star Pendant and Guildmaster's Envelope, for fear of drowning (erase all but these two Special Items from your Action Chart).

+

Eventually, you reach the far side and stumble ashore, cold and bedraggled. However, if you possess the spell of Mend, you may restore 5 ENDURANCE points to your current total, for you were able to cast the spell whilst swimming across the lake.

+ Turn to 11. +
+
+ +
+ 28 + + +

The captain is insulted by your attempt at bribery. He knocks the coins from your hand and forces you away from the barricade at the point of his sword. Erase half the number of Gold Crowns that are noted on your Action Chart.

+

There is little you can do except try to circle the village under cover of the forest.

+ Turn to 63. +
+
+ +
+ 29 + + +

You bite your lip as an arrowhead gouges a deep furrow across your thigh (lose 4 ENDURANCE points). The pain makes you swoon but you manage to press on until you have left the Rangers far behind.

+ Turn to 15. +
+
+ +
+ 30 + + +

You sense no evil in these children and you have no cause to doubt their word. They smile with joy when you agree to join them on the ride south.

+ Turn to 14. +
+
+ +
+ 31 + + +

From around a bend in the street ahead, a Ranger appears. He is carrying a long black staff. He smiles and waves at you to slow down.

+ If you wish to slow down and see what he wants, turn to 24. + If you decide to ignore him and gallop on, turn to 38. +
+
+ +
+ 32 + + +

A Giak, taller than the others and dressed from head to foot in black chainmail, curses and whips his troops with a barbed flail to get them to pursue you.

+

Suddenly, a figure dressed in green leaps out of the undergrowth wielding an axe. Your heart skips a beat as he raises the weapon to strike, but he fells a Giak lurking behind your back - not you! The stranger has saved your life.

+ Turn to 40. +
+
+ +
+ 33 + + +

'Welcome to my humble home, welcome,' beams the wrinkle-faced old man.

+

As you close the door, a sudden shriek sets your nerves on edge. 'Now, now, Galir!' says the old man, reproving a large yellow-feathered bird perched on a mirror above the mantelpiece. Irritably it flaps its wings and emits a curious warbling sound that the old man appears to understand. The man's expression becomes less friendly and his fingers tighten around the silver handle of an ornate Warhammer.

+ If you have the spell of Net, and wish to use it, turn to 26. + If you wish to draw your sword and attack the old man, turn to 44. + If you wish to escape into the forest, turn to 15. +
+
+ +
+ 34 + + +

As the foul creature dies it tumbles from the bridge and is washed away by the fast-flowing stream. If you have the spell of Mend, you can take this opportunity to restore lost ENDURANCE points by wading into the water and casting the spell. Before remounting your horse, you must eat a meal or lose 3 ENDURANCE points.

+ Now turn to 10. +
+
+ +
+ 35 + + +

The Kraan heads west and soon lands in a clearing teeming with Giak soldiers. Roughly you are dragged from the saddle and thrown into a deep pit that holds three other humans, all Sommlending like yourself.

+ If you have the spell of Levitation, turn to 78. + If you do not possess this spell, turn to 65. +
+
+ +
+ 36 + + +

You wake at dawn, refreshed and eager to continue your mission. The blacksmith's nephew and niece join you for a hearty breakfast and then accompany you to the stable to collect your horse. They share a small black pony called Bobin.

+ Turn to 14. +
+
+ +
+ 37 + + +

You put up a brave struggle but you are soon overwhelmed. They tie your hands and confiscate everything you possess, except for your Crystal Star Pendant, and the Guildmaster's Message, both of which they fail to discover.

+

'Dok ziran,' shouts a Giak officer pointing at you, 'Dok kag eg oknar oka.'

+

Suddenly you are grabbed and thrown across the saddle of a Kraan. An ugly-faced Giak sits behind you, his knife held to your throat as the beast takes to the air.

+ If you have the spell of Lightning Hand, turn to 60. + If you do not have this spell, or do not wish to use it, turn to 35. +
+
+ +
+ 38 + + +

The Ranger raises his black staff and aims it at your chest. A wave of nausea knots your stomach as suddenly you witness a terrible change. The skin that covers the Ranger's face is writhing, growing darker and tighter on his skull. His eyes glow red and great curved fangs have pushed themselves through his lower jaw. You stifle a scream as you realize he is a Helghast, a powerful shape-changing agent of the Darklords. A blazing blue flame ignites at the tip of his staff and a bolt of energy leaps towards your chest.

+ If you have the spell of Counter Spell, and wish to use it, turn to 58. + If you do not have this spell you can try to dodge the energy bolt by turning to 52. + Or you can try to trample the Helghast beneath your horse's hooves. Turn to 72. +
+
+ +
+ 39 + + +

'Take it easy, old man. I mean you no harm,' you say, as you cut the magical netting that binds him to his rocking chair. 'Your yellow bird seems to have misjudged me, for I have not come here to rob you.'The old man listens with interest to your explanation and gives you some advice on how to reach the Monastery of the Kai.

+

You thank the old man and as you turn to leave he offers to exchange his Warhammer for any two items in your Backpack (excluding Meals). If you wish to make the exchange, erase two items of your choice and mark the Silver Warharnmer as a Special Item which you carry tucked into your belt.

+ Turn to 15. +
+
+ +
+ 40 + + +

On seeing the green-cloaked stranger emerge from the woods, the Giak officer orders his troops to run to the shelter of the forest. For the time being, the danger has passed.

+

Wiping the sweat from your brow, you turn to thank your unexpected rescuer and, as you do so, you recognize the clothes he wears: they are the green tunic and cloak of a Kai initiate.

+ Turn to 80. +
+
+ +
+ 41 + + +

Drawing your hand across your face to invoke the spell, you form an invisible shield between yourself and the bolt of energy. Unfortunately, the bolt is magical, and it passes through the shield unhindered.

+ Turn to 72. +
+
+ +
+ 42 + + +

The message is a warning that the Darklords have mustered a vast army beyond the Durncrag Range. The Guildmaster urges the Kai to cancel the feast of Fehmarn and prepare immediately for war. He fears that Sommerlund has been betrayed by a wizard of the brotherhood, called Vonotar.

+

Suddenly, you hear the crunch of iron-shod boots on stone, and before you can destroy the Guildmaster's message, a Giak booms: 'Zazgog rek okaka.'

+ If you wish to stay where you are, turn to 62. + If you wish to move deeper into the ruins, turn to 19. +
+
+ +
+ 43 + + +

The Border Rangers of Sommerlund are expert archers, and as you hear the hiss of their arrows speeding towards your back you pray that luck is on your side.

