From 6eb85ad8dadf50f1f1e28ac1bf3413099b7579ed Mon Sep 17 00:00:00 2001 From: Jonathan Blake Date: Thu, 7 Dec 2006 01:38:44 +0000 Subject: [PATCH] Modernizing git-svn-id: https://projectaon.org/data/trunk@196 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- xml/03tcok.xml | 786 ++++++++++++++----------------------------------- 1 file changed, 224 insertions(+), 562 deletions(-) diff --git a/xml/03tcok.xml b/xml/03tcok.xml index 7eb2faf..1090c1e 100755 --- a/xml/03tcok.xml +++ b/xml/03tcok.xml @@ -1,13 +1,12 @@ - - %xhtml.characters; - %general.links; %xhtml.links; + + + %general.inclusions; ]> @@ -16,6 +15,9 @@ $Id$ $Log$ +Revision 1.4 2006/12/07 01:38:44 jonathan.blake +Modernizing + Revision 1.3 2006/01/05 18:04:07 jonathan.blake Adding Paul Haskell as an Illustration Transcriptionist @@ -69,29 +71,20 @@ fix illustration captions Joe Dever and Gary Chalk Joe Dever
Illustrated by Gary Chalk
-

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields&emdash;as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

-

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

-

While working in Los Angeles in 1977 he discovered a then little-known game called Dungeons &ersand; Dragons. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

-

Five years later, in 1982, Joe won the Advanced Dungeons &ersand; Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

-

In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark&emdash;the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.

-

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

-

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

-

Gary Chalk, the illustrator of the early Lone Wolf series, was born in 1952, grew up in Hertfordshire, England. Being interested in history, he began playing war games at the age of fifteen. When he graduated from college with a Bachelor of Arts in design, Gary spent three years training in a studio before becoming a teacher in art and design.

-

Gary was working as a children's book illustrator when he became involved in adventure gaming, an interest which eventually led to the creation of several successful games. He is the inventor/illustrator of some of Britain's biggest-selling fantasy games including Cry Havoc, Starship Captain and Battlecars (co-designed with Ian Livingstone). He is also known for his work on the very successful game, Talisman.

-

Gary was working at Games Workshop when Joe Dever asked him to illustrate some of his manuscript of Flight from the Dark. The two teamed up after that and, they continued to work together until the eighth book in the series, The Jungle of Horrors.

-

Gary has also drawn the illustrations in Redwall and related books, The Prince of Shadows gamebook series, and several books which he also authored. Gary continues to enjoy war gaming and works as an illustrator and model maker. He maintains a website with examples of his work.

+ &inclusion.joe.dever.bio.lw; + &inclusion.gary.chalk.bio.lw;
Project Aon 200313 -

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

+

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

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

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

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

+

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

@@ -130,7 +123,7 @@ fix illustration captions -

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

+

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. 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:

@@ -146,9 +139,9 @@ fix illustration captions
Alternate Illustrations
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Michael Hahn (map)
Proofreading
-
Simon Osborne (Sections 1&endash;70 and 281&endash;315)
Vito Trifilo (sections 71&endash;105, 141&endash;280, and 316&endash;350
Tony Wrigley (Sections 106&endash;140)
+
Simon Osborne (Sections 170 and 281315)
Vito Trifilo (sections 71105, 141280, and 316350
Tony Wrigley (Sections 106140)
Editing
-
Mike Feldman
Ingo Klöcker
Mark Laird
Simon Osborne
Thomas Wolmer
+
Mike Feldman
Ingo Klcker
Mark Laird
Simon Osborne
Thomas Wolmer
Coordination
Jonathan Blake
Special Thanks
@@ -162,21 +155,21 @@ fix illustration captions
- The Story So Far&ellips; + The Story So Far<ch.ellips/>

In the northern land of Sommerlund, it had been the custom for many centuries to send the children of the Warrior Lords to the monastery of Kai. There they were taught the skills and disciplines of their noble fathers.

-

You are Lone Wolf, and you are now the last of the Warrior Lords of Sommerlund. One year ago, the ancient enemy of your people&emdash;the Darklords of Helgedad&emdash;suddenly invaded Sommerlund and completely devastated the Kai monastery. All of the Kai warriors were in attendance for the feast of Fehmarn, and all except you were massacred.

-

You fought your way to Holmgard, the capital of your country, where the King sent you upon a desperate quest for help. Your mission was fraught with great danger, for Sommerlund had been betrayed by one of its own magicians&emdash;Vonotar the Traitor. His agents sought to kill you at every opportunity, but your skill and strength defeated their evil aims. You returned to Holmgard at the head of a great fleet&emdash;the allies of Durenor&emdash;and destroyed the Darklord army that besieged your capital.

+

You are Lone Wolf, and you are now the last of the Warrior Lords of Sommerlund. One year ago, the ancient enemy of your peoplethe Darklords of Helgedadsuddenly invaded Sommerlund and completely devastated the Kai monastery. All of the Kai warriors were in attendance for the feast of Fehmarn, and all except you were massacred.

+

You fought your way to Holmgard, the capital of your country, where the King sent you upon a desperate quest for help. Your mission was fraught with great danger, for Sommerlund had been betrayed by one of its own magiciansVonotar the Traitor. His agents sought to kill you at every opportunity, but your skill and strength defeated their evil aims. You returned to Holmgard at the head of a great fleetthe allies of Durenorand destroyed the Darklord army that besieged your capital.

Much of Sommerlund was ruined by the war. The rich farmlands were laid waste and many towns were razed to the ground. But the Sommlending are a tough people and were undaunted by the enormous task that lay ahead. They set about the rebuilding of war-torn Sommerlund with such determination that now, one year later, few of the scars of war remain visible.

-

For the crucial part that you played in the victory, the King has bestowed upon you the rank and title of 'Fryearl of Sommerlund', a rare honour for one so young. The ruins of the Kai monastery and much of the surrounding lands are now 'Fryelund' under your protection.

-

Work to rebuild the monastery was about to commence when disturbing news from the north prompted the King to summon you to the capital. Many merchants, returning from the summer trading expeditions to Kalte, told of the fall of the Brumalmarc&emdash;the leader of the Ice Barbarians. The description of the hunchbacked magician who has succeeded the fierce Brumalmarc fits only one man&emdash;Vonotar the Traitor.

+

For the crucial part that you played in the victory, the King has bestowed upon you the rank and title of Fryearl of Sommerlund, a rare honour for one so young. The ruins of the Kai monastery and much of the surrounding lands are now Fryelund under your protection.

+

Work to rebuild the monastery was about to commence when disturbing news from the north prompted the King to summon you to the capital. Many merchants, returning from the summer trading expeditions to Kalte, told of the fall of the Brumalmarcthe leader of the Ice Barbarians. The description of the hunchbacked magician who has succeeded the fierce Brumalmarc fits only one manVonotar the Traitor.

