From: Simon Osborne Date: Mon, 28 Apr 2008 16:08:31 +0000 (+0000) Subject: Book 26 Frontmatter and Backmatter layout completed. All data for Illustrations 1... X-Git-Url: https://git.projectaon.org/?a=commitdiff_plain;h=4a176653967182a95ee762f0b16c72c3e67203fe;hp=d986b6f6ca98c34dda59c43eb4774349bc5dbcaf;p=project-aon.git Book 26 Frontmatter and Backmatter layout completed. All data for Illustrations 1-20 added to the relevant sections. Some errata fixes implemented (not many). git-svn-id: https://projectaon.org/data/en/xml@625 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- diff --git a/26tfobm.xml b/26tfobm.xml index 8539528..aa88193 100644 --- a/26tfobm.xml +++ b/26tfobm.xml @@ -10,10 +10,38 @@ ]> - The Fall of Blood Mountain - + Joe Dever and Brian Williams + + Joe Dever + Illustrated by Brian Williams + + + &inclusion.joe.dever.bio.lw; + &inclusion.brian.williams.bio.lw; + + Project Aon + 2008428 + +

For centuries the Shomzaa has lain incarcerated and forgotten in a granite prison located deep below the mountains of Bor. Now this terrifying beast has accidentally been set free, and its hunger for vengeance knows no bounds. With a horde of vile minions at its command, swiftly the Shomzaa enacts its sinister plan to destroy King Ryvin and the wondrous realm of the Drodarin dwarves.

+

In The Fall of Blood Mountain, you must journey to the fabulous subterranean kingdom of the dwarves and attempt to save your ancient allies from the wrath of the Shomzaa. Will you succeed in your mission or will you succumb to the terrible powers of this ancient champion of Evil?

+
+ +

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 1997 Joe Dever. + Illustrations copyright 1997 Brian Williams. + + +

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

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+
@@ -28,469 +56,841 @@ - + Simon Osborne + +
Coordination
+
Jonathan Blake
+ +
+
-3. When you have your Combat Ratio, pick a number from the Random Number Table. + + -4. Turn to the COMBAT RESULTS TABLE on the inside back cover of this book. 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 yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourselfGrand Master.) +
+ + The Story So Far<ch.ellips/> + + + -Example + +

You are a Grand Master of the New Order of the Kaithe warrior elite of Sommerlund.

-The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is: +

It is early winter in the year MS5084, thirty-four years since the First Order of the Kai were massacred by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. Lone Wolf, the supreme leader of your illustrious fighting order, was the only survivor of the Darklord attack upon the Kai. As a young initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. Twenty-five years later he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.

-You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat). +

With the destruction of Helgedad, chaos befell the Darklord armies who had, until then, been poised to conquer all Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland Alliance armies of Magnamund time enough to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil. Following the demise of the Darklords, peace has reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and a New Order has been firmly established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. Over the years that followed, your skills were nurtured and sharpened to perfection by long hours of study and rigorous training. Your exceptional talents have helped you to master all of the Kai and Magnakai Disciplines, and you have risen swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement that has brought great honour upon you and your family.

-Wild Dogs lose 9 ENDURANCE points. +

In the year MS5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolfs absence. By means of a Shadow Gate (an astral corridor between the physical world of Sommerlund and the many ethereal domains which lie beyond it), Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the Kings army of Sommerlund.¹

-5. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat. +

1Lone Wolf 18: Dawn of the Dragons

-6. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts. +

During the seven years that have elapsed since the defeat of his minions, Naar has sought vengeance upon the Kai. He commands many agents of evil upon Magnamund, and quietly they wait in the shadows for the day when they may serve their fell master. One such agent was Lord Vandyan of Eldenora. Guided by Naar, Vandyan sought and found three ancient runes of evil. Empowered by his discoveries, Vandyan summoned a vast army of reptilian warriorsthe Vorkawhich he used to conquer and occupy the lands of his peaceful neighbours. Emboldened by his martial successes, Vandyan overran much of central Magnamund, including the realm of Lyrisone of Sommerlunds oldest allies. In response to a plea for help from Lyris, Lone Wolf mounted a Kai crusade to raise the Vorka siege of Varetta, its capital city.

-7. Repeat the sequence from Stage 3. +

During this crusade, you undertook a vital mission behind enemy lines that turned the tide of the whole campaign. Alone, you infiltrated Vandyans daunting fortress of Skull-Tor and destroyed the three runes, thereby extinguishing the source of the power by which the Vorka horde were permitted to exist. Vandyans army dissolved on the battlefield and the Kai were able to raise the siege of Varetta.²

-This process of combat continues until the ENDURANCE points of either your enemy or yourself are reduced to zero, at which point the one with the zero score is declared dead. If you are declared dead, the adventure is over. If the enemy is dead, you can proceed but with your ENDURANCE points reduced. +

2Lone Wolf 24: Rune War

-A sumary of Combat Rules appears on the page after the Random Number Table. +

During your mission in Skull-Tor, you discovered that the Vorka were not the only creatures that Vandyan had summoned by the power of the runes. A demonic entity called Zorkaan the Soultaker had also been brought to Magnamund from its lair upon the Plain of Darknessthe ethereal domain of Naar. Having fought and defeated this creature, you believed that it had perished forever when subsequently you smashed the runes. Sadly, this was not so. After celebrating the battlefield victory at Varetta, Lone Wolf ordered you to return in triumph to the Kai Monastery aboard the flying ship Cloud-dancer. He chose to ride with his New Order crusaders and they were expected to arrive home a week later.

-Evasion of combat +

After five days, a Kai scout arrived unexpectedly at the monastery with shocking news to impart. Lone Wolf had disappeared. Those who witnessed the abduction said that he was engulfed by a whirling black shadow that fell upon him from out of a stormy sky. So swift was the attack that your fellow Grand Masters were unable to prevent him from being carried away. The scouts description of the whirling black shadow was identical to the form adopted by Zorkaan the Soultaker. The destruction of the rune used by Vandyan to summon Zorkaan had not brought about the creatures demise after all; it had trapped the creature upon Magnamund.

-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 you may lose ENDURANCE points during that round (such is the risk of turning tail and running away during combat!). You may only evade if the text of the particular section allows you to do so. +

You had achieved a great victory at Skull-Tor, but the shocking news of Lone Wolfs abduction cast a shadow over your triumph there. Hurriedly you summoned Guildmaster Banedon, the leader of Sommerlunds Guild of Magicians, to an emergency council at the Kai Monastery. He responded swiftly to your summons and arrived within hours aboard his flying craft Cloud-dancer. He was accompanied by Lord Rimoah of Dessi, an Elder Magi magician who is also Lone Wolfs oldest friend and advisor.

-LEVELS OF NEW ORDER KAI GRAND MASTERSHIP +

Rimoah informed you that Zorkaans arrival upon Magnamund had not gone unnoticed by the Elder Magi. From afar they had sensed the creatures presence and, through the use of their Old Kingdom magic, Rimoah and his fellow elders had charted its movements. Rimoah told you of an evil sorcerer called Xaol who was in hiding in Gazad Helkona, a former Darklord city-fortress located in the desolate wastes of northern Skaror. This vile necromancer was a known agent of Naar. During the days before Lone Wolfs abduction, Rimoah and the Elder Magi had detected streams of psychic communication coursing between Gazad Helkona and the Plain of Darkness.