+ If you possess the spell of Invisible Shield, turn to 13. +

If you do not have this spell, pick a number from the Random Number Table.

+ If the number you have chosen is 0-2, turn to 69. + If the number is 3-7, turn to 9. + If the number is 8-9, turn to 29. +
+
+ +
+ 44 + + +

You strike at the old man's head, but he parries your blow with his Warhammer. To your horror, your sword blade disintegrates as soon as it touches the weapon's silver haft. Cackling with glee, the old man leaps into the attack, brandishing his enchanted Warhammer above his head.

+

Old Tadeus COMBAT SKILL 18 ENDURANCE 18

+

You must deduct 4 points from your COMBAT SKILL for you are now unarmed. If you have the spell of Vigour, you may cast it to increase your COMBAT SKILL, but be sure to deduct 3 ENDURANCE points accordingly.

+ You may evade combat after three rounds, by escaping to your horse. Turn to 15. + If you win the combat, turn to 5. +
+
+ +
+ 45 + + +

You come to the edge of a small lake where many Giaks and Drakkarim are being marshalled into units. You sense that the Kai Monastery lies on the other side of the lake, and you try to think of a way to get across the water unseen.

+ If you have the spell of Levitation, and you wish to use it, turn to 27. + If you want to swim across the lake, turn to 53. + If you decide to skirt around the lake, under cover of the forest, turn to 68. +
+
+ +
+ 46 + + +

You have ridden several miles before you dare rest. You stop by the banks of a stream and allow your horse to drink. If you have the spell of Mend, you can take this opportunity to restore lost ENDURANCE points by standing in the stream and casting the spell. Before you remount and continue, you must eat a Meal or lose 3 ENDURANCE points.

+ Now turn to 10. +
+
+ +
+ 47 + + +

You climb through a tunnel of trees and emerge at the top of a rocky knoll. About three miles to the south you can see a huge cloud of Kraan circling a grey stone building. You watch with grim fascination as they tear at the walls with their talons. Suddenly, you are disturbed by the sound of rustling undergrowth, and you spin around in time to see a handful of Giaks charging towards you. You turn to run, but find yourself teetering on the brink of a steep drop.

+ If you have the spell of Levitation, turn to 25. + If you do not have this spell, or do not wish to use it, turn to 16. +
+
+ +
+ 48 + + +

The Rangers are not impressed by your request to be allowed through Meadowood. A Ranger captain tells you to return to Toran. They are searching for a spy who has murdered three of his men. Until he is caught, nobody can pass through Meadowood.

+ If you have the spell of Mind Charm, and wish to use it, turn to 77. + If you do not have this spell, you can offer him some Gold Crowns, by turning to 28. + Or you can try to circle Meadowood by riding through the forest. Turn to 63. +
+
+ +
+ 49 + + +

A dozen black-winged creatures appear overhead. They are Kraan, and on their backs are shrieking Giaks eager to fight. Suddenly, the Kraan swoop.

+ If you have the spell of Lightning Hand, and wish to use it, turn to 56. + If you wish to evade the attack by entering the forest, turn to 6. +
+
+ +
+ 50 + + +

The foul-mouthed Giaks cackle with joy as they close in for combat. You must fight all three as one enemy.

+

Giaks COMBAT SKILL 16 ENDURANCE 18

+ You can evade combat after three rounds by running into the forest. Turn to 70. + If you win the combat, you can escape along the south path by turning to 47. +
+
+ +
+ 51 + + +

You dive aside and the spear whistles past your arm, tearing the cuff of your robe but drawing no blood. Quickly, you scramble to your feet and run deeper into the ruins.

+ Turn to 32. +
+
+ +
+ 52 + + +

You have barely seconds to act. Desperately you jerk your horse to the left to avoid the crackling blue pulse of flame.

+

Pick a number from the Random Number Table.

+ If the number you have chosen is 0-6, turn to 18. + If the number is 7-9, turn to 72. +
+
+ +
+ 53 + + +

You leave all you carry (except for your Crystal Star Pendant and Guildmaster's Envelope) on this side of the lake, for fear of drowning.

+

After fifteen minutes you reach the far side and stumble ashore, cold and bedraggled. However, if you possess the spell of Mend, you may restore 5 ENDURANCE points to your current total, for you were able to cast the spell whilst swimming across the lake,

+ Turn to 11. +
+
+ +
+ 54 + + +

She unsheathes a black sword and emits a hideous laugh. The skin on her face is starting to writhe and change colour, growing darker with each passing second. Her eyes glow with red fire and long fangs appear from her lower jaw as she creeps slowly towards you. Shock leaves you breathless as you realize that she is a Helghast, a powerful shape-changing servant of the Darklords. Before you can think of using one of your spells, the Helghast hauls you out of the saddle. You land heavily on the stony ground and fumble in desperation for a weapon as the creature's black sword whistles towards your head.

+ If you have a Silver Warhammer, turn to 64. + If you do not possess this Special Item, turn to 61. +
+
+ +
+ 55 + + +

This road is little better than a rough forest track. Soon all trace of it disappears. You urge your horse through a mass of tangled undergrowth until you happen upon a moss-covered log cabin.

+ If you wish to take a closer look at the cabin, turn to 67. + If you wish to press on and try to find traces of the old mine road, turn to 15. + If you have the spell of Sense Evil, and if you wish to use it, turn to 20. +
+
+ +
+ 56 + + +

You release a bolt of lightning at the first of a number of Kraan screaming towards you. The pulse of energy tears through its chest, flipping it backwards and scattering its Giak crew like rag dolls. Two Kraan collide with it in mid-air and come crashing down in a tangled heap.

+

However, your magic has attracted more Kraan and quickly you realize you must take to the forest if you are to avoid being overwhelmed.

+ Turn to 6. +
+
+ +
+ 57 + + +

You learn that the Rangers are searching for a Darklord spy. Last night he killed three Rangers, here in Meadowood. He escaped but is still somewhere in the area. The Rangers have sealed off the highway and are not letting anyone through until the spy is caught or killed.