After the defeat of the Darklords, Vonotar escaped to the frozen wastes of Kalte. He made his way to the ice fortress of Ikaya where, through deception, he tricked the cruel Brumalmarc into adopting him as his magician. It was a mistake that was to cost the barbarian leader his fortress and his life.

The news that Vonotar still lives spreads like wildfire throughout Sommerlund. Thousands of Sommlending surround the capital and demand that Vonotar be made to pay for his treachery. So great is the outcry that the King is obliged to promise that the evil traitor will be brought back to Holmgard, and made to stand trial for his crimes.

-

For you, Lone Wolf, the King's promise is the start of a quest that will pit you against a hated foe, deep within the hostile Caverns of Kalte.

+

For you, Lone Wolf, the Kings promise is the start of a quest that will pit you against a hated foe, deep within the hostile Caverns of Kalte.

@@ -189,7 +182,7 @@ fix illustration captions

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

-

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

+

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

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

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

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

@@ -280,7 +273,7 @@ fix illustration captions

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

-

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

+

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

@@ -332,7 +325,7 @@ fix illustration captions -

Before leaving the northern port of Anskavern, you are escorted to the City Hall and equipped with special winter boots, a tunic, a fur-lined cloak and mittens. You are given a Map of Kalte and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may now enter this number in the 'Gold Crowns' section of your Action Chart. (If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total of any Crowns you may already possess. Remember you can only carry fifty Crowns.)

+

Before leaving the northern port of Anskavern, you are escorted to the City Hall and equipped with special winter boots, a tunic, a fur-lined cloak and mittens. You are given a Map of Kalte and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may now enter this number in the Gold Crowns section of your Action Chart. (If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total of any Crowns you may already possess. Remember you can only carry fifty Crowns.)

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

Dyce volunteers to return to the Cardonal with the Kanu-dog teams and the sledge, while the rest of you push on towards Ikaya, the ice fortress.

-

Ikaya was carved out of the Hrod Range many ages ago, by a race of creatures that have long since disappeared. Thousands of years passed before the Ice Barbarians migrated here from the Uncharted Void, claiming Ikaya for themselves. Their leaders, the 'Brumalmarc' as they are called, have ruled over Kalte from the safe shelter of this fortress ever since.

-

You have covered nearly five miles when Irian suddenly points to the west. There&ellips; over there. I'm sure I saw something.

+

Ikaya was carved out of the Hrod Range many ages ago, by a race of creatures that have long since disappeared. Thousands of years passed before the Ice Barbarians migrated here from the Uncharted Void, claiming Ikaya for themselves. Their leaders, the Brumalmarc as they are called, have ruled over Kalte from the safe shelter of this fortress ever since.

+

You have covered nearly five miles when Irian suddenly points to the west. There over there. Im sure I saw something.

You halt and strain your eyes to try to identify something unusual in the monotonous landscape of ice and snow.

Look over there! shouts Fenor, pointing towards a ridge less than a mile away. Two fur-clad warriors are standing on top of a large slab of ice. They are staring at you.

-

Ice Barbarians! whispers Irian, his voice shaking with fear. If they beat us to Ikaya, we're as good as dead.

+

Ice Barbarians! whispers Irian, his voice shaking with fear. If they beat us to Ikaya, were as good as dead.

You are still ten miles from the ice fortress and less than two hours of daylight remain.

If you wish to ignore the Ice Barbarians and press on to Ikaya, turn to 327. If you wish to attack them, and try to prevent them warning others, turn to 307. @@ -3372,7 +3365,7 @@ containing a child armed with a bone bow

You draw on all your powers of concentration to levitate the bowl of fuming herbs, and send it hovering among the corridor. You bring it to rest in the shadow of the pilaster and watch its effects with great curiosity; for in less than a minute, the Ice Barbarian guards have collapsed to the floor.

-

Now's our chance, whispers Loi-Kymar, and he ushers you out of the kitchen. You approach the Hall of the Brumalmarc undetected and discover that one of the magnificent jewelled doors is unlocked. Drawing your weapon, you gently push the door ajar and enter Vonotar's chamber.

+

Nows our chance, whispers Loi-Kymar, and he ushers you out of the kitchen. You approach the Hall of the Brumalmarc undetected and discover that one of the magnificent jewelled doors is unlocked. Drawing your weapon, you gently push the door ajar and enter Vonotars chamber.

Turn to 173.
@@ -3391,8 +3384,8 @@ containing a child armed with a bone bow 230 -

The Helghast smoulders and decays at your feet, a vile green gas seeping from beneath its robes. As you stare at the remains, you realize that this creature must have been sent here to kill Vonotar by the Darklords who crave Vonotar's death for his failure at the Battle of Holmgulf. The evil wizard must have discovered the Helghast and imprisoned it within a pentagram until he could devise some way of killing it for good.

-

You gingerly touch your wounded throat and thank the gods that you wield the Sommerswerd&emdash;its power has once again saved your life. You turn and quickly descend the stairs, leaving behind the Helghast's foul remains.

+

The Helghast smoulders and decays at your feet, a vile green gas seeping from beneath its robes. As you stare at the remains, you realize that this creature must have been sent here to kill Vonotar by the Darklords who crave Vonotars death for his failure at the Battle of Holmgulf. The evil wizard must have discovered the Helghast and imprisoned it within a pentagram until he could devise some way of killing it for good.

+

You gingerly touch your wounded throat and thank the gods that you wield the Sommerswerdits power has once again saved your life. You turn and quickly descend the stairs, leaving behind the Helghasts foul remains.

Turn to 166.
@@ -3414,8 +3407,8 @@ containing a child armed with a bone bow

It takes nearly an hour to cross, but you eventually make it in safety. The ascent of the glacier is a daunting task. The ice wall is smooth but very steep, rising over eight hundred feet. All of the equipment has to be unloaded from the sledges and ferried to the top of the glacier, where it is repacked piece by piece. The Kanu-dogs do hardly anything but fight amongst themselves and your food gets so shaken up, that all that remains to eat that evening is an unsavoury mess.

On the summit of the glacier wall, you pitch tent in the shelter of a natural ice bowl and settle down to a much deserved rest.

Pick a number from the Random Number Table.

- If the number you have picked is 0&endash;6, turn to 85. - If the number you have picked is 7&endash;9, turn to 300. + If the number you have picked is 06, turn to 85. + If the number you have picked is 79, turn to 300.
@@ -3443,7 +3436,7 @@ containing a child armed with a bone bow 235 -

After a short walk, you arrive at a massive ice hall full of crystal stalagmites and stalactites. The floor is covered with animal tracks and bones, yet the vast hall seems empty and still. You notice that the northern wall is a completely smooth surface of granite blocks stretching upwards to the icy ceiling, over one hundred feet above. You suddenly realize that you are staring at the foundation stones of Ikaya&emdash;you have reached the ice fortress.