-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 New Order series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfectionto become a Kai Supreme Master. +

Naar was transmitting to Xaol the secrets of a Ritual of Binding by which the freed spirit of Zorkaan could be enslaved, said Rimoah. This ritual was enacted successfully in the stronghold of Gazad Helkona. Through Xaol, Naar has gained control over Zorkaan. He sent this creature to assassinate Lone Wolf, yet the attempt was unsuccessful. Zorkaan failed to kill Lone Wolf but he was able to subdue and kidnap him.

-No. of Grand Master Disciplines acquired Grand Master Rank +

Rimoah informed you that your leader was being held prisoner in Gazad Helkona. By the use of his supreme Disciplines and the power of the Sommerswerd, his magical blade, Lone Wolf had survived death at the hand of Naars foul creation. Your leader is brave and resourceful, he said, but I fear that Zorkaans frequent attacks will weaken and eventually destroy him unless he is rescued quickly.

-4) Kai Grand Master Senior (You begin the New Order adventures at this level of Kai Grand Mastery) -5) Kai Grand Master Superior -6) Kai Grand Sentinel -7) Kai Grand Defender -8) Kai Grand Guardian -9) Sun Knight -10) Sun Lord -11) Sun Thane -12) Grand Thane -13) Grand Crown -14) Sun Prince -15) Kai Supreme Master +

Selflessly you volunteered to attempt the rescue. Rimoah and Banedon, impressed by your courage and your confidence, readily agreed to help you achieve your difficult mission and together you formulated a plan of action. Banedon transported you aboard Cloud-dancer to a remote valley south of Gazad Helkona, from where you approached the fortress on foot. Despite great adversity you were able to gain entry to Xaols fortress and save your leader from the clutches of Naars agent.³ During your daring mission, you fought and defeated both Xaol and Zorkaan before Banedon arrived to snatch both you and Lone Wolf from the clutches of Xaols angry minions.

-IMPROVED GRAND MASTER DISCIPLINES +

3Lone Wolf 25: Trail of the Wolf

-As you rise through the higher levels of Kai Grand Mastery you will find that your Disciplines will steadily improve. If you are a New Order Kai who has attained the rank of Sun Knight, you will now benefit from improvements to the following Grand Master Disciplines: +

A year has elapsed since your triumph at Gazad Helkona. It has been a peaceful and rewarding time for you at the Kai Monastery, a period in which you have devoted yourself to the training of new recruits. Such has been the success of your tutelage that you have come to be greatly revered by your students and your peers. Yet, lately, you have felt a longing to venture abroad once more, to test your courage and your battle skills in the ineluctable war against Evil.

-Grand Weaponmastery +

Early one morning, you glimpsed a golden eagle leave its nest in the frost-covered timberland that stretches beyond the window of your private chamber. As you watched this majestic creature soar above the treeline, you were reminded of the daring aerial escape that you had made from Gazad Helkona aboard Banedons skycraft. Then you felt a tingle of premonition at the nape of your neck when you noticed a distant speck in the clear azure sky. This speck grew larger until you were able to discern the distinctive outline of Cloud-dancer approaching from the north. Hurriedly you left your chamber and went to the Monastery training park where a small group of Kai lords had gathered in expectation. As the sleek skyship was made to hover overhead, a boarding cage was lowered to the frost-hardened ground and out stepped an unexpected visitorLord Rimoah of Dessi. You exchanged greetings and he requested an immediate audience with Lone Wolf. From his sombre expression you could tell that he had grave and urgent news to impart.

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

You escorted Lord Rimoah personally to Lone Wolfs chambers, located beneath the Tower of the Sun, the monasterys commanding citadel. Before you could excuse yourself and leave the vault, Lone Wolf asked you to stay to listen to what the venerable magician had come to say. Lord Rimoah nodded his benign approval.

-Grand Pathsmanship +

Dwarf King Ryvin of Bor is in desperate need of our aid, my Lords, began Rimoah, earnestly. An ancient horror has been awoken in the depths of his subterranean kingdom, and now it threatens to destroy his realm. The Drodarin race may be doomed unless we are able to overcome this creature and swiftly.

-Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of 3 yards. The range and numbers of insects so affected increases considerably as a Grand Master rises in rank. +

Lord Rimoah informed you that recent excavations in the lowest levels of the vast underground kingdom of Bor had disturbed the Shomzaa. This powerful entity was entombed by the Elder Magi during their 1,000-year-war against Agarash the DamnedNaars first champion of evil. Lone Wolf lowered his eyes and shook his head in disbelief upon hearing Rimoahs words.

-Deliverance +

I understood that dwarf lore expressly forbade such deep mining, for fear that the Shomzaa and its minions might be released. How could such a thing have been allowed to occur? he said.

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

Greed is to blame, my lord, replied Rimoah, sadly, the greed of King Ryvins elder son, the Crown Prince Leomin. He alone was responsible for the excavations that opened the way to this ancient horror.

-Telegnosis +

Lord Rimoah informed you that only five days have elapsed since the Shomzaa was released, yet already the creature and its agarashi minions have taken control of the lower levels of the kingdom. Bitter fighting rages in the tunnels and chambers of Bor as King Ryvins army struggles to contain the Shomzaa and its horde, he said. They are being sorely pressed, for the enemy have captured their armouries and equipped themselves for the fight. Ryvin has lost control of the tunnels leading to his throne chamber, where Leomin and his younger brother, Prince Torfan, are now trapped and besieged, along with the remnants of their personal guard.

-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. +

Lone Wolf was disturbed to hear that the throne chamber of Bor was under attack, for it houses the fabled Throne of Andarin. This grand seat contains a gem of power that was bestowed upon the Drodarin dwarves of Bor by the Goddess Ishir. Its divine radiance provides the dwarves with a unique energy that enables them to grow their crops deep underground, without the need for direct sunlight. If the Throne of Andarin is destroyed then the crops will surely fail and famine will beset Bor, with disastrous consequences.

-Grand Nexus +

Repeated attempts to break the siege of the throne chamber have failed, and the morale of Ryvins army is now dangerously low, said Rimoah. Ive heard tell that even the Dwarf Lords and the War Thanes, the elite of Ryvins army, hold that Prince Leomins greed has sealed their fate. If such talk is true, and the Shomzaa conquers Bor, then our hopes for a lasting peace in Magnamund will be ruined. The fall of Bor will give Naar a base of power at the very heart of Magnamund. There he will be able muster his agents, spawn his vile abominations, and attempt once more to conquer our world.

-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. +

But what can be done to save Bor before it is too late? asked Lone Wolf, anxiously.

-Astrology +

King Ryvin lacks the means to destroy this enemy, replied Rimoah, gravely. Nevertheless, the means exist. The Shomzaa is especially vulnerable to magic of the Old Kingdom. It is the magic that we used to entrap and entomb the creature milleniums ago.