+ If you wish to approach the Rangers and ask them to allow you to pass, turn to 48. + If you decide to ride back to the junction at Old Mine Road, and try to circle the village, turn to 55. +
+
+ +
+ 58 + + +

You shout the spell-words and feel a chill as some of your body warmth drains away to form the counter spell. A flat sphere of translucent red mist suddenly appears in the path of the oncoming bolt and, as they collide, a splash of violet flame erupts in front of your eyes. A tremendous shock wave knocks you back in the saddle and your startled horse rears up, but somehow you manage to regain control. The Helghast emits a cry that rakes your mind (lose 2 ENDURANCE points), but the pain quickly fades as you gallop away from Meadowood.

+ Turn to 46. +
+
+ +
+ 59 + + +

You race back along the forest track, but a Kraan swoops down and drops three Giaks on the path ahead. They unsheathe curved swords and utter vile curses as they stalk nearer.

+ If you have the spell of Net, and wish to use it, turn to 8. + If you wish to draw your weapon and fight these three Giak soldiers, turn to 50. + If you wish to escape into the forest, turn to 70. +
+
+ +
+ 60 + + +

Carefully, you point your finger at the grinning Giak rider and say the power words. There is an intense flash of blue light and a scream as your bolt decapitates him. His body somersaults backwards off the Kraan which begins to climb, its load instantly halved. The spell has burned through your bonds and now you can pull yourself into a sitting position. With blows to its head and neck, you force the Kraan to land in the forest. As soon as its clawed feet touch the soil, you leap from the saddle and run for cover.

+ Turn to 11. +
+
+ +
+ 61 + + +

The creature laughs manically as it raises the sword to strike again. Valiantly you try to fend off the attack, but you are greatly weakened through loss of blood. The last thing you hear as the black sword descends is the Helghast's mocking laugh of victory.

+

Your life and your mission end here.

+
+
+ +
+ 62 + + +

You place the envelope back into your robe and peek carefully over a broken marble slab. A squad of Giaks have entered the ruins and are systematically searching every square inch. Suddenly, a group appear to your left. They see you and raise the alarm: 'Ogadak!'

+ If you have the spell of Lightning Hand, and wish to use it, turn to 2. + If you wish to evade the Giaks, turn to 32. +
+
+ +
+ 63 + + +

The dense foliage makes it difficult to pass through the trees on horseback, so you keep to a narrow track. Suddenly, a patrol of Rangers rush out of the trees behind you. They have bows and are preparing to fire them at you.

+ If you wish to call out to them to hold their fire, turn to 9. + If you decide to escape along the track as fast as your horse will carry you, turn to 43. +
+
+ +
+ 64 + + +

A crackle of blue flame bursts from your enemy's sword as it strikes the haft of your Silver Warhammer. The Helghast recoils from the blow, allowing you to stagger to your feet, but it soon recovers and attacks again. You cannot evade combat and must fight this creature to the death.

+

Helghast COMBAT SKILL 21 ENDURANCE 28

+

If you have the spell of Vigour, you may cast it before combat begins.

+ If you win the fight, turn to 34. +
+
+ +
+ 65 + + +

Three hours pass before a Drakkarim officer appears at the edge of the pit and stares down at you with contempt. He barks an order and a circle of Giak archers appear. The last thing you hear is the hiss of their deadly black arrows.

+

Your life and your mission end here.

+
+
+ +
+ 66 + + +

You knock on the door of the blacksmithy. It opens and a small plump woman stands before you, hurriedly wiping her hands on her chequered apron. She smiles and calls for Tym, her husband, as she ushers you into the dark warmth of the smithy. Tym the blacksmith welcomes you with a firm handshake. 'My word, Petrea, we're honoured to have a journeyman with us tonight,' he says to his wife.

+

You enjoy a delicious supper, during which the blacksmith asks a favour of you. His nephew and niece, who are staying at the blacksmithy, are due to return home to their village in the morning. They live in Searsby, which lies to the south, where the road to the Kai Monastery branches off from the main highway. All he asks is that you accompany them home. You can hardly refuse the blacksmith's request, especially after enjoying his food and hospitality.

+ Turn to 36. +
+
+ +
+ 67 + + +

You dismount and tether your horse before climbing the rickety steps to the cabin door. Through a cracked window pane you can see an old man sitting in a rocking chair. He is smoking a clay pipe and reading a leather-bound book. As you approach the door, you tread on a twig that snaps with a loud crack.

+

'Who's there?' calls the old man.

+ If you wish to enter the cabin, turn to 33. + If you decide to press on through the forest, turn to 15. +
+
+ +
+ 68 + + +

Cautiously you move through the enemy-infested trees, but less than a hundred yards from the water's edge you are spotted by a Kraan patrol. You cannot evade them.

+ Turn to 37. +
+
+ +
+ 69 + + +

You weave back and forth across the track, to present the archers with a harder target. Your tactics pay off, for although an arrow grazes your scalp (lose 1 ENDURANCE point), it is just a flesh wound. Wiping a trickle of blood away, you press on and soon leave the archers cursing your escape.

+ Turn to 15. +
+
+ +
+ 70 + + +

Crashing headlong through the bracken, you fight to stay on your feet as you make your escape. Everywhere you hear the cries of Kraan and Giaks echoing through the trees. After ten minutes, the trees start to thin out and you can just make out the shape of a stone hut nestling at the bottom of a shallow ravine.

+ If you wish to hide in this hut, turn to 4. + If you wish to push on deeper into the forest, turn to 45. +
+
+ +
+ 71 + + +

You ask her once more to let you cross, this time using your spell of Mind Charm to persuade her you are friendly. Unfortunately, your spell does not have the desired effect.

+ Turn to 54. +
+
+ +
+ 72 + + +

The energy bolt smashes into your unprotected chest and hurls you out of the saddle. Your chest is ablaze and tongues of orange flame flicker before your eyes - but you feel no pain. Only numbness and the irresistible urge to sleep fill your body. As your eyes slowly close, you do not see the Helghast raise its black staff to finish you off.

+

Your life and your mission end here.

+
+
+ +
+ 73 + + +

Your heart is pounding fit to burst as you urge your horse through the ever-thickening foliage. The forest soon becomes too dense to continue on horseback and you are forced to press on by foot. You force your way through the rich vegetation until you discover a track. To the north you can make out some huts; to the south the path disappears into wooded hills.

+ If you wish to head north towards the huts, turn to 21. + If you wish to go south towards the hills, turn to 47. +
+
+ +
+ 74 + + +

You invoke the spell just in time, and your violent sneezing goes undetected by the Giak soldiers searching the hut below. You wait several minutes before leaving your hiding place and pushing on through the forest to the south.