+

After a short walk, you arrive at a massive ice hall full of crystal stalagmites and stalactites. The floor is covered with animal tracks and bones, yet the vast hall seems empty and still. You notice that the northern wall is a completely smooth surface of granite blocks stretching upwards to the icy ceiling, over one hundred feet above. You suddenly realize that you are staring at the foundation stones of Ikayayou have reached the ice fortress.

Gary Chalk @@ -3583,7 +3576,7 @@ stalagmites and stalactites 247 -

The old man slowly raises his head. His eyes look tired and bruised. The congealed blood of several wounds mats his long grey beard. He struggles to his feet and peers into the darkness above. Who lurks there? Is that you Vonotar? Show yourself, worm, or be gone. I'll not cower from you, nor will I hide my loathing. You will never break me, traitor! he shouts, defiantly shaking his scrawny fist in the air.

+

The old man slowly raises his head. His eyes look tired and bruised. The congealed blood of several wounds mats his long grey beard. He struggles to his feet and peers into the darkness above. Who lurks there? Is that you Vonotar? Show yourself, worm, or be gone. Ill not cower from you, nor will I hide my loathing. You will never break me, traitor! he shouts, defiantly shaking his scrawny fist in the air.

You cannot mistake his accent, for it is identical to your own. The old man is one of your countrymen, a Sommlending from the northern port of Toran.

If you possess a Rope, you can lower it to the floor and rescue the old man from the cell by turning to 118. If you do not have a Rope, or if you do not wish to rescue him, you can continue along the passage by turning to 30. @@ -3624,7 +3617,7 @@ stalagmites and stalactites

In the afternoon, your journey towards the glacier gradually becomes far more laborious. The blood vessels in both your eyes begin to swell until you feel as though your eyeballs are being tattooed with red-hot needles, or as if your eyelids are full of grit and sand.

-

Fenor is the first to notice your condition, and he halts the sledges. Snow-blindness, he says, tearing an old rag into long strips of bandage. If you go on like that, you'll go mad with pain before nightfall

+

Fenor is the first to notice your condition, and he halts the sledges. Snow-blindness, he says, tearing an old rag into long strips of bandage. If you go on like that, youll go mad with pain before nightfall

You lose 2 ENDURANCE points. Your sore eyes are swathed in bandages and you are made to lie amongst the equipment at the rear of the sledge. Then the trek continues. By nightfall, you reach the edge of the Viad Glacier.

Turn to 62.
@@ -3645,8 +3638,8 @@ tangle of vines

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

-

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

-

You pass him your map of Kalte and point out the location of the Cardonal I'll not be needing that, he replies, a little contemptuously. Maps are invariably wrong&emdash;I prefer to rely on my own sense of direction. The old magician raises his staff and a dazzling beam of light shoots from its tip. He makes three wide sweeps of the air and the Hall of the Brumalmarc is transformed into an umbrella of colour.

+

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

+

You pass him your map of Kalte and point out the location of the Cardonal Ill not be needing that, he replies, a little contemptuously. Maps are invariably wrongI prefer to rely on my own sense of direction. The old magician raises his staff and a dazzling beam of light shoots from its tip. He makes three wide sweeps of the air and the Hall of the Brumalmarc is transformed into an umbrella of colour.

Turn to 350.
@@ -3695,9 +3688,9 @@ tangle of vines 257 -

A shiver runs up your spine as Dyce's screams fade away into the dark gorge. You are staring into the inky blackness when Irian suddenly shouts: There&ellips; over there. I'm sure I saw something.

-

You turn to see him pointing not at the gorge but towards the west. Look, over there, says Fenor, who is also pointing, but at a ridge of ice in the middle distance. Two fur-clad warriors are standing on top of a large slab of ice. They stare in your direction alerted no doubt by Dyce's scream.

-

Ice Barbarians, whispers Irian, his voice shaking with fear. If they reach Ikaya before us, we're as good as dead.

+

A shiver runs up your spine as Dyces screams fade away into the dark gorge. You are staring into the inky blackness when Irian suddenly shouts: There over there. Im sure I saw something.

+

You turn to see him pointing not at the gorge but towards the west. Look, over there, says Fenor, who is also pointing, but at a ridge of ice in the middle distance. Two fur-clad warriors are standing on top of a large slab of ice. They stare in your direction alerted no doubt by Dyces scream.

+

Ice Barbarians, whispers Irian, his voice shaking with fear. If they reach Ikaya before us, were as good as dead.

You are still fifteen miles from the ice fortress and less than three hours of daylight remain.

If you wish to try and outrun the Ice Barbarians, and press on to Ikaya, turn to 327. If you decide to attack them to prevent them raising the alarm, turn to 307. @@ -3718,7 +3711,7 @@ tangle of vines 259 -

Fenor suddenly leaps to his feet and grabs his sword. It's a Kalkoth. Quickly, arm yourselves or we are done for. The others fumble for their weapons as Fenor disappears out into the snow. Almost immediately, there is a piercing scream of agony and something is hurled against the tent. The tent collapses and you find yourself lying face to face with Fenor's mutilated body.

+

Fenor suddenly leaps to his feet and grabs his sword. Its a Kalkoth. Quickly, arm yourselves or we are done for. The others fumble for their weapons as Fenor disappears out into the snow. Almost immediately, there is a piercing scream of agony and something is hurled against the tent. The tent collapses and you find yourself lying face to face with Fenors mutilated body.

Gripped by sudden fear and panic, you scramble out of the tangled chaos and unsheathe your weapon. The hideous shape of a large, four-legged monster leaps at you. Its red eyes glow like hot coals and its fanged mouth is wide open to reveal a long barbed tongue. It is upon you and you must fight it to the death.

Kalkoth1135 If you lose any ENDURANCE points during this combat, turn immediately to 129. @@ -3752,8 +3745,8 @@ tangle of vines

The child kicks and bites at your arm like a wild animal.

If you possess the Kai Discipline of Sixth Sense, turn to 71.

Otherwise, pick a number from the Random Number Table to see if you manage to hang on to him.

- If the number you have picked is 0&endash;6, turn to 320. - If the number you have picked is 7&endash;9, turn to 140. + If the number you have picked is 06, turn to 320. + If the number you have picked is 79, turn to 140.
@@ -3822,7 +3815,7 @@ fight it to the death

Loi-Kymar suddenly points to the pocket in which you have put the Glowing Crystal. Why do you carry a Doomstone, Kai Lord? Are you unaware of the danger it holds?

-

You quickly remove the Crystal and show it to the magician. Agh! he cries, as if to look upon it causes him pain. Cast it away before we both succumb to the sickness. It is a cursed gem of the Ancients, it can only bring sickness and death to any mortal who covets its beauty. Reluctantly, you obey Loi-Kymar's wishes and throw the Crystal away. Make the necessary adjustment to your Action Chart.

+

You quickly remove the Crystal and show it to the magician. Agh! he cries, as if to look upon it causes him pain. Cast it away before we both succumb to the sickness. It is a cursed gem of the Ancients, it can only bring sickness and death to any mortal who covets its beauty. Reluctantly, you obey Loi-Kymars wishes and throw the Crystal away. Make the necessary adjustment to your Action Chart.