-Sun Knights who have this Discipline are skilled in the art of chiromancythe ability to tell fortunes from the skin creases and patterns found on the palms of hands. +

From a pocket of his flowing robes, Rimoah took out a spherical crystal and held it in the cupped palm of his hand. Its multi-faceted surface radiated beams of golden light which shimmered and sparkled with a supernatural brilliance.

-Bardsmanship +

A Sun-Crystal, said Lone Wolf. Yes, my Lord, replied Rimoah, reverently. By the skilful use of the power contained within this sphere it is possible that we may defeat the Shomzaa and its minions, and thereby spare the kingdom of Bor from the tyrannical rule of Naar. We of the Elder Magi have crafted the means to defeat the Shomzaa, but in all Magnamund only the Kai have the ability and courage that is needed to take this goodly weapon and use it to its full effect.

-Sun Knights who possess mastery of this Discipline are able to use their musical skills to launch sonic attacks against any individual within audible range. The effect of a sonic attack is dependent upon the target creatures sensitivity to sound (ie, a deaf creature would be unaffected by such an attack). +

Lone Wolf approached Rimoah and took the Sun-Crystal from his outstretched palm. Then he turned to face you.

-Kai-alchemy +

We have been called upon to undertake a difficult and dangerous mission, Grand Master, he said. You have proven your bravery and skill beyond all doubt, and truly you have earned the right to refuse this quest with honour. Yet I sense that you hunger for the heat of battle and the challenge of the quest, and so I offer this mission to you. Will you venture to Bor and confront the bane that now threatens to destroy our Dwarven allies?

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

Yes, my Lord, I will you replied, without a moments hesitation. For the greater glory of Sommerlund and the Kai, I am proud to accept the quest.

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

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

+

During the years you have spent in training at the Kai Monastery, you have devoted yourself to further developing your fighting prowess (COMBAT SKILL) and physical stamina (ENDURANCE). Before you begin this New Order adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point the blunt end of it onto 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 7 in the Random Number Table you would write in a COMBAT SKILL of 32). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore desirable.

+

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 8 on the Random lumber Table you would have 38 ENDURANCE points).

+

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points cannot rise above the number you have when you start an adventure.

+

If you have successfully completed previous adventures in the Lone Wolf New Order series (Books 2125), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to this adventure. You may also carry over any Special Items, Kai Weapon, normal weapons, and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Action Chart.

+

Playing Tip: You may use a 10-sided die instead of the Random Number Table if you find it more convenient.

+ +
+ + Your Kai Name + + + + + +

It has long been the tradition of your elite warrior caste to bestow a new name upon each young novice when they complete their first years training at the Kai Monastery. Kai names are chosen by senior Kai Masters with the aim of reflecting the individual strengths and qualities of each novice.

+

You may create your own Kai name for yourself, or you can generate a Kai name at random using the name tables below. To generate a Kai name, pick a number from the Random Number Table and consult Table A. The name which corresponds to the number you have picked is the first part, or prefix, of your Kai name. Now pick a second number from the Random Number Table and consult Table B. The name which corresponds to the number you have picked is the second part, or suffix, of your Kai name. Put the prefix and the suffix together and you have your own personal Kai name. You can record your personal Kai name on the book plate which appears on the inside front cover of this book.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Table A
(Kai name prefix)
0 =Swift
1 =Sun
2 =True
3 =Bold
4 =Moon
5 =Sword
6 =Wise
7 =Storm
8 =Rune
9 =Brave
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Table B
(Kai name suffix)
0 =Blade
1 =Fire
2 =Hawk
3 =Heart
4 =Friend
5 =Star
6 =Dancer
7 =Helm
8 =Strider
9 =Shield
+
+
+ +
+ + New Order Kai Grand Master Disciplines + + + + + +
+ + Kai and Magnakai Disciplines + + + +

During your distinguished rise to the ranks of the New Order of Kai Grand Masters, you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines provide you with a formidable arsenal of natural abilities which will serve you well. A brief summary of your skills is given below:

+ +
+
Weaponmastery
+
You are proficient with all close combat and missile weapons. You are a master of unarmed combat and suffer no COMBAT SKILL loss when fighting bare-handed.
+
Animal Control
+
You are able to communicate with most animals and have limited control over hostile creatures. You can use woodland animals as guides and you are able to block a non-sentient creatures sense of taste and smell.
+
Curing
+
You are able to restore ENDURANCE points lost as a direct result of combat. You may restore 1 ENDURANCE point for every numbered section of the book you pass through in which you are not involved in further combat. The maximum number of ENDURANCE points that can be restored in this way is limited to 10 per adventure.
+
You also possess the ability to heal the wounds of others, and you can neutralize the harmful effects of most poisons, venoms and toxins.
+
Invisibility
+
You can hide effectively in most environments, mask any sounds made during movement, and you can cause minor alterations of your own physical appearance. Also you are able to mask your own body heat and scent.
+
Huntmastery
+
You are an expert hunter of food in the wild. You possess great physical agility and a keen sense of vision (day and night). Your senses of hearing and smell are especially acute.
+
Pathsmanship
+
You are able to understand most languages, magical symbols and hieroglyphics. You are expert at reading footprints and tracks. You have an intuitive knowledge of the compass points and can detect the threat of an enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain without leaving tracks. You can converse with sentient creatures and mask yourself from psychic spells of detection.
+
Psi-surge
+
You are able to attack enemies using the powers of your mind. Also you can set up disruptive vibrations in inanimate objects and cause confusion in the minds of unsophisticated enemies.
+
Psi-screen
+
You possess strong mental defences against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. You are able to divert and re-channel some hostile psychic energy to your own ends.
+
Nexus
+
You can move small items by projection of your mind power. You can withstand extremes of temperature and are able to extinguish fire by force of your will alone. You have a limited immunity to flames, toxic gases, and corrosive liquids.
+
Divination
+
Your famous Kai sixth sense can warn you of imminent danger. You can detect invisible or hidden enemies, and you are able to communicate telepathically. You can recognize magic-using and/or magical creatures, detect psychic residues, and you have a limited ability to leave your corporeal body (spirit-walk) for short periods.
+
+
+
+ +
+ + New Order Kai Grand Master Disciplines + + + +

After years of martial training and study at the Kai Monastery, and by the rigorous practice of the teachings of your illustrious mentorKai Supreme Master Lone Wolfyou have achieved the noble rank of Kai Grand Master Senior.

+ +

Following in the footsteps of Lone Wolf himself, you have vowed that one day you will become totally proficient in all 16 of the New Order Kai Grand Master Disciplines. By doing so successfully you will share with Lone Wolf the responsibility, the honour, and the future glory of leading the New Order Kai as a Supreme Master.