+ Turn to 45. +
+
+ +
+ 75 + + +

Under the influence of your magic, a calm descends on the man and his anger is swiftly replaced by his usual jollity. 'I'm sorry,' he says, 'please forgive my rudeness. I don't know what came over me.'

+

He ushers you to a table near the fireplace that is set for dinner, and calls to his son to prepare you a meal. The food is delicious: restore 2 ENDURANCE points to your total before leaving the tavern and continuing on your way.

+ Turn to 7. +
+
+ +
+ 76 + + +

She answers by grasping the hilt of a weapon sheathed at her side. Her expression is stern and unfriendly.

+ If you have the spell of Mind Charm, and wish to use it, turn to 71. + If you have the spell of Sense Evil, and wish to use it, turn to 17. + If you decide to offer her some Gold Crowns to let you cross the bridge, turn to 54. +
+
+ +
+ 77 + + +

To the surprise of his men, the Captain orders the barricade to be drawn aside. You are allowed to pass, but as you are riding towards the village, you hear the Captain shouting: 'Stop that rider!'

+

Your spell has begun to wear off. Spurring your horse to a gallop, you race along the deserted main street of Meadowood. Two bloodstained bodies lie on the road ahead; they are Rangers and they appear to be dead.

+ If you wish to stop and examine the bodies, turn to 3. + If you decide to ride on as fast as you can, turn to 31. +
+
+ +
+ 78 + + +

One of your fellow captives, a young hill farmer, unties the cords that bind your wrists. With your hands free once more, you whisper the spell of Levitation and slowly rise to the edge of the pit. The others are amazed but they stay silent so as not to jeopardize your escape. Patiently you wait for the right moment before emerging from the pit and diving into the cover of the trees.

+ Turn to 11. +
+
+ +
+ 79 + + +

You awake shortly after dawn to a chill morning and, unless you possess a blanket, you must deduct 2 ENDURANCE points. You are rising to your feet when suddenly you realize you are being watched. Two children, a boy and a girl, are sitting astride a little black pony, staring at you in disbelief.

+

'Have you been asleep here all night?' asks the young girl. You nod.

+

'You should have called on our uncle,' says the boy, 'he's the blacksmith of Oak Hill. He would have given you a bed for the night.'

+

The little girl leans forward and offers you some bread and cheese. Gratefully you accept her kind offer (restore 1 ENDURANCE point).

+

'We're on our way to Searsby for the feast of Fehmarn,' says her brother. 'Are you going that way?'

+

The village of Searsby lies to the south, where a road to the Kai Monastery branches off from the main highway.

+ If you wish to accompany the children south, turn to 14. + If you have the spell of Sense Evil, and wish to use it, turn to 30. +
+
+ +
+ 80 + + +

You offer your hand in friendship and it is gratefully received. After introducing yourself, you hand over the Guildmaster's Envelope. The Kai Lord studies the message and a great sadness fills his eagle eyes.

+

'Alas, the wisdom of this warning has arrived too late to save my kin. The war has already begun and my brothers in arms were the first to fall to the evil host of Helgedad. They are dead, and I am all that remains of the Kai. Your mission is complete, Banedon, but mine has only just begun. I, Lone Wolf, must journey to Holmgard to warn the King. He will know what must be done to save our land.'

+

Instinctively, you remove your Crystal Star Pendant and hand it to the last Kai warrior. It is a talisman of good luck and you pray that it protects him on the perilous road ahead.

+

Your mission is complete!

+
+
+
+
+ +
+ The Maakengorge & Surrounding Territories + + + + + Brian Williams + + + + + +
+ +
+ Action Chart + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + Jonathan Blake + + + + + + + Jonathan Blake + + + + + + + Jonathan Blake + + + + + +
+ +
+ Combat Rules Summary + + + +
    +
  1. Add your COMBAT SKILL to any extra points given to you by your Kai Disciplines.
  2. +
  3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  4. +
  5. Pick number from Random Number Table.
  6. +
  7. Turn to the Combat Results Table.
  8. +
  9. Find your Combat Ratio on the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
  10. +
  11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0 or below.
  12. +
+ +
+ To Evade Combat + + + +
    +
  1. You may only do this when the text of the adventure offers you the opportunity.
  2. +
  3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored, only Lone Wolf loses the ENDURANCE points.
  4. +
  5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
  6. +
+
+
+ +
+
+ +
+ Combat Results Table + + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + + +
+ +
+ Random Number Table + + + + + + Jonathan Blake + + + + + + +
+ +
+ Errata + + + +
+ Introduction + +

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

+
+
+ +
+ Errata + + +

(The Story So Far) Replaced elite with élite, no Kai lord with no Kai Lord, strongholds fierce with strongholds, fierce, Right-Handed Magic with Right-handed magic, both occurrences of new-found with newfound, Dark God and with Dark God, and, vigilant for with vigilant, for, free-state with Freeland, body, and those with body, along with those, north-east with northeast, and quickly and with quickly, and.

+

(The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Changed COMBAT SKILL to ENDURANCE according to Lone Wolf Club Newsletter 24. Replaced Magi-Magic with Magi-magic and opposite and overleaf with below.

+

(Grand Master Disciplines) Replaced smell and with smell, and and both occurrences of (ie, with (i.e..

+

(Equipment) Replaced Magador you with Magador, you, eg Gold with e.g. Gold, map of the area with map of the the Maakengorge and surrounding territories, safe-keeping with safekeeping, all occurrences of arrow with Arrow, all occurrences of bow with Bow, and adds 3 points with adds 5 points. Removed (see the inside front cover of this book). Added a section about Gold Crowns which reads The currency of Magador is the Gold Crown. These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.

+

(Rules for Combat) Removed on the inside back cover of this book. Replaced on the page after the Random Number Table with in the back of this book, Lone Wolf (COMBAT SKILL 32) with Lone Wolf (COMBAT SKILL 27), and adds 3 points with adds 8 points.

+

(Improved Grand Master Disciplines) Replaced both occurrences of Kai-Blast with Kai-blast. Replaced surface, eg: with surfaces, e.g., ie. with i.e., Kai Surge with Kai-surge, all occurrences of arrow with Arrow, both occurrences of arrow, or arrow-like with Arrow or Arrow-like, lava and with lava, and, and body-weight with body weight. Added (7 Disciplines) after Sun Lord. Removed the quotation marks around Improved Grand Master Disciplines and Lightning Hand.

+

Lone Wolf Club Newsletter 24 states: In Lone Wolf 16, the Improved Discipline of Kai-surge (at rank of Sun Lord) is not fully explained (a sentence is missing from the paragraph). A Kai Sun Lord using Kai Blast [sic] 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.. This missing information has been added to the text.