Turn to 44.
@@ -3861,7 +3854,7 @@ fight it to the death 271 -

Your attack has caused the Ice Barbarian scout to lose his balance. He tumbles in a flurry of snow and broken skis. The fur-clad child rolls clear of his father's backpack and lies face downwards in the snow, less, than ten feet away.

+

Your attack has caused the Ice Barbarian scout to lose his balance. He tumbles in a flurry of snow and broken skis. The fur-clad child rolls clear of his fathers backpack and lies face downwards in the snow, less, than ten feet away.

The Ice Barbarian scout is badly dazed by the fall, but is already attempting to stagger to his feet.

If you wish to attack the Ice Barbarian scout before he fully regains his senses, turn to 241. If you wish to grab the child as a hostage and try to escape, turn to 262. @@ -3872,7 +3865,7 @@ fight it to the death 272 -

As the vile Akraa'Neonor quivers and dies, Vonotar breaks off mind combat and runs back towards the Brumalmarc throne.

+

As the vile AkraaNeonor quivers and dies, Vonotar breaks off mind combat and runs back towards the Brumalmarc throne.

Loi-Kymar is badly shaken but he has survived the ordeal. He quickly joins you at the edge of the moat and casts a handful of herbs down into the darkness. Within seconds, a mass of vines and creepers coil upwards to form a bridge. You are halfway across the bridge when Vonotar suddenly reappears, a crystal rod held high in his hand. He takes aim at the mass of creepers and a chilling cone of frost hurtles from its tip.

@@ -3883,8 +3876,8 @@ fight it to the death If you possess the Sommerswerd, turn to 213.

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

- If the number you have picked is 0&endash;3, turn to 143. - If the number you have picked is 4&endash;9, turn to 58. + If the number you have picked is 03, turn to 143. + If the number you have picked is 49, turn to 58.
@@ -3894,7 +3887,7 @@ fight it to the death

You are to travel to Ikaya by sledge. Two sledges have been loaded with enough food, and equipment for the mission, each drawn by a team of six Kanu-dogs. This sturdy breed are native to Kalte and make ideal sledge dogs. Their thick tawny coats and powerful chests, as well as their renowned vigour and enthusiasm make them well suited to the harsh work ahead.

Your three guides, Irian, Fenor and Dyce, are all experienced trappers. They are skilled at survival in this icy desert, and have experienced its many unseen dangers. Once the dogs are in harness, you and Irian climb aboard your sledge and signal to the others to lead the way.

-

Staring across the frozen expanse of the Ljuk ice shelf, you see the white glare of the Hrod Basin edge. Ice-Blink they call it, says Irian, his eyes glinting from deep inside the hood of his fur jacket. It's the reflection of the ice shelf. It looks no more than four miles away at most, but it's nearer forty than four. The air of Kalte can be very deceptive.

+

Staring across the frozen expanse of the Ljuk ice shelf, you see the white glare of the Hrod Basin edge. Ice-Blink they call it, says Irian, his eyes glinting from deep inside the hood of his fur jacket. Its the reflection of the ice shelf. It looks no more than four miles away at most, but its nearer forty than four. The air of Kalte can be very deceptive.

The weather is bright and windless and you make excellent progress on the first day. As darkness sets in, you decide to set up camp for the night. The sledges are drawn together, and the tent is erected in the salient away from the wind.

If you have the Kai Discipline of Sixth Sense, turn to 35. If you do not possess this skill, turn to 112. @@ -3916,7 +3909,7 @@ fight it to the death 275 -

The tunnel is low and narrow and gradually descends towards the light of a distant cavern. As you reach the tunnel's end, you peer cautiously into the cavern beyond, in case you disturb something better left alone. Your caution is well placed, for in the centre of the icy cavern lie two large furry creatures. The remains of a shredded carcass lie on the snow around them.

+

The tunnel is low and narrow and gradually descends towards the light of a distant cavern. As you reach the tunnels end, you peer cautiously into the cavern beyond, in case you disturb something better left alone. Your caution is well placed, for in the centre of the icy cavern lie two large furry creatures. The remains of a shredded carcass lie on the snow around them.

If you have the Kai Discipline of Hunting, Tracking or Animal Kinship, turn to 293. If you do not possess any of the above skills, turn to 197.
@@ -3996,9 +3989,9 @@ fight it to the death

The door is closing fast; there is very little space left through which to escape.

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

- If your total is now 0&endash;4, turn to 53. - If your total is now 5&endash;7, turn to 16. - If your total is now 8&endash;12, turn to 113. + If your total is now 04, turn to 53. + If your total is now 57, turn to 16. + If your total is now 812, turn to 113.
@@ -4006,11 +3999,11 @@ fight it to the death 284 -

After a few hundred yards, you find yourself in a huge cavern that spreads out in all directions as far as the eye can see. You have entered the caverns of Kalte and are now looking at an uncharted world that few Sommlending have ever seen. This massive underground labyrinth was constructed by the Ancients many ages before the Sommlending set foot in Magnamund. Its wide avenues, temples and arenas once echoed to the sounds of a race of creatures for whom the ice was a natural home. M'lare bowls still hang from the ceiling bathing the caverns in their eternal light.

+

After a few hundred yards, you find yourself in a huge cavern that spreads out in all directions as far as the eye can see. You have entered the caverns of Kalte and are now looking at an uncharted world that few Sommlending have ever seen. This massive underground labyrinth was constructed by the Ancients many ages before the Sommlending set foot in Magnamund. Its wide avenues, temples and arenas once echoed to the sounds of a race of creatures for whom the ice was a natural home. Mlare bowls still hang from the ceiling bathing the caverns in their eternal light.

You trek steadily northwards for nearly six hours, until you arrive at the bank of a fast-flowing melt-water river. On the opposite bank, you see a tunnel leading off into the distance. You can find no apparent way of crossing the deep water, except by using the ice-floes bobbing up and down on the surface. By jumping from one floe to the next, you could get to the opposite bank, but it will not be easy. You will have to jump at least three of the icy slabs to reach the other side.

Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, you may add 2 to the number you have picked. If your current ENDURANCE points total is less than 8, deduct 2 from the number you have picked.

- If your total score is now −2&endash;+3, turn to 94. - If your total score is now 4&endash;11, turn to 176. + If your total score is now 2+3, turn to 94. + If your total score is now 411, turn to 176.
@@ -4090,12 +4083,12 @@ fight it to the death 291 -

When you awake, you sense that something has changed. It takes nearly a minute to realize that the incessant howling of the night winds has ceased. It's a beautiful morning, says Irian cheerfully, his head appearing through the tent flap. You quickly climb out of your sleeping furs and stare out over the icy landscape. The Kalte air is fresh and clear. You see a strong mirage in the distance that seems to throw the land up much higher than it could possibly be.