+ +

If this is the first New Order adventure you have undertaken then your present rank is that of Kai Grand Master Senior. This means that you have mastered four of the New Order Grand Master Disciplines listed below. It is for you to decide which four Disciplines these are. As all of the New Order Grand Master Disciplines will be of use to you at some point during your mission, pick these four skills with care. The correct use of a New Order 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 New Order Grand Master to become supremely efficient in the use of all weapons. When you enter combat armed with one of your Grand Master weapons, you may add 5 points to your COMBAT SKILL. The rank of Kai Grand Master Senior, with which you begin the New Order series, means that you are skilled in the use of one of the weapons listed in the EQUIPMENT section. For every adventure that you complete successfully in the New Order series, you will gain proficiency with one additional weapon.

+
+
+ +
+ Animal Mastery + +

New Order 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.

+
+
+ +
+ Deliverance (Advanced Curing) + +

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

+
+
+ +
+ Assimilance (Advanced Invisibility) + +

New Order Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of 1 to 3 days. They have also mastered advanced camouflage techniques which make them virtually undetectable in an open landscape.

+
+
+ +
+ Grand Huntmastery + +

New Order Grand Masters are able to see in total darkness and they possess great natural speed and agility. They also have a superb sense of touch and taste.

+
+
+ +
+ Grand Pathsmanship + +

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

+
+
+ +
+ Kai-surge + +

When using their psychic ability to attack an enemy, New Order Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, they need only deduct 1 ENDURANCE point. Grand Masters have the option of using a weaker form of psychic attack called Mindblast. When using this lesser attack, they may add 4 points to their COMBAT SKILL without loss of ENDURANCE points (Kai-surge and Mindblast cannot be used simultaneously). New Order Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

+
+
+ +
+ Kai-screen + +

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

+
+
+ +
+ Grand Nexus + +

New Order 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 New Order Grand Master advances in rank.

+
+
+ +
+ Telegnosis (Advanced Divination) + +

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

+
+
+ +
+ Magi-magic<em>(Old Kingdom Magic)</em> + +

Under the tutelage of Lone Wolf, you have been able to master the rudimentary skills of Old Kingdom battle magic. These arcane skills include the use of basic magi-magic spells, such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

+
+
+ +
+ Kai-alchemy <em>(Brotherhood Magic)</em> + +

Under the tutelage of Lone Wolf and Guildmaster Banedon (the leader of Sommerlunds guild of magicians), you have mastered the elementary spells of the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Brotherhood magic increase.

+
+
+ +
+ Astrology + +

The celestial bodies which occupy the skies above Magnamund have long been known to affect the lives of its inhabitants. Mastery of this Discipline enables a New Order Grand Master to predict and shape the future by studying the relative positions of the Sun, the Moon, and the myriad planets and stars. The number and accuracy of these predictions increases as a New Order Grand Master advances in rank.

+
+
+ +
+ Herbmastery + +

Mastery of this New Order Discipline enables a Grand Master to identify readily any substance derived from living or growing organic material. He is aware of any secret uses to which an organic material may be put, and he is skilled in effecting the release of a substances medicinal and/or magical properties.

+
+
+ +
+ Elementalism + +

This Discipline enables a New Order Grand Master to manipulate the four basic elements: earth, air, fire, and water. By drawing upon individual (or combinations of) elements that are available, he is able to detach, affix, increase, concentrate, intensify, remove or accelerate this matter to fulfil a specific purpose, eg, create a wall, hurl a rock, spray sand, remove air, intensify fire. The versatility of this Discipline increases as a New Order Grand Master advances in rank.

+
+
+ +
+ Bardsmanship + +

Through mastery of this Discipline a Kai Grand Master of the New Order becomes a multi-talented performer, proficient in the use of any musical instrument. He is able to sing or chant, recite or compose tales of legend, mimic speech or dialect and stimulate a wide range of emotions among sentient creatures. The effect and power of his bardic abilities will steadily increase as he advances through the Grand Master ranks.

+
+
+ +

If you successfully complete the mission as set in Book 26 of the Lone Wolf (New Order) series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 27. 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, your Kai Weapon, and any other Special Items that you have found and been able to keep during your adventures, may then be carried over and used in the next New Order adventure, which is called: Vampirium.

+
+
+
+
+ +
+ + Equipment + + + + + +

Before you leave the Kai Monastery and begin your journey to Bor, you equip yourself with a map of Bor and its 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. If you have successfully completed previous New Order adventures (Books 2125), you may add this sum to the total sum of Crowns you already possess. Fifty is the maximum number of Gold Crowns you can carry in your pouch at any time. You may also select five items from the list below, only two of which may be Weapons.

+
    +
  • Broadsword (Weapons)

    + + + Brian Williams + + + + +
  • +
  • Sword (Weapons)

    + + + Brian Williams + + + + +
  • +
  • Quiver (Special Items) This contains six Arrows; record them on your Weapons List.

    + + + Brian Williams + + + + +
  • +
  • Flute (Backpack Item)

    + + + Brian Williams + + + + +
  • +
  • Dagger Weapons)

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

    + + + Brian Williams + + + + +
  • +
  • Bow (Weapons)

    + + + Brian Williams + + + + +
  • +
  • 2 Meals (Meals) Each Meal takes up one space in your Backpack.

    + + + Brian Williams + + + + +
  • +
  • Rope (Backpack Item)

    + + + Brian Williams + + + + +
  • +
-The nature of additional improvements and how they affect your existing Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf New Order books. +

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

+ +
+ + Kai Weapons + + + +

Upon reaching the ultimate rank of Kai Supreme Master, Lone Wolf received as a reward from the God Kai many new skills and abilities. One of these skills was Kai Weaponcraft. Using his new-found mastery, Lone Wolf forged ten weapons of magical power in the armoury furnaces of the Kai Monastery. These magical weapons are reserved for the elite of the New Order Kai who attain the rank of Grand Master.

+ +

In recognition of your rank and achievement, you may choose your own Kai Weapon from the table below or, if you prefer, you can generate one at random. To generate a Kai Weapon, pick a number from the Random Number Table and consult the first column. The magical axe, sword, or broadsword which corresponds to the number you have picked will be your own personal Kai Weapon. Record this magical weapon and its unique properties in the Kai Weapon section of the Special Items List at the front of the book.

+ +

Example

+

Say you choose the number 1 from the Random Number Table, your Kai Weapon will be the axe Alema.

+ +

When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

+ +

Example

+

If you were to use Alema in combat against an undead enemy, you could add the higher bonus of +7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at +5.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Kai Weapon Table
RNWeapon typeWeapon NameCSUnique PropertiesCS
0AxeSpawnsmite+5versus reptilian enemies+6
1AxeAlema+5versus undead enemies+7
2AxeMagnara+5versus rock or stone+8
3SwordSunstrike+5when used in daylight+6
4SwordKaistar+5when used at night+7
5SwordValiance+5when used versus magicians+8
6SwordUlnarias+5when used underwater+9
7BroadswordRaumas+5versus winged enemies+6
8BroadswordIlluminatus+5when used underground+7
9BroadswordFirefall+5versus fire-emitting enemies+8
RN = Random Number
CS = COMBAT SKILL
+
+
+ +
+ + Equipment<ch.emdash/>How to use it + + + +
+
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 best to equip yourself also 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 points to any number 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., Silver Mirror, Gold Key), or is clearly identified 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 12.