+

(Grand Master's Wisdom) Moved this section of the book to its normal position after Improved Grand Master Disciplines.

+

(1) Replaced skyship Skyrider with skyship, Skyrider and scroll with Scroll.

+

(2) Replaced animal kinship with Animal Kinship.

+

(3) Replaced beyond is with beyond are, Nexus, and with Nexus and and Knight, or with Knight or.

+

(6) Replaced tier and with tier, and and shadow gate with Shadow Gate.

+

(9) Replaced hand you with hand, you, appear but with appear, but, and panther you with panther, you.

+

(11) Replaced Durncrag scavenger with Durncrag Scavenger, most-favoured with most favoured, weakened state and this with weakened state, and this, state and with state, and, skull and, as with skull, and as, all occurrences of jackals with Jackals, Knight, or with Knight or, and rounds, by with rounds by.

+

(12) Replaced sun and with sun, and.

+

(14) Replaced Vakovarian brigand captain with Vakovarian Brigand Captain and rounds, by with rounds by.

+

(15) Replaced will and with will, and.

+

(16) Replaced T'is with &thinspace;'Tis and not less with not 'less.

+

(19) Replaced psi-screen with Psi-screen, sudden massive with sudden, massive.

+

(21) Replaced doorway and with doorway, and.

+

(23) Replaced sixth sense with Sixth Sense.

+

(25) Replaced over and, as with over, and as, them you with them, you, can and so you with can. You, chase but with chase, but, and and they give with and give.

+

(29) Replaced strike an with strike, an, this time, with this time!, alive. with alive!, Bow and arrow with Bow and Arrow.

+

(30) Replaced Sun Lord or higher, with Sun Lord,.

+

(31) Replaced life force with life-force and prey on which with prey with which.

+

(33) Replaced huntmastery with Huntmastery and swarthy-face with swarthy-faced.

+

(34) Replaced Kraagenskul with Kraagenskûl.

+

(36) Replaced Vortex with Vortexi, vortexi with Vortexi, and add 5 to your ENDURANCE points score with restore 5 points to your ENDURANCE points score.

+

(39) Replaced curing with Curing, Vakovarian brigands with Vakovarian Brigands, and rounds, by with rounds by.

+

(40) Removed the quotation marks around Lightning Hand.

+

(44) Replaced dim blue with dim, blue, streches with stretches, and light and in its dim glow you with light, and in its dim glow, you.

+

(45) Removed the superfluous semicolon in region; has&emdash;the original print has a suspicious looking smudge that makes no sense in this context. Replaced says, as with says as.

+

(46) Replaced vortexi with Vortexi.

+

(48) Replaced arrow with Arrow, bow with Bow, and Black corvayl with Black Corvayl.

+

(50) Replaced them they with them, they.

+

(51) Replaced discipline with Discipline.

+

(52) Replaced psychic ability with psychic abilities and rounds, by with rounds by.

+

(54) Replaced invisibility yet with invisibility, yet.

+

(55) Replaced runic disc with Runic Disc.

+

(56) Replaced eagle eyes with eagle-eyes.

+

(57) Replaced Brotherhood spell with Brotherhood Spell. Removed the quotation marks around Net. Replaced shadow gate with Shadow Gate.

+

(59) Replaced bandits and with bandits, and.

+

(60) Replaced hard pressed with hard-pressed and ascend but with ascend, but.

+

(61) Replaced pathsmanship with Pathsmanship and peak but with peak, but.

+

(62) Replaced gods with Gods.

+

(63) Replaced shadow gate with Shadow Gate.

+

(64) Replaced huntmastery with Huntmastery, desolate but with desolate, but, and streets and with streets, and.

+

(67) Replaced gulley with gully.

+

(71) Replaced spell with Spell and removed the quotation marks around Counterspell.

+

(72) Replaced downpour you with downpour, you and summonation with summoning. Replaced both occurrences of shadow gate with Shadow Gate. Added a comma after the first Shadow Gate.

+

(73) Replaced both occurrences of gulley with gully. Replaced flood you with flood, you.

+

(74) Replaced strong and with strong, and.

+

(75) Replaced arm lock with armlock and acolytes of Vashna with Acolytes of Vashna.

+

(76) Replaced camouflage with Camouflage and acolyte Elders with Acolyte Elders.

+

(77) Replaced furrier's shop with furriers' shop.

+

(80) Replaced huntmastery with Huntmastery and desolate but with desolate, but.

+

(82) Replaced deck and with deck, and.

+

(83) Replaced vortexi with Vortexi and both occurrences of Guardian, with Guardian or higher,.

+

(84) Replaced Black Talisman with Black Amulet and pathsmanship with Pathsmanship.

+

(86) Replaced spell with Spell and removed the quotation marks from Sense Evil.

+

(87) Replaced scavengers with Scavengers.

+

(88) Replaced arrow with Arrow.

+

(90) Replaced drop and with drop, and.

+

(91) Replaced dawn the with dawn, the.

+

(92) Replaced shadow gate with Shadow Gate.

+

(94) Replaced Crack! with crack!.

+

(96) Replaced rips with rip and flame and suddenly with flame. Suddenly.

+

(97) Replaced Kai Blast with Kai-blast.

+

(98) Replaced One by one his with One by one, his.

+

(99) Replaced all occurences of jackals with Jackals, Knight, or with Knight or, and rounds, by with rounds by.

+

(100) Replaced t'is with &thinspace;'tis and At first I, too, made with At first, I too made.

+

(102) Replaced investigate and your with investigate. Your and acolyte of Vashna with Acolyte of Vashna.

+

(103) Replaced vortexi with Vortexi and add 5 to your ENDURANCE points score with restore 5 points to your ENDURANCE score.

+

(104) Replaced gulley with gully.

+

(105) Replaced Citystate with City-state and destoyed with destroyed.

+

(106) Replaced life force with life-force.

+

(107) Removed the quotation marks from Invisible Fist.

+

(108) Replaced hesitation he with hesitation, he.

+

(109) Replaced bow and draw an arrow with Bow and draw an Arrow and bow and the arrow with Bow and the Arrow.

+

(110) Replaced shadow gate with Shadow Gate.

+

(111) Removed , or higher from Sun Lord, or higher since Sun Lord is the highest available rank in this book.

+

(112) Replaced shore and with shore, and and both occurrences of jackals with Jackals.