-

We should make it to The Rock by nightfall, says Fenor, as he busily pulls a reluctant Kanu-dog into its harness. Best to make camp there tonight. The shelter is good; this far from the sea, a blizzard can whip across the shelf from nowhere in a few minutes. I've known trappers to be blown for miles if they're careless or unlucky enough to be caught out on the shelf with no cover.

-

That day, the Kanu-dogs pull strong and true, for the going is smooth across the ice shelf. By nightfall, you have reached The Rock, a splinter of granite that has thrust through the ice shelf. Its curious shape reminds you of the King's citadel in Holmgard. You make camp to the leeward side of The Rock, to avoid the worst of the night winds.

+

When you awake, you sense that something has changed. It takes nearly a minute to realize that the incessant howling of the night winds has ceased. Its a beautiful morning, says Irian cheerfully, his head appearing through the tent flap. You quickly climb out of your sleeping furs and stare out over the icy landscape. The Kalte air is fresh and clear. You see a strong mirage in the distance that seems to throw the land up much higher than it could possibly be.

+

We should make it to The Rock by nightfall, says Fenor, as he busily pulls a reluctant Kanu-dog into its harness. Best to make camp there tonight. The shelter is good; this far from the sea, a blizzard can whip across the shelf from nowhere in a few minutes. Ive known trappers to be blown for miles if theyre careless or unlucky enough to be caught out on the shelf with no cover.

+

That day, the Kanu-dogs pull strong and true, for the going is smooth across the ice shelf. By nightfall, you have reached The Rock, a splinter of granite that has thrust through the ice shelf. Its curious shape reminds you of the Kings citadel in Holmgard. You make camp to the leeward side of The Rock, to avoid the worst of the night winds.

Pick a number from the Random Number Table.

- If the number you have picked is 0&endash;4, turn to 103. - If the number you have picked is 5&endash;9, turn to 220. + If the number you have picked is 04, turn to 103. + If the number you have picked is 59, turn to 220.
@@ -4158,7 +4151,7 @@ laboratory

Unfortunately, the guards suspect that something is amiss and challenge you in their strange language. You have no alternative but to attack them before they can raise the alarm. However, the fumes of the smoking herbs are affecting the Ice Barbarians and this will aid you in the following combat. You need fight only 3 rounds of combat before the guards collapse unconscious to the floor.

Ice Barbarians1730

If you are still alive after the combat, you can signal to Loi-Kymar to approach the hall.

-

To your delight you discover that one of the magnificent jewelled doors is unlocked. You gently push it ajar and enter Vonotar's chamber.

+

To your delight you discover that one of the magnificent jewelled doors is unlocked. You gently push it ajar and enter Vonotars chamber.

Turn to 173.
@@ -4204,8 +4197,8 @@ laboratory 300 -

For three days and nights, you trek northwards across the bleak and inhospitable glacier. Irian and Fenor have both suffered from severe snow-blindness, and the relentless north wind seems to sap everyone's strength. On the morning of the fourth day on the glacier, the wind finally drops. A bearing can now be taken to find out your exact position. To everyone's dismay Irian announces that you have veered a long way off course.

-

You turn to face the ancient grey peaks of a mountain range, looming up out of the northern snow. It is a bleak and forbidding sight. The Myjaviks, says Dyce, disappointment written all over his bearded face. We've come too far east.

+

For three days and nights, you trek northwards across the bleak and inhospitable glacier. Irian and Fenor have both suffered from severe snow-blindness, and the relentless north wind seems to sap everyones strength. On the morning of the fourth day on the glacier, the wind finally drops. A bearing can now be taken to find out your exact position. To everyones dismay Irian announces that you have veered a long way off course.

+

You turn to face the ancient grey peaks of a mountain range, looming up out of the northern snow. It is a bleak and forbidding sight. The Myjaviks, says Dyce, disappointment written all over his bearded face. Weve come too far east.

The Myjavik Mountains now lie between you and Ikaya. To cross them will mean having to leave the sledges and Kanu-dogs, packing your equipment on your backs and continuing on foot. There is an alternative, but it could lose you two precious days: you can retrace your route to the glacier and resume the march from there.

If you wish to abandon the dogs and sledges, and cross the Myjavik Mountains on foot, turn to 12. If you decide to lose two days and trace your way back to the Viad Glacier, turn to 238. @@ -4216,7 +4209,7 @@ laboratory 301 -

We're on the same level as the Hall of the Brumalmarc, whispers Loi-Kymar, peering through a crack in the kitchen door. It's at the end of this corridor.

+

Were on the same level as the Hall of the Brumalmarc, whispers Loi-Kymar, peering through a crack in the kitchen door. Its at the end of this corridor.

Two Ice Barbarians stand beside the jewel-encrusted doors that lead to the great hall. They are covered from head to toe in strange bone armour, and armed with crystal swords. The old wizard steps back from the door and says: We must deal with them silently and swiftly. He takes three jars from his pockets and mutters a strange incantation as he mixes the contents together in a stone bowl. There is a pitcher of water on the table. He splashes a few drops on to the herbs, and wisps of blue smoke arise. This will silence the guards if we can move it close enough to them.

If you have the Kai Discipline of Camouflage, turn to 122. If you have the Kai Discipline of Mind Over Matter, turn to 228. @@ -4231,9 +4224,9 @@ laboratory

You have descended over two hundred feet before you finally reach the bottom of the crevasse. It is completely dark except for a pinpoint of light in the far distance. You head towards the light, but progress is slow and painful. Large chunks of broken rock and ice litter the crevasse floor, and in the darkness you are constantly walking into, or falling over them.

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

- If your total is now 0&endash;1, turn to 37. - If your total is now 2&endash;7, turn to 193. - If your total is now 8&endash;11, turn to 243. + If your total is now 01, turn to 37. + If your total is now 27, turn to 193. + If your total is now 811, turn to 243.
@@ -4304,7 +4297,7 @@ laboratory 307 -

Preparing yourself for combat, you signal to the others to attack. The Ice Barbarians soon realize the danger and flee towards the west. To your dismay, you see that they are equipped with skis and can make a speedy escape. They have small poles attached to their fur-clad backs from which strange blue flags flutter. Convoy scouts, says Irian, shielding his eyes from the glare of the snow. Their blue Banach&emdash;their back flags&emdash;mean they're scouts from a sledge pack. They're probably on their way back from the trading post at Ljuk; their convoy can't be more than a few miles away&emdash;five at the most.

+

Preparing yourself for combat, you signal to the others to attack. The Ice Barbarians soon realize the danger and flee towards the west. To your dismay, you see that they are equipped with skis and can make a speedy escape. They have small poles attached to their fur-clad backs from which strange blue flags flutter. Convoy scouts, says Irian, shielding his eyes from the glare of the snow. Their blue Banachtheir back flagsmean theyre scouts from a sledge pack. Theyre probably on their way back from the trading post at Ljuk; their convoy cant be more than a few miles awayfive at the most.