+
+
Kai Weapon
+

Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

+
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. However, if you have chosen Grand Huntmastery as one of your four Disciplines then 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.

+
Gold Crowns
+
+

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

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

+

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

+

The sequence for combat is as follows:

+
    +
  1. Add any extra points gained through your 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

    +

    You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon Ulnarias, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.

    +

    You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of +14 (4531=+14). +14 is noted on your 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 yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourselfGrand Master.)

    +

    Example

    +

    The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

    +
      +
    • You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).
    • +
    • Wild Dogs lose 9 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 the ENDURANCE points of either your enemy or yourself are reduced to zero or below, at which point that combatant is declared dead. If you are declared dead, the adventure is over. If the enemy is dead, you can proceed but with your ENDURANCE points possibly 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 you may lose ENDURANCE points during that round (such is the risk of turning tail and running away during combat!). You may only evade if the text of the particular section allows you to do so.

+
+
+
+
+ +
+ + Levels of New Order 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 New Order series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfectionto become a Kai Supreme Master.

+ +
    +
  1. Kai Grand Master Senior(You begin the New Order adventures at this level of Kai Grand Mastery)
  2. + +
  3. Kai Grand Master Superior
  4. +
  5. Kai Grand Sentinel
  6. +
  7. Kai Grand Defender
  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.

+
+
+ + +

+ +
+ Sun Knight + + +

As you rise through the higher levels of Kai Grand Mastery you will find that your Disciplines will steadily improve. If you are a New Order Kai who has attained the rank of Sun Knight, 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 (eg, Broadsword, Quarterstaff, Spear, etc) with full effect, using only one hand.

+
Grand Pathsmanship
+

Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of 3 yards. The range and numbers of insects so affected increases considerably as a Grand Master rises in rank.

+
Deliverance
+

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

+
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.

+
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.

+
Astrology
+

Sun Knights who have this Discipline are skilled in the art of chiromancythe ability to tell fortunes from the skin creases and patterns found on the palms of hands.

+
Bardsmanship
+

Sun Knights who possess mastery of this Discipline are able to use their musical skills to launch sonic attacks against any individual within audible range. The effect of a sonic attack is dependent upon the target creatures sensitivity to sound (ie, a deaf creature would be unaffected by such an attack).

+
Kai-alchemy
+
+

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

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

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

+ +
+
+
+
-NEW ORDER WISDOM -You are about to embark upon a quest to help King Ryvin defeat sinister forces that threaten to destroy his ancient kingdom of Bor. You will encounter some powerful and cunning adversaries and your mission will be fraught with danger at every turn, so be on your guard at all times. +
+ + New Order Wisdom + + + -During your mission, some of the material items that you find will be of use to you, but others may be red herrings of no real value at all. If you discover Items during your mission, be selective in what you choose to keep. Pick your initial four Grand Master Disciplines with care for a wise choice will enable anyone to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Completion of previous Lone Wolf adventures (Books 125) may be advantageous, but it is not essential for the successful completion of this New Order adventure. + +

You are about to embark upon a quest to help King Ryvin defeat sinister forces that threaten to destroy his ancient kingdom of Bor. You will encounter some powerful and cunning adversaries and your mission will be fraught with danger at every turn, so be on your guard at all times.

-Grand Master, may the light of the gods Kai and Ishir guide and protect you during your quest in the ancient kingdom of Bor. +

During your mission, some of the material items that you find will be of use to you, but others may be red herrings of no real value at all. If you discover Items during your mission, be selective in what you choose to keep. Pick your initial four Grand Master Disciplines with care for a wise choice will enable anyone to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Completion of previous Lone Wolf adventures (Books 125) may be advantageous, but it is not essential for the successful completion of this New Order adventure.

-For Sommerlund and the Kai! +

Grand Master, may the light of the gods Kai and Ishir guide and protect you during your quest in the ancient kingdom of Bor.

---> +

For Sommerlund and the Kai!

+
+
Numbered Sections @@ -503,10 +903,19 @@ For Sommerlund and the Kai!

Lone Wolf places the Sun-Crystal in the palm of your hand, and then he closes your fingers around is multi-faceted surface. At once you sense that the gentle warmth of this artifact belies a tremendous power that is locked within its core. (Record the Sun-Crystal on your Action Chart as a Special Item which you keep in the pocket of your tunic. You must discard another item in its favour if you already possess the maximum number of Special Items permissible.)

+ + + + Brian Williams + + + + +

The Sun-Crystal will do you no harm, Grand Master. Only Shomzaa need have fear of its power, says Lord Rimoah, reassuringly.

How is this so? you ask.

The energy that permits the demon to exist in our world is drawn directly from the Plane of Darkness, explains Rimoah. There is an open channel between the creature and Naars evil domain. It is a slender, ethereal link. This invisible conduit has kept the creature alive during its long entombment, yet soon it may prove to be its undoing, for it is this link to the Plane of Darkness that will trigger the Sun-Crystals cleansing powers. The merest touch of the crystal upon Shomzaas foul hide will be enough to consign it to oblivion.

-

With your briefing now complete, Lone Wolf orders you to return to your chamber to make swift preparations for an immediate voyage to Bor. You collect your equipment and your Kai Weapon, say a hurried farewell to your fellow Grand Masters, and then race to the training park where Lord Rimoah is awaiting you in the boarding cage. Lone Wolf bids you good luck and godspeed as you step inside, and proudly you return his salute as the cage is winched up to the stern deck of Cloud-dancer. Rimoah gives the crew the command to depart and, as the great craft gets underway, you stand at the aft rail and watch as the frosted walls and towers of the Kai Monastery swiftly recede into the distance.

+

With your briefing now complete, Lone Wolf orders you to return to your chamber to make swift preparations for an immediate voyage to Bor. You collect your equipment and your Kai Weapon, say a hurried farewell to your fellow Grand Masters, and then race to the training park where Lord Rimoah is awaiting you in the boarding cage. Lone Wolf bids you good luck and godspeed as you step inside, and proudly you return his salute as the cage is winched up to the stern deck of Cloud-dancer. Rimoah gives the crew the command to depart and, as the great craft gets underway, you stand at the aft rail and watch as the frosted walls and towers of the Kai Monastery swiftly recede into the distance.

Lord Rimoah invites you to accompany him to the captains quarters where, to your surprise, you discover the cabin is empty; Banedon is not aboard. The Guildmaster is unable to travel with us, explains Rimoah, but he has placed his skyship and crew entirely at our disposal. We owe him a debt of gratitude, for time is against us and there can be no swifter way for us to reach our destination.

During the 14 hours that it takes to travel by skycraft to Bor, Lord Rimoah tells you much about the kingdom of the dwarves, their long history and their proud legends. You also learn that your destination is Boradon, the principal city of Bor, and you are intrigued to discover that in your native language this ancient Drodarin name has a somewhat evocative meaning: the mountain of blood.