+

(113) Replaced off-balance with off balance, them you with them, you, can and with can, and, heels, pausing with heels pausing, and chase but with chase, but.

+

(118) Replaced sun-sword with Sun-sword.

+

(120) Replaced bow, draw an arrow with Bow, draw an Arrow.

+

(122) Replaced healing with Healing.

+

(123) Removed the quotation marks around Lightning Hand and replaced spell with Spell.

+

(124) Replaced adgana with Adgana and long discordant with long, discordant.

+

(125) Replaced far sinister with far more sinister and psi-screen with Psi-screen.

+

(127) Removed the quotation marks from around Levitation and replaced spell with Spell. Removed the choices at the end since they are superfluous: Lone Wolf must have Kai-alchemy to reach this section. The choices read:

+
+

If you possess Kai-alchemy, turn to 57.

+

If you do not possess this Grand Master Discipline, turn to 282.

+
+

The single remaining choice now reads:

+
+

Turn to 57.

+
+

(128) Replaced sixth sense with Sixth Sense and animal control with Animal Control.

+

(129) Removed the quotation marks around Mind Charm.

+

(130) Replaced Vasha with Vashna.

+

(131) Replaced weapon with Weapon.

+

(132) Replaced Kai Blast with Kai-blast.

+

(134) Replaced acolyte Elder with Elder.

+

(136) Replaced invisibility with Invisibility and arrow with Arrow. Removed the quotation marks around Mind Charm.

+

(137) Replaced camouflage with Camouflage and unconscious and with unconscious, and.

+

(138) Replaced vortexi with Vortexi.

+

(139) Replaced arrow with Arrow.

+

(140) Replaced battle frenzy with battle-frenzy.

+

(141) Replaced shadow gate with Shadow Gate.

+

(142) Replaced add 5 to your ENDURANCE points score with restore 5 points to your ENDURANCE score.

+

(143) Replaced we celebrate with We celebrate and acolytes of Vashna with Acolytes of Vashna.

+

(144) Replaced vortexi with Vortexi and swoop with swoops.

+

(149) Replaced command and with command, and.

+

(153) Replaced If you do not possess these skills, or if you have yet to attain the rank of Sun Lord, with Otherwise,.

+

(154) Replaced guttering with gutter.

+

(157) Replaced shadow gate with Shadow Gate.

+

(158) Replaced rounds, by with rounds by.

+

(159) Replaced and it makes with which makes and vortexi with Vortexi.

+

(161) Replaced furrier's shop with furriers' shop.

+

(162) Replaced vortexi with Vortexi.

+

(163) Replaced acolytes of Vashna with Acolytes of Vashna.

+

(164) Replaced both occurrences shadow gate with Shadow Gate.

+

(166) Replaced Kai lord with Kai Lord and in our midst, with in our midst!, and Cadak, maniacally, &lsquot;You with Cadak maniacally. &lsquot;You.

+

(167) Replaced arrows with Arrows, invisibility with Invisibility, and arrow with Arrow. Removed the quotation marks around Mind Charm.

+

(174) Replaced furrier's shop with furriers' shop.

+

(175) Replaced acolytes of Vashna with Acolytes of Vashna.

+

(180) Replaced bow with Bow, both occurrences of scavengers with Scavengers, paces for with paces, for and attack; they with attack: they.

+

(183) Replaced bow with Bow and both occurrences of arrow with Arrow.

+

(184) Replaced whom you almost collided with with with whom you almost collided.

+

(185) Replaced screwjaws with screwjaw and drunkard, when with drunkard when.

+

(186) Replaced tunic, and with tunic and.

+

(197) Replaced on to with onto.

+

(198) Replaced bow and draw an arrow with Bow and draw an Arrow and jaw with jaws.

+

(200) Replaced counter-attack with counterattack, acolyte Elders with Acolyte Elders, face it you see, two with face it, you see two and acolytes of Vashna with Acolytes of Vashna.

+

(204) Replaced acolytes of Vashna with Acolytes of Vashna.

+

(205) Removed , or higher from Sun Lord, or highersince Sun Lord is the highest available rank in this book.

+

(207) Replaced Huntmastery you with Huntmastery, you.

+

(208) Replaced scavenger with Scavenger, most-favoured with most favoured, all occurrences of Jackals with Jackals, Knight, or with Knight or, and rounds, by with rounds by.

+

(209) Replaced gulley with gully, animal kinship with Animal Kinship, and so you with so, you.

+

(211) Replaced camouflage with Camouflage.

+

(212) Removed the quotation marks around Mind Charm and replaced spell with Spell.

+

(213) Replaced Kai lord with Kai Lord.

+

(217) Replaced healing with Healing.

+

(222) Replaced to the gallop with to a gallop and both occurences of jackals with Jackals.

+

(223) Replaced both occurrences of gulley with gully.

+

(225) Replaced shadow gate with Shadow Gate.

+

(226) Replaced furrier's shop with furriers' shop, mitts with Mitts, all occurrences of cloaks with Cloaks, corvayl with Corvayl, both occurrences of pelts in the sale list with Pelts, White wolf with White Wolf, and hides with Hides.

+

(227) Replaced arrow with Arrow and man, clad in furs clutching with man clad in furs and clutching.

+

(228) Replaced Kai lord with Kai Lord.

+

(229) Replaced both occurrences of Kai blast with Kai-blast. Replaced add 5 to your ENDURANCE points score with restore 5 points to your ENDURANCE score.

+

(230) Replaced horseshoe circle with horseshoe shape.

+

(232) Replaced cloud of crypt spawn with cloud of Crypt Spawn and Crypt spawn with Crypt Spawn.

+

(234) Replaced After a short while he says. with After a short while he says, and moved that phrase into the beginning of the fourth paragraph rather than at the end of the third. Replaced three occurences of amulet with Amulet. Replaced acolytes of Vashna with Acolytes of Vashna

+

(235) Replaced shadow gate with Shadow Gate.

+

(236) Replaced weapon with Weapon.

+

(239) Replaced Kai lord with Kai Lord.

+

(241) Replaced hunting with Hunting, arrow with Arrow, and longer , with longer,. Removed the quotation marks around Mind Charm.

+

(247) Replaced arrows with Arrows.

+

(249) Replaced animal control with Animal Control.

+

(250) Replaced Then, as you round a knoll of rock, shaped with Then as you round a knoll of rock shaped and vortexi with Vortexi.

+

(251) Replaced arrow with Arrow.