Gary Chalk @@ -4385,7 +4378,7 @@ laboratory 314 -

You have explored only a hundred yards of the rock-face when you discover a large fissure&emdash;the entrance to a cave. In your eagerness to escape from the bitter wind you quickly enter and, in the darkness, fail to notice the crevasse that divides this cave in two. In a tumble of ice and stone, you fall head first into the dark.

+

You have explored only a hundred yards of the rock-face when you discover a large fissurethe entrance to a cave. In your eagerness to escape from the bitter wind you quickly enter and, in the darkness, fail to notice the crevasse that divides this cave in two. In a tumble of ice and stone, you fall head first into the dark.

Turn to 240.
@@ -4431,7 +4424,7 @@ laboratory 318 -

You can sense that the Baknar is desperate for food. Your Kai Discipline will be useless, for you will not be able to order it away from the camp now that it has detected the Kanu-dogs. However, you know that Baknar are fearless hunters, fearless except when it comes to one thing&emdash;fire. Grabbing a torch from a pile of equipment, you light it and race out of the tent. It is dark and snowing heavily, but a movement to your right betrays the Baknar as it lopes towards you. It is preparing to pounce when the sight of the guttering flames makes it shriek with terror. A second later, it has turned and disappeared into the night.

+

You can sense that the Baknar is desperate for food. Your Kai Discipline will be useless, for you will not be able to order it away from the camp now that it has detected the Kanu-dogs. However, you know that Baknar are fearless hunters, fearless except when it comes to one thingfire. Grabbing a torch from a pile of equipment, you light it and race out of the tent. It is dark and snowing heavily, but a movement to your right betrays the Baknar as it lopes towards you. It is preparing to pounce when the sight of the guttering flames makes it shriek with terror. A second later, it has turned and disappeared into the night.

The Kanu-dogs are safe, but to make sure that the Baknar does not return, you agree to take it in turns to sit watch with a torch and a weapon.

Turn to 134.
@@ -4451,7 +4444,7 @@ laboratory

You manage to hang on to the struggling child, and remove a bone dagger from his boot to prevent him stabbing you in the back.

-

The Ice Barbarians have drawn themselves up into a circle around you, but they dare not attack while you are holding one of their children as a hostage. Holding the bone dagger to the child's throat, you slowly inch your way towards the sledge. You soon realize that you will never be able to outdistance them on a loaded sledge. You will have to think of something&emdash;and quickly.

+

The Ice Barbarians have drawn themselves up into a circle around you, but they dare not attack while you are holding one of their children as a hostage. Holding the bone dagger to the childs throat, you slowly inch your way towards the sledge. You soon realize that you will never be able to outdistance them on a loaded sledge. You will have to think of somethingand quickly.

Gary Chalk @@ -4482,8 +4475,8 @@ attack while you hold one of their children as hostage

As you race across the slippery surface, the ice begins to crack. Glancing behind, you see the Kalkoth has stopped at the edge of the lake. It seems to be terrified of the dark shadow that you saw earlier under the ice; the shadow that has just reappeared less than twenty feet from where you are now. With panic rising in your throat, you turn and run, praying all the way for the ice and your luck to hold out.

Pick a number from the Random Number Table.

- If the number you have picked is 0&endash;2, turn to 153. - If the number you have picked is 3&endash;9, turn to 59. + If the number you have picked is 02, turn to 153. + If the number you have picked is 39, turn to 59.
@@ -4493,8 +4486,8 @@ attack while you hold one of their children as hostage

You climb over a hundred stone steps before arriving at a narrow landing.

Pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense, Tracking or Hunting, add 3 to this number.

- If your total is now 0&endash;4, turn to 76. - If your total is now 5&endash;12, turn to 2. + If your total is now 04, turn to 76. + If your total is now 512, turn to 2.
@@ -4502,7 +4495,7 @@ attack while you hold one of their children as hostage 324 -

As the vile Akraa'Neonor dies at your feet, you glimpse the hunchback descending from his platform and scurrying off towards a distant door. You turn to chase him but freeze when you see the body of Loi-Kymar lying motionless below. He is dead, killed in psychic combat with the traitor. With anger welling up inside, you raise your weapon and sprint after Vonotar, now intent upon his death.

+

As the vile AkraaNeonor dies at your feet, you glimpse the hunchback descending from his platform and scurrying off towards a distant door. You turn to chase him but freeze when you see the body of Loi-Kymar lying motionless below. He is dead, killed in psychic combat with the traitor. With anger welling up inside, you raise your weapon and sprint after Vonotar, now intent upon his death.

The door leads to a long corridor, at the end of which is a curtained arch. You tear the curtain aside and continue on your chase.

Turn to 61.
@@ -4513,9 +4506,9 @@ attack while you hold one of their children as hostage

The next morning arrives bright and windless. The sun pierces the thin layer of cloud, bathing the east in a soft pink glow. This beautiful vision reminds you that your Kai masters once told you that the light of Kalte is unlike anywhere else in Magnamund. With tent and equipment packed, you leave the pass and venture out on to the Hrod Basin; one hundred miles of open ice now lie between you and Storm Giant Pass.

-

At first, the journey is easy. The Basin has been worn smooth by the wind and no crevasses lurk unseen beneath the hard, dense snow. But at dawn on the third day, events take a turn for the worse. You are awoken from a deep sleep by Dyce shaking your shoulder. He is frightened. 'What's wrong?' you ask, still bleary-eyed and sleepy.

-

Ice Barbarians&ellips; on the horizon. Twenty, maybe more. Five wind sledges and a warrior escort. I think they've seen us.

-

In an instant, you have all climbed out of your sleeping furs and begun to pack away the tent. Dyce is correct, they are Ice Barbarians and they are heading towards you from the west. If they catch us, we're as good as dead, says Fenor, as he ties the last of the equipment to the sledge.

+

At first, the journey is easy. The Basin has been worn smooth by the wind and no crevasses lurk unseen beneath the hard, dense snow. But at dawn on the third day, events take a turn for the worse. You are awoken from a deep sleep by Dyce shaking your shoulder. He is frightened. Whats wrong? you ask, still bleary-eyed and sleepy.

+

Ice Barbarians on the horizon. Twenty, maybe more. Five wind sledges and a warrior escort. I think theyve seen us.

+

In an instant, you have all climbed out of your sleeping furs and begun to pack away the tent. Dyce is correct, they are Ice Barbarians and they are heading towards you from the west. If they catch us, were as good as dead, says Fenor, as he ties the last of the equipment to the sledge.

The Ice Barbarians of Kalte are a fierce and war-like race of nomads. For thousands of years they have travelled this icy wasteland, trapping furs and herding mammoths. Their only contact with the rest of Magnamund is through the trading post of Ljuk. In summer, when the coast around Ljuk is free from ice, they journey there to trade their furs for weapons and tools, as there is no iron or wood in Kalte. They hate all except their own kind, and kill anyone they find who dares to trespass in their icy domain. You soon hear their war-cries less than three miles distant, and for the first time since you landed, you pray for a blizzard to hide your escape.