To continue, turn to 240. @@ -782,6 +1191,18 @@ For Sommerlund and the Kai!

The huge arachnid makes a vile chittering sound as it moves towards you. As it gets ready to pounce, you see that its fangs are coated with a sticky black venom.

+ + + + Brian Williams + + The huge arachnid gets ready to pounce. + + + + + + Giant Steamspider4845

This creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 112. @@ -867,6 +1288,18 @@ For Sommerlund and the Kai!

As you descend, you hear a faint buzzing sound resonating from the rockface. Rapidly this sound becomes an angry drone when the basket draws level with a cavity in the wall. Suddenly, a swarm of large wasp-like insects pour out of this hole and encircle the basket. The lower stripy sections of their bodies begin to glow as they gather together in a cloud and hover menacingly above you.

Antah wasps! exclaims Leomin, fearfully. You reach for your Kai Weapon, but as your hand closes around the hilt, the insects fire their stingers.

+ + + + Brian Williams + + A swarm of angry Antah wasps encircles your basket. + + + + + + Antah Wasps4030

These insects are immune to all psychic attacks.

If you win the combat, turn to 174. @@ -1047,6 +1480,19 @@ For Sommerlund and the Kai!

The rock creature stops in mid-stride and turns towards Prince Leomin. As his crushing feet tread a slow, deliberate path towards the princes head, you unsheathe your Kai Weapon and rush forward in a desperate attempt to halt the creature.

+ + + + Brian Williams + + You unsheathe your Kai Weapon in a desperate + attempt to halt the rock-creature. + + + + + + Rock Golem4070

This being is immune to all psychic attacks.

If you win the combat, turn to 74. @@ -1100,7 +1546,7 @@ For Sommerlund and the Kai!

As the last of their riders falls from the saddle, the Brozal steeds turn and flee for their lives. You sheathe your weapon and call upon your Magnakai Discipline of Animal Control to command one of these fleeing mounts to calm itself. Responding to your mental suggestion, it slows rapidly to a halt.

-

You summon the Brozal to approach you and it responds again with calm obedience. Deftly you climb onto the creatures scaly back and settle yourself in the saddle, then you turn it towards the east and urge it to enter the tall wheat. Carefully you skirt around the area of blazing crops before turning again, this time to the north.

+

You summon the Brozal to approach you and it responds again with calm obedience. Deftly you climb onto the creatures scaly back and settle yourself in the saddle, then you turn it towards the east and urge it to enter the tall wheat. Carefully you skirt around the area of blazing crops before turning again, this time to the north.

The Brozal lopes through the yellow stalks with a swift and easy gait, and you cover ground at a far swifter pace than would be possible on foot. But when you come unexpectedly to a muddy ditch, a boundary between the wheat and a neighbouring crop of barley, the Brozal misses its footing. It stumbles badly and you are thrown headlong from the saddle.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.

If your total score is now 4 or lower, turn to 92. @@ -1306,6 +1752,18 @@ For Sommerlund and the Kai!

As the rock golem crumbles to dust, you rush to Prince Leomins side and try to revive him with your Kai curing skills. The healing warmth of your powers pass through your hands and into his body, and his eyelids flicker open as his consciousness stirs. (The healing of Leomins wounds costs you 2 ENDURANCE points.)

When his senses return, firstly he retrieves his battle-axe from the floor, and then he turns to offer you his thanks. Suddenly his eyes widen and he gasps with shock: Shomzaa is approaching silently behind you. Leomin grabs you by the tunic and pulls you aside as he raises his battle-axe in readiness to hurl it at Shomzaa hideous form. But before he can release the axe, he is felled by a stream of clear fluid intended for you. It strikes his chest and boils as it eats through his crimson breastplate. With a heart-rending scream he collapses to the ground, mortally wounded.

+ + + + Brian Williams + + With a heart-rending scream Leomin collapses, mortally wounded. + + + + + +

You wrench the Sun-Crystal from your pocket and turn to confront Shomzaa, your arm poised ready to throw your deadly device. But already the fell creature has retreated and taken cover among the stalagmites. You run to the stone ramp to scan the cavern, and your Kai sixth sense alerts you to his hiding place. His body is hidden, but the top of his ghastly head can be seen protruding above a stalagmite less than 30 feet from where you stand.

If you wish to throw the Sun-Crystal at Shomzaas head, turn to 38. If you wish to attempt to get a clearer view of Shomzaa before you hurl the Sun-Crystal, turn to 272. @@ -1316,7 +1774,7 @@ For Sommerlund and the Kai! 75 -

As the icy bolt passes through the wall of hot air, it is transformed into a cloud of harmless water vapour. Your effective use of your Kai mastery to counter the creatures attack shocks the watching minions. Nervously they back away, defying the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with seige machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the Shomzaa minions as they mill about in confusion.

+

As the icy bolt passes through the wall of hot air, it is transformed into a cloud of harmless water vapour. Your effective use of your Kai mastery to counter the creatures attack shocks the watching minions. Nervously they back away, defying the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with seige machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the Shomzaa minions as they mill about in confusion.

Suddenly their commander recaptures their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent your escape, a zealous minion rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps and you watch with horror as the portcullis comes crashing down to seal off the exit.

Turn to 320.
@@ -1429,6 +1887,18 @@ For Sommerlund and the Kai!

You pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. As you are peering along this gloomy little tunnel, suddenly the door bursts open and slams against the wall.

An icy trickle of fear runs down your spine when you turn to look upon the squat creature that is now framed in the doorway. It has a bloated, veined body, and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills the marrow in your bones. It advances into the chamber with its arms outstretched, as if it is walking in its sleep, then it levels these arms at your chest and you see that the creatures fists are glowing like two balls of red-hot plasma.

+ + + + Brian Williams + + A squat, bloated, forked-tongued creature approaches. + + + + + + If you wish to attack this creature, turn to 273. If you wish to evade the creature by entering the secret passage, turn to 159.
@@ -1486,6 +1956,19 @@ For Sommerlund and the Kai!

The blow throws you forward and you scrape your jaw on a stalagmite before splashing into the mire: lose 1 ENDURANCE point.

Your senses are screaming DANGER! as you struggle to your knees and wipe the slime from your bloodied mouth. Instinctively you reach for your Kai Weapon, but its blade is barely out of the scabbard when Shomzaa leaps upon you and rakes you with his terrible claws.

+ + + + Brian Williams + + Shomzaa leaps upon you and rakes you + with his terrible claws. + + + + + + Shomzaa5650

This creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 322. @@ -1689,6 +2172,19 @@ For Sommerlund and the Kai!

Shomzaa abandoned his attempt to batter down this portal two days past, he says. But there may be some of his spawn-kind waiting in the corridor outside. Best be on our guard, Kai lord.

Leomin nods to the old warrior and he responds by touching the runestone to the door. There is a faint tinkling sound, then the portal slides open and you follow the prince as he steps through the opening into the darkened passageway beyond. The portal slides shut behind your back with hardly a sound. Instinctively you scan your new surroundings for signs of the enemy, and quickly discover that Leomin was right to be cautious. More than a dozen Shomzaa agarashi have been left here to guard the portal. Only by chance have you chosen a time to leave the chamber when these creatures are asleep.