+

(252) Removed the quotation marks around Be brave, Grand Master. But most of all&emdash;be swift!.

+

(254) Replaced all occurrences of arrow with Arrow, approaching. with approaching from., domain, a with domain: a, and bow with Bow.

+

(255) Replaced runic disc with Runic Disc.

+

(256) Replaced north-easterly with northeasterly.

+

(257) Replaced Black corvayl with Black Corvayl.

+

(261) Replaced shadow gate with Shadow Gate.

+

(263) Replaced vortexi with Vortexi.

+

(264) Replaced psi-screen with Psi-screen.

+

(265) Replaced acolyte Elder with Acolyte Elder.

+

(268) Replaced Vakovarian brigands with Vakovarian Brigands and rounds, by with rounds by.

+

(269) Replaced spell with Spell and removed the quotation marks around Mind Charm. Replaced be&emdash;a lowly acolyte of Vashna with be: a lowly Acolyte of Vashna.

+

(272) Replaced arrow with Arrow.

+

(275) Replaced acolyte Elder with Acolyte Elder.

+

(276) Replaced Knight, or with Knight or.

+

(277) Replaced humble-but-honest with humble but honest and acolytes of Vashna with Acolytes of Vashna.

+

(283) Removed , or higher from Sun Lord, or higher since Sun Lord is the highest available rank in this book.

+

(284) Replaced vortexi with Vortexi.

+

(286) Replaced chasm of doom with Chasm of Doom and shadow gate with Shadow Gate.

+

(287) Replaced gold crowns with Gold Crowns.

+

(288) Replaced Elder-magi with Elder Magi.

+

(290) Replaced belt pouch with Belt Pouch.

+

(293) Replaced backpack with Backpack.

+

(294) Replaced spell with Spell and removed the quotation marks from Mind Charm.

+

(296) Replaced ever-nearer with ever nearer.

+

(297) Replaced tracking with Tracking and Guardian, or with Guardian or.

+

(300) Replaced camouflage with Camouflage.

+

(301) Replaced bow, draw an arrow from your quiver with Bow, draw an Arrow from your Quiver.

+

(302) Replaced Kai pathsmanship with Magnakai Pathsmanship.

+

(304) Replaced arrow with Arrow, Thok! with thok!, and screams, and with screams and.

+

(305) Replaced vortexi with Vortexi.

+

(306) Replaced corvayl with Corvayl.

+

(307) Replaced pathsmanship with Pathsmanship and north-easterly with northeasterly.

+

(308) Replaced weapon with Weapon.

+

(309) Replaced both occurrences of jackals with Jackals.

+

(311) Replaced arching with arcing.

+

(315) Replaced king's with King's.

+

(316) Replaced token with Token.

+

(318) Replaced shadow gate with Shadow Gate.

+

(319) Replaced gulley with gully and Guardian, or with Guardian or.

+

(322) Replaced acolyte Elder with Acolyte Elder.

+

(323) Moved How can I help you, stranger? to the first paragraph and moved For an instant the look of suspicion returns to his beady eyes, then he sneers and says, to the third paragraph.

+

(324) Replaced vortexi with Vortexi.

+

(325) Replaced acolytes of Vashna with Acolytes of Vashna and ruins, by with ruins by.

+

(326) Replaced Guardian, or with Guardian or.

+

(327) Replaced stalagtites with stalactites and young teenage with young, teenage.

+

(328) Replaced arrow with Arrow.

+

(329) Replaced arrows with Arrows.

+

(330) Replaced bow with Bow, all occurrences of arrows with Arrows, and quiver with Quiver.

+

(334) Replaced both occurrences of automatons with Automatons and Kai Blast with Kai-blast.

+

(336) Replaced corvayl with Corvayl.

+

(337) Replaced pathsmanship with Pathsmanship.

+

(338) Replaced sixth sense with Sixth Sense.

+

(340) Replaced T'as been with &thinspace;'T'as been and black corvayl with Black Corvayl.

+

(341) Replaced north-easterly with northeasterly and north-east with northeast.

+

(342) Replaced gulley with gully, indentify with identifies, and acolyte of Vashna with Acolyte of Vashna.

+

(343) Replaced sixth sense with Sixth Sense.

+

(344) Replaced tree-tops with treetops.

+

(345) Replaced on to with onto and shadow gate with Shadow Gate.

+

(347) Replaced both occurrences of jackal with Jackal.

+

(348) Replaced invisibility with Invisibility and removed the quotation marks around Mind Charm. Replaced arrow with Arrow

+

(350) Replaced both occurrences of shadow gate with Shadow Gate.

+
+
+
+
+ +
+ Footnotes + + +

(The Game Rules) The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Rules Handbook for details.

+

(The Game Rules) Note that this list is not identical to the one used in The Plague Lords of Ruel: this list is missing the Silver Bracers and Korlinium Scabbard. These items are restored to the list of permissible items from the Kai and Magnakai series again in The Deathlord of Ixia. Presumably, therefore, it should be permissible to leave the Silver Bracers and Korlinium Scabbard in safekeeping at the monastery during the intervening books and retrieve them at the outset of The Deathlord of Ixia.

+

(Grand Master Disciplines) The rules of the books in the Magnakai series (6&endash;12) and the fact that the rank of Kai Grand Defender&ellips; means you are skilled in two&ellips; weapons imply that for each book that you complete of the Grand Master series (13&endash;20), you will gain mastery of an additional Kai weapon. E.g. if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have Mastery of.

+

(Improved Grand Master Disciplines) The Strength spell is, in practice, also used in armed combat contrary to what is indicated here.

+

(1) Note this Scroll as a Special Item that doesn't take up any space on your Action Chart.

+

(6) This is the correct answer to the crystal dais grid in Section 164.

+

(10) This is the correct answer to Shamath's riddle in Section 189.

+

(21) If you have already spent all of your money, you have a choice: you may either give her an item of comparable or greater value, or you may simply disregard this cost.

+

(36) The originally published edition of this book instructed you to add 5 points to your ENDURANCE score. We believe that our alteration to specify restoration instead of addition is closer to the intent of the author. The original led to several questions. Would this additional score be a permanent increase of your maximum ENDURANCE? Permanent alterations of basic scores in the middle of an adventure are rare making this option unlikely. Nor does the context support this conclusion. Then would this addition only be for the duration of the combat similar to the bonus to COMBAT SKILL? This makes the bonus useless. If you were to complete the combat with fewer than 5 ENDURANCE points remaining and then removed the bonus after the combat was over, you would be just as dead as without the bonus. Another proposal was that you should remove the bonus from your score only if it leaves your score above the normal maximum after the combat. Although reasonable, this probably wasn't the intent of the author since he did not specify this procedure. We have opted for the simplest, most straightforward choice: that this is just a restorative effect.