Turn to 216.
@@ -4538,7 +4531,7 @@ attack while you hold one of their children as hostage

As you approach nearer to Ikaya, the recent encounter with the Ice Barbarians plays on your mind. Will you be able to outrun them or are they planning an ambush at this very moment? Both Irian and Fenor look very anxious and little is said as you trek across the difficult terrain. But your worries distract your attention from more familiar danger. You are less than eight miles from the fortress when the snow gives way beneath you and you plunge into a hidden crevasse.

Pick a number from the Random Number Table.

- If the number you have picked is 0&endash;8, turn to 105. + If the number you have picked is 08, turn to 105. If the number you have picked is 9, turn to 144.
@@ -4548,8 +4541,8 @@ attack while you hold one of their children as hostage

In spite of his frail physique, the man climbs with surprising speed and dexterity. You pull him through the portal and retrieve your Rope. The stairs, he says, pointing into the darkness. Our escape lies that way, but you had best take the lead; my eyes ail me. I have suffered the snow-blindness and my vision is just a blur.

-

You pack your Rope and lead the way along the passage. You are about to descend the stairs when a pair of skeletal hands close around your throat from behind. A hideous cry betrays the merchant's true identity. He is a Helghast, a deadly shape-changing servant of the Darklords, and he has tricked you into releasing him from his cell. He is intent on murdering you.

-

You desperately gasp for air as the skeletal fingers tear and burn at your throat. You lose 6 ENDURANCE points. If you are still alive, you can break free from his steely grip. You must now fight this creature to the death. Due to the surprise of the Helghast's attack and the injury it has inflicted on your throat, you are unable to swallow any potions prior to the combat.

+

You pack your Rope and lead the way along the passage. You are about to descend the stairs when a pair of skeletal hands close around your throat from behind. A hideous cry betrays the merchants true identity. He is a Helghast, a deadly shape-changing servant of the Darklords, and he has tricked you into releasing him from his cell. He is intent on murdering you.

+

You desperately gasp for air as the skeletal fingers tear and burn at your throat. You lose 6 ENDURANCE points. If you are still alive, you can break free from his steely grip. You must now fight this creature to the death. Due to the surprise of the Helghasts attack and the injury it has inflicted on your throat, you are unable to swallow any potions prior to the combat.

If you possess the Sommerswerd, turn to 99. If you do not possess it, turn to 175.
@@ -4589,10 +4582,10 @@ attack while you hold one of their children as hostage

The following day, the weather becomes bitterly cold. Wind from the north brings a hail of ice that stings your face. Your lips soon split and bleed. By midday, you are engulfed in a blizzard that makes progress slow and tiring. The howling wind forces you to dismount from your sledge and push it. You feel utterly exhausted. Your hands and toes are numb with the cold; the sweat from your exertions freezes to your skin, lining your boots and mittens with a layer of ice.

-

By the time you reach the glacier's edge, it is nearly nightfall. You are all so exhausted that you barely have the energy to pitch your tent and eat a Meal. Disaster has all but overtaken you. You have frostbite in your toes, fingers and nose, and unless you have the Kai Discipline of Healing, you lose 4 ENDURANCE points.

+

By the time you reach the glaciers edge, it is nearly nightfall. You are all so exhausted that you barely have the energy to pitch your tent and eat a Meal. Disaster has all but overtaken you. You have frostbite in your toes, fingers and nose, and unless you have the Kai Discipline of Healing, you lose 4 ENDURANCE points.

Pick a number from the Random Number Table.

- If the number you have picked is 0&endash;4, turn to 62. - If the number you have picked is 5&endash;9, turn to 288. + If the number you have picked is 04, turn to 62. + If the number you have picked is 59, turn to 288.
@@ -4611,7 +4604,7 @@ attack while you hold one of their children as hostage 333 -

Your lightning reactions have saved you. The tip of the Ice Barbarian's lance tears your sleeve, but that is all. But, in an instant, the scout has turned and halted. He unfastens his skis with one swift, practised action, and draws a bone sword. You must prepare for combat.

+

Your lightning reactions have saved you. The tip of the Ice Barbarians lance tears your sleeve, but that is all. But, in an instant, the scout has turned and halted. He unfastens his skis with one swift, practised action, and draws a bone sword. You must prepare for combat.

Turn to 68.
@@ -4668,7 +4661,7 @@ beautiful glowing crystal 338 -

As you step over the bodies of the Ice Barbarians, you catch a glimpse of a grotesque creature staring at you from the corner of a passage to your left. Even though you see it for the briefest moment, it is long enough to send a shiver down your spine. It resembles an enormous man's head. But one that has sprouted feet and a long scaly tail. Although it wears a hooded cloak, there is no trace of a torso beneath it. As it scurries off, your heart pounds at the thought of what horrors may lie ahead.

+

As you step over the bodies of the Ice Barbarians, you catch a glimpse of a grotesque creature staring at you from the corner of a passage to your left. Even though you see it for the briefest moment, it is long enough to send a shiver down your spine. It resembles an enormous mans head. But one that has sprouted feet and a long scaly tail. Although it wears a hooded cloak, there is no trace of a torso beneath it. As it scurries off, your heart pounds at the thought of what horrors may lie ahead.

If you wish to pursue the strange creature, turn to 87. If you wish to search the bodies of the dead Ice Barbarians, turn to 26. @@ -4704,7 +4697,7 @@ beautiful glowing crystal 341 -

You can sense the presence of a powerful life-force beyond the misty arch. As you concentrate, you suddenly recall a tale told to you when you were a small child, The Legend of the Vagadyn Gate. This was a tale of Ice Demons and how they once fought a war to be able to leave their world and come to Kalte. They were formless creatures, without shape and substance, and existed as pure energy in another dimension, beyond the confines of space and time. The Ice Demons discovered the Vagadyn gate, a sort of door between their world and Magnamund; they fought each other to enter this gate, unaware of the fate that awaited them. The Ancients had also discovered the gate. As the Ice Demons passed through the Vagadyn, their spirits were imprisoned in crystals by the cunning Ancients, who harnessed the power of the Ice Demons to build Ikaya. The M'lare bowls that light the fortress each contain the spirits of lesser Ice Demons trapped within. You also remember that the tale warns against destroying the crystal prisons: if an Ice Demon is released it will seek to claim the body of its rescuer.