Leomin points to the end of the wide corridor, to a place where a circular shaft descends to a lower level. A large basket, suspended by a rope and pulley, hangs above this shaft. The prince beckons you to follow as he tip-toes around the sleeping creatures and approaches the basket. You are halfway along the corridor when suddenly one of the Shomzaa agarashi awakens and shrieks in alarm. You respond by racing towards the distant shaft, but within a matter of seconds, all of the sleeping creatures are on their feet and rushing from all sides to block your escape. You must fight them.

+ + + + Brian Williams + + Creatures attack you on all sides + as you try to make your escape. + + + + + + Shomzaa Agarashi4244

You may add 5 to your COMBAT SKILL for the duration of this combat, for Prince Leomin is fighting by your side.

If you win the combat, turn to 258. @@ -1819,6 +2315,15 @@ For Sommerlund and the Kai!

The Sun-Crystal arcs over the top of the stalagmite and glances Shomzaas head. Instantly, there is a blinding flash that makes you cover your face with your hands. This searing light is followed almost immediately by a deafening implosion which sucks a whirlwind of air and loose rock into its spinning core. You throw yourself upon Prince Leomin and pin him to the ground as air and slime and debris are sucked from this cavern into the whirling vortex of the implosion.

+ + + + Brian Williams + + + + +

Pick a number from the Random Number Table.

If the number you have chosen is 03, turn to 114. If it is 46, turn to 3. @@ -1879,6 +2384,19 @@ For Sommerlund and the Kai!

As you run towards the archway, you unsheathe your weapon and give vent to your battle-cry: For Sommerlund and the Kai!

+ + + + Brian Williams + + Giving vent to your battle-cry, + you run towards the archway. + + + + + + Shomzaa Agarashi (with spears)4540 If you win this combat in four rounds or less, turn to 82. If you win and the fight lasts five rounds or longer, turn to 236. @@ -2093,6 +2611,18 @@ For Sommerlund and the Kai!

You take aim at the guards and fire your bow twice in quick succession (erase 2 arrows from your Weapons List). Your first shot strikes in the head and kills its target instantly, but your second shaft fails to penetrate the minions body armour. This creature is knocked down by the force of the arrow, yet it is able to emit a shrill cry of alarm that alerts the other Shomzaa minions to your presence in the smelting cavern.

The dwarves seize their chance to escape from the cage. Before the creature can get to its feet, a hand reaches through the bars and the bolt is pulled. Then the door bursts open and out they pour with a blood-curdling yell. The surviving guard is trampled underfoot as the dwarves rush to the ore wagons and arm themselves with rocks and tools. The torturers abandon their grisly work and come running towards the prison cage with their weapons raised. Suddenly two of these minions appear beside your wagon. Hurriedly you drop your bow and reach for your Kai Weapon as they turn on you and launch a frenzied attack.

+ + + + Brian Williams + + The dwarves escape from their cage. + + + + + + Shomzaa minions3338

You are unable to inflict any ENDURANCE loss on this enemy for the first two rounds of combat, due to the surprise and ferocity of their attack.

If you win the combat, turn to 9. @@ -2195,6 +2725,19 @@ For Sommerlund and the Kai!

You hit the ground and the icy bolt speeds over your head to splatter harmlessly against the tunnel wall. You tug your Kai Weapon from its scabbard. Then you leap to your feet in time to see the creature and its slavering horde come rushing along the tunnel towards you. With your battle-cry on your lips, you stride forward to meet their determined attack.

+ + + + Brian Williams + + The creature and its slavering horde + come rushing towards you. + + + + + + Shomzaa Agarashi Commander5055

You cannot evade this combatyou must fight these creatures to the death.

If you win the fight, turn to 324. @@ -2573,6 +3116,19 @@ For Sommerlund and the Kai!

Upon entering the chamber, you see a huge throne of silver adorned with hundreds of precious gems. It rests upon a dais of marble and it dominates the centre of this circular hall. A halo of golden light surrounds the Throne of Andarin, and when these rays wash over your body, you feel cleansed and invigorated (restore 5 ENDURANCE points).

As you approach the fabled throne, you see many injured Drodarin warriors seated around its base. Some have suffered grievous battle wounds, yet the goodly light of the throne is healing their torn flesh and broken bones. Your grey-bearded escort ushers you to a corner of the chamber where two warriors are engaged in a heated debate. From the colour of their armour, and the royal crests of Bor emblazoned upon their surcoats, you deduce that they are King Ryvins missing sons: Prince Leomin and Prince Torfan.

+ + + + Brian Williams + + You approach the fabled throne and see many + warriors recovering around its base. + + + + + +

The two princes cease their argument when they see you approach. Torfan comes bounding forward to greet you, offering his hand in friendship, yet his elder brother appears sullen and dejected. You introduce yourself to the princes and give an account of the events that have brought you to this meeting. When you show them the Sun-Crystal and tell of your mission to destroy Shomzaa, a glimmer of hope shines in Prince Leomins red-rimmed eyes. You sense that he has been racked with remorse since the escape of Shomzaa and its vile minions. He longs for the chance to redeem his foolish actions, and readily he offers to help you destroy the creature and its hordes.

Turn to 109.
@@ -2646,6 +3202,18 @@ For Sommerlund and the Kai!

The open portal reveals a great stone staircase that descends to a magnificent marble hall. Vast columns brace the sculptured ceiling and tall silvery mirrors line the walls, creating the illusion that this cavernous chamber is even larger. Seated upon a chair in the centre of the echoing hall is King Ryvin, clad in his golden battle armour and wolfskin cape. Surrounding him are members of his royal family and other high-ranking Drodarin nobility. They are greatly distressed and several are weeping openly. A herald announces your arrival and the crowd parts as you approach the foot of Ryvins chair.

+ + + + Brian Williams + + King Ryvin sits surrounded by family and nobles. + + + + + +

Praise Ishir! booms the dwarf king. We have prayed that you would return to aid us, Lord Rimoah. And I see you bring a Kai champion. We are doubly glad. Youve arrived not a moment too soon.

King Ryvin rises from his chair and motions to you and Rimoah to accompany him into an antechamber. In the privacy of this adjoining room, he tells of the nightmare that has engulfed his kingdom following the release of Shomzaa. The creature and its horde of mutant spawn have spread like a voracious plague throughout the chambers and tunnels of his vast subterranean realm. All contact with the Drodarin communities surrounding Boradon has been severed, the lower levels of the kingdom have been lost to the enemy, and more than half of his army are unaccounted for.

So many have been slain, he says, his deep voice cracking with emotion. Only the swift destruction of Shomzaa can save us now. But all is not yet lost. I draw strength from the certain knowledge that my sonsLeomin and Torfanare still alive, and the Throne of Andarin is intact.

@@ -2699,7 +3267,7 @@ For Sommerlund and the Kai! 202 -

You follow Lord Rimoah out onto the windswept deck and look down in awe at the mighty city of Boradon. Rooted directly in the granite escarpment of Andar, the highest mountain of the Great Bor Range, its fortifications and turrets are barely distinguishable from the rugged copper-red cliffs surrounding them. Night has fallen and the moonless sky is as black as jet, yet the crew of the Cloud-dancer have no difficulty in locating the approach to this ancient mountain metropolis. Torches burn in every turret and arrow slit, and blazing beacons illuminate a safe passage through the snow-capped peaks to the citys central square.

+

You follow Lord Rimoah out onto the windswept deck and look down in awe at the mighty city of Boradon. Rooted directly in the granite escarpment of Andar, the highest mountain of the Great Bor Range, its fortifications and turrets are barely distinguishable from the rugged copper-red cliffs surrounding them. Night has fallen and the moonless sky is as black as jet, yet the crew of the Cloud-dancer have no difficulty in locating the approach to this ancient mountain metropolis. Torches burn in every turret and arrow slit, and blazing beacons illuminate a safe passage through the snow-capped peaks to the citys central square.

A unit of King Ryvins elite War-Thanes have been stationed in the main square in anticipation of your arrival. Their captain, a robust-looking dwarf with a plaited beard and a shock of bright red hair, offers you both a hearty welcome when you step from the boarding cage. He says that King Ryvin is waiting and he bids you accompany him without delay. His torch-bearing warriors escort you along a winding path that ends at a stone bridge which arches across a deep, natural moat. Beyond the bridge is a great bronze portal set into the mountainside. A horn sounds as you approach and the huge door swings open to reveal a wondrous sight.

Turn to 197.
@@ -2951,6 +3519,18 @@ For Sommerlund and the Kai!

You dodge behind the parapet of the barricade and the icy bolt speeds over your head to splatter harmlessly against the wall of the throne chamber. You tug your Kai Weapon from its scabbard, then you leap to your feet in time to see the Shomzaa horde reach the barricade. The War-Thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

+ + + + Brian Williams + + Frantically you attempt to stop the crazed horde. + + + + + + Shomzaa Horde (in battle-frenzy)4745

This enemy is immune to Mindblast (but not Kai-surge).

If you win this combat, turn to 100. @@ -3179,6 +3759,19 @@ For Sommerlund and the Kai!

Patiently you wait until the Shomzaa agarashi have disappeared from the passage, then you draw your Kai Weapon and steel yourself to enter the hole. Leomin keeps lookout as you duck your head and step through its jagged opening.

As your eyes adjust to the gloom, you gasp with horror at what you see in the cavern before you. Hanging from the slime-stained ceiling are hundreds of large, grey cocoons. Through the wiry threads that form their fibrous shell cases, you can see the faces and features of Drodarin warriors. Your throat tightens when you realize that their corpses are being kept here to provide future food for Shomzaa and his horde.

+ + + + Brian Williams + + You gasp when you see hundreds of cocoons + hanging from the slime-stained ceiling. + + + + + + If you possess Grand Pathsmanship, turn to 140. If you do not, turn to 14.
@@ -3327,6 +3920,19 @@ For Sommerlund and the Kai!

Quickly you drop to the ground and roll away from the hole in the cavern wall. Using the momentum of your evasive move, you spring to your feet and look up at the ceiling. There you see a large creature. It resembles a huge black beetle, with mandibles and a shiny shell which covers a pair of membraneous hind wings. From a bony tube beneath this horrors gaping mouth comes a thin length of thread. It whips around your legs and yanks you back onto the ground. As you fall, another thread loops around your body. You gasp for air as this steely thread is pulled tighter.

+ + + + Brian Williams + + A huge black beetle drops a thin length + of thread towards you. + + + + + +

Pick a number from the Random Number Table.

If the number you have chosen is 03, turn to 80. If it is 4 or higher, turn to 181. @@ -3568,6 +4174,19 @@ For Sommerlund and the Kai!

Soon you arrive at a great bronze door. It is inlaid with ancient Drodarin runes and embellished with gold leaf. Gently you push against its cold surface and the portal swings open to reveal a gloomy chamber. You sense no threat here and so you enter and then push the door closed behind you.

The walls of this chamber are lined with alcoves which are filled with ornate burial urns. Some have been smashed, and their powdery contents lie scattered upon the marble floor. You quickly determine that you have entered a Drodarin cinerariuma place where the cremated remains of dwarven warriors are laid to rest. Such chambers are considered sacred by the Drodarin, and it saddens you to see that this one has been wantonly desecrated by Shomzaa minions.

A large tomb dominates the centre of the chamber. Its lid is cracked and holed where the minions have attempted to force an entry. Drodarin script embellishes its dusty surfaces, and when you make a closer inspection, your pulse quickens. This is the tomb of Andarinthe first King of Bor. Through a small hole that punctures the tombs lid, you can see part of the kings burial urn. It is lit by the supernatural glow of a golden warhammer that rests beside it. Your Kai senses detect that this is a powerful, magical weapon.

+ + + + Brian Williams + + Through a small hole you can see + part of the kings burial urn. + + + + + + If you wish to attempt to open the lid of this tomb, turn to 118. If you choose to leave the tomb of King Andarin undisturbed, turn to 230.
@@ -3756,6 +4375,19 @@ For Sommerlund and the Kai!

The stone ramp leads to a titanic, lantern-lit cavern, where acres of wheat and barley are ripening in fields of fertile soil. You are amazed that such rich arable land can exist so deep below the surface of Magnamund, where rain has never fallen and the sun has never shone. Truly the Goddess Ishir gave the Drodarin a wondrous gift when she bestowed upon them the Throne of Andarin, for its powers alone permit this miracle to exist.

You leave the ramp and follow a rutted cart track. It borders upon a field of tall wheat, swaying gently in a cooling breeze. As you walk along, you magnify your vision and attempt to judge the distance to the far wall of the cavern. You have just concluded that it lies more than two miles ahead when suddenly you see something in the middle distance that makes you freeze in your tracks. A group of six large, two-footed creatures have emerged from the wheatfield. At first glance they remind you of the guanza, the racing lizards bred in the Southlands, but when you take a closer look you see that these grey-skinned mounts are not born of natural stock. Astride their scaly backs sit Shornzaa minions armed with spears and lances. The leading rider sights you on the track and immediately the group comes speeding towards you with a loose, loping gait.

+ + + + Brian Williams + + Six mounted Shomzaa minions + come speeding towards you. + + + + + +

Pick a number from the Random Number Table.

If the number you have picked is 03, turn to 136. If it is 49, turn to 225. @@ -3911,6 +4543,19 @@ For Sommerlund and the Kai!

The Drodarin War-Thanes twirl their battle-helms upon the muzzles of their muskets and cheer loudly as you reach the barricade. They are in jubilant mood after six days of siege, for they believe that the retreat of their enemy from around the throne chamber signals the end of their long ordeal. Prince Torfan offers you his hand and helps lift you over the wall, then he asks after his brother Leomin. You answer with a shake of your bowed head.

+ + + + Brian Williams + + The Drodarin War-thanes