+

(54) There are strong indications that Arch Druid Cadak should be immune to both Mind Blast and Psi-surge but not Kai-surge. The Cener High Priest fought in The Plague Lords of Ruel Sections 156 and 212 is immune to these lesser psychic Disciplines, and Section 267 of this book describes Arch Druid Cadak's inner mind as well-shielded.

+

(103) The originally published edition of this book instructed you to add 5 points to your ENDURANCE score. We believe that our alteration to specify restoration instead of addition is closer to the intent of the author. The original led to several questions. Would this additional score be a permanent increase of your maximum ENDURANCE? Permanent alterations of basic scores in the middle of an adventure are rare making this option unlikely. Nor does the context support this conclusion. Then would this addition only be for the duration of the combat similar to the bonus to COMBAT SKILL? This makes the bonus useless. If you were to complete the combat with fewer than 5 ENDURANCE points remaining and then removed the bonus after the combat was over, you would be just as dead as without the bonus. Another proposal was that you should remove the bonus from your score only if it leaves your score above the normal maximum after the combat. Although reasonable, this probably wasn't the intent of the author since he did not specify this procedure. We have opted for the simplest, most straightforward choice: that this is just a restorative effect.

+

(110) This is the correct answer to second sequence of numbers on the crystal dais grid in Section 235.

+

(112) You may also eat a single Meal and only lose 3 ENDURANCE points.

+

(118) The originally published edition of this book instructed you to add 5 points to your ENDURANCE score. We believe that our alteration to specify restoration instead of addition is closer to the intent of the author. The original led to several questions. Would this additional score be a permanent increase of your maximum ENDURANCE? Permanent alterations of basic scores in the middle of an adventure are rare making this option unlikely. Nor does the context support this conclusion. Then would this addition only be for the duration of the combat similar to the bonus to COMBAT SKILL? This makes the bonus useless. If you were to complete the combat with fewer than 5 ENDURANCE points remaining and then removed the bonus after the combat was over, you would be just as dead as without the bonus. Another proposal was that you should remove the bonus from your score only if it leaves your score above the normal maximum after the combat. Although reasonable, this probably wasn't the intent of the author since he did not specify this procedure. We have opted for the simplest, most straightforward choice: that this is just a restorative effect.

+

(123) There are strong indications that Arch Druid Cadak should be immune to both Mind Blast and Psi-surge but not Kai-surge. The Cener High Priest fought in The Plague Lords of Ruel Sections 156 and 212 is immune to these lesser psychic Disciplines, and Section 267 of this book describes Arch Druid Cadak's inner mind as well-shielded.

+

(135) There are strong indications that Arch Druid Cadak should be immune to both Mind Blast and Psi-surge but not Kai-surge. The Cener High Priest fought in The Plague Lords of Ruel Sections 156 and 212 is immune to these lesser psychic Disciplines, and Section 267 of this book describes Arch Druid Cadak's inner mind as well-shielded.

+

(142) The originally published edition of this book instructed you to add 5 points to your ENDURANCE score. We believe that our alteration to specify restoration instead of addition is closer to the intent of the author. The original led to several questions. Would this additional score be a permanent increase of your maximum ENDURANCE? Permanent alterations of basic scores in the middle of an adventure are rare making this option unlikely. Nor does the context support this conclusion. Then would this addition only be for the duration of the combat similar to the bonus to COMBAT SKILL? This makes the bonus useless. If you were to complete the combat with fewer than 5 ENDURANCE points remaining and then removed the bonus after the combat was over, you would be just as dead as without the bonus. Another proposal was that you should remove the bonus from your score only if it leaves your score above the normal maximum after the combat. Although reasonable, this probably wasn't the intent of the author since he did not specify this procedure. We have opted for the simplest, most straightforward choice: that this is just a restorative effect.

+

(143) It is most likely that these Discipline bonuses are not intended to be cumulative.

+

(150) It is most likely that these Discipline bonuses are not intended to be cumulative.

+

(164) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer. If you guess incorrectly, turn immediately to 235.

+

(189) The correct method for finding the solution of this riddle has eluded readers ever since The Legacy of Vashna was published (as befits a riddle posed by an immortal demoness). If you can find the correct solution, please contact the Project Aon volunteers. The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer. If you guess incorrectly, turn immediately to 216.

+

(229) Since this attack is described as a Kai-blast, you should deduct 4 ENDURANCE points from your current score.

+

(229) The originally published edition of this book instructed you to add 5 points to your ENDURANCE score. We believe that our alteration to specify restoration instead of addition is closer to the intent of the author. The original led to several questions. Would this additional score be a permanent increase of your maximum ENDURANCE? Permanent alterations of basic scores in the middle of an adventure are rare making this option unlikely. Nor does the context support this conclusion. Then would this addition only be for the duration of the combat similar to the bonus to COMBAT SKILL? This makes the bonus useless. If you were to complete the combat with fewer than 5 ENDURANCE points remaining and then removed the bonus after the combat was over, you would be just as dead as without the bonus. Another proposal was that you should remove the bonus from your score only if it leaves your score above the normal maximum after the combat. Although reasonable, this probably wasn't the intent of the author since he did not specify this procedure. We have opted for the simplest, most straightforward choice: that this is just a restorative effect.

+

(235) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer. If you guess incorrectly, turn immediately to 141.

+

(267) There are strong indications that Arch Druid Cadak should be immune to both Mind Blast and Psi-surge but not Kai-surge. The Cener High Priest fought in The Plague Lords of Ruel Sections 156 and 212 is immune to these lesser psychic Disciplines, and this Section describes Arch Druid Cadak's inner mind as well-shielded.

+

(293) There is no indication whether or not the extra meals that you gather as you ride should also have a curative effect. If you decide that they do, record each on your Action Chart as Meal +3 EP.

+

(332) If you have already spent all of your money, you have a choice: you may either give her an item of comparable or greater value, or you may simply disregard this cost.

+
+
+ +
+ Table of Illustrations + + +

The following is a list of all Sections containing illustrations found in this book:

+ +
+ Primary Illustrations + + + + +
+ +
+ Secondary Illustrations + + + + +
+ +
+
+ + &inclusion.project.aon.license; + +
+
+ +
-- 2.17.1