+

You can sense the presence of a powerful life-force beyond the misty arch. As you concentrate, you suddenly recall a tale told to you when you were a small child, The Legend of the Vagadyn Gate. This was a tale of Ice Demons and how they once fought a war to be able to leave their world and come to Kalte. They were formless creatures, without shape and substance, and existed as pure energy in another dimension, beyond the confines of space and time. The Ice Demons discovered the Vagadyn gate, a sort of door between their world and Magnamund; they fought each other to enter this gate, unaware of the fate that awaited them. The Ancients had also discovered the gate. As the Ice Demons passed through the Vagadyn, their spirits were imprisoned in crystals by the cunning Ancients, who harnessed the power of the Ice Demons to build Ikaya. The Mlare bowls that light the fortress each contain the spirits of lesser Ice Demons trapped within. You also remember that the tale warns against destroying the crystal prisons: if an Ice Demon is released it will seek to claim the body of its rescuer.

Forewarned by your Kai skill, you enter the misty arch.

Turn to 264.
@@ -4758,7 +4751,7 @@ beautiful glowing crystal

Dyce makes it across to the opposite ledge safely, although Irian slips and has to be hauled out of the glacier by his waist rope. You and Fenor are still on this side of the crevasse. It is your turn to jump.

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

- If your total is now 0&endash;3, turn to 195. + If your total is now 03, turn to 195. If your total is now 4-11, turn to 232.
@@ -4769,7 +4762,7 @@ beautiful glowing crystal

The corridor is poorly lit and it would be easy for you, skilled as you are in the art of hunting, to approach the guards under cover of the shadows.

Covering your nose from the fumes of the bowl, you edge your way along the wall towards the unsuspecting guards. Placing the bowl in the shadow of a pilaster, you stealthily return to the kitchen to await its effect. In less than a minute, the Ice Barbarians collapse to the floor and you can approach the Hall of the Brumalmarc undetected.

-

To your delight you discover that one of the great jewelled doors is unlocked. Preparing yourself for attack, you gently push the door ajar and enter Vonotar's chamber.

+

To your delight you discover that one of the great jewelled doors is unlocked. Preparing yourself for attack, you gently push the door ajar and enter Vonotars chamber.

Turn to 173.
@@ -4803,11 +4796,11 @@ beautiful glowing crystal -

As the colours fade, you become aware of a sudden drop in temperature. You now stand upon the Ljuk ice shelf at a point less than half a mile from where the Cardonal lies at anchor. Loi-Kymar and Vonotar are close by, both shivering in the chill morning air. Within minutes you are sighted by the ship's lookout and a longboat is despatched. As a wriggling Vonotar is hoisted unceremoniously aboard the Cardonal and deposited in the brig the captain is the first to congratulate you on your skill and daring.

+

As the colours fade, you become aware of a sudden drop in temperature. You now stand upon the Ljuk ice shelf at a point less than half a mile from where the Cardonal lies at anchor. Loi-Kymar and Vonotar are close by, both shivering in the chill morning air. Within minutes you are sighted by the ships lookout and a longboat is despatched. As a wriggling Vonotar is hoisted unceremoniously aboard the Cardonal and deposited in the brig the captain is the first to congratulate you on your skill and daring.

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

-

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

-

A puzzled expression crosses the captain's face, but it is gradually replaced by a smile as he begins to understand the magician's curious answer.

-

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

+

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

+

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

+

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

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

@@ -4969,7 +4962,7 @@ beautiful glowing crystal Errata List -

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

+

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

(The Game Rules) Replaced all occurrences of the abbreviation ie with i.e.. Replaced Combat Skill, Endurance Points with COMBAT SKILL, ENDURANCE points. Removed that you will find in the front of this book. For further adventuring you can copy out the chart yourself or get it photocopied.

(Kai Disciplines) Replaced Kai Discipline section with Kai Disciplines section. Capitalized all occurrences of discipline.

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

@@ -5026,7 +5019,7 @@ beautiful glowing crystal

(298) Replaced fingerbones with finger-bones.

(303) Added the choice If you have the Kai Discipline of Sixth Sense, turn to 127, to parallel the same situation in Section 326.

(314) Replaced rockface with rock-face.

-

(320) Replaced something- with something&emdash;.

+

(320) Replaced something- with something.

(325) Replaced warlike with war-like.

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

(332) Moved the Sixth Sense or Hunting choice into the first position.

@@ -5045,30 +5038,7 @@ beautiful glowing crystal
Footnotes - -

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

-

(4) All other Bone Swords in this book are recorded as normal Weapons. (cf. Section 26 and Section 210)

-

(8) You may wish to note the fact that you have applied this oil on your Action Chart. However, it does not take the space of any item and only affects you for the duration of this adventure.

-

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

-

(16) You may choose which Backpack Items to discard, as it is not specified. If you have fewer than two items in your Backpack, then you get away with losing one or zero items.

-

(18) Remember to erase this Weapon or weapon-like Special Item from your Action Chart.

-

(26) The two Bone Swords are normal Weapons.

-

(32) If in a previous passage you have already fought or killed any of these Kalkoth, mark off the damage that you inflicted on them before resuming the fight. If the earlier fight statistics only listed two Kalkoth because you sneaked up on the Kalkoth and killed one, ignore the statistics for Kalkoth 3.

-

(41) You may still keep the Blue Stone Triangle (you need not erase it from your Action Chart).

-

(45) The Silver Key referred to here must be a Special Item. If you have a Backpack Item called a Silver Key, it does not count.

-

(55) The permanent loss referred to here is probably just the COMBAT SKILL loss, and not the ENDURANCE point loss.

-

(61) This peculiar ending is the only time in the entire Lone Wolf series where you can fail your mission without actually dying. Despite the fact that it may take quite a bit of effort to get here, it does not count as a completion for this adventure. You still may not use your character in future adventures.

-

(84) You may record this Special Item as a Blue Stone Triangle which you wear around your neck.

-

(88) Picking a 9 for your combat roll does not result in instant death; only picking a 9 on the extra Random Number described results in death.

-

(91) You may wish to note the fact that you have applied this oil on your Action Chart. However, it does not take the space of any item and only affects you for the duration of this adventure.

-

(132) It is probably acceptable to eat a Meal right now, if you have one, to avoid this ENDURANCE point loss.

-

(138) Even when conducting an extra combat round for evading, you are still subject to turning to Section 66 if you lose any ENDURANCE.

-

(139) The Laumspur Potion referred to here is specifically referred to as Red, which indicates a special concentrated Potion. The regular Laumspur Potion offered in the Equipment section does not qualify.

-

(263) Even when conducting an extra combat round for evading, you are still subject to turning to Section 66 if you lose any ENDURANCE.

-

(303) Remember to erase the Silver Key you just used from your Action Chart.

-

(308) Mark this Special Item as a Silver Helm. If you are already wearing another Helmet, you must discard it if you wish to keep this new find. The text is somewhat ambiguous on this matter, but it is likely that the COMBAT SKILL bonus is magical in nature, and not the result of any physically protective value it might have (which may very well be nil).

-

(350) Later books will contradict what is said concerning the Daziarn. The portal Vonotar is thrown into is known as a Shadow Gate, which in this case, is what leads to the Daziarn Plane, a realm from which no one has ever returned.

-
+
@@ -5150,316 +5120,8 @@ beautiful glowing crystal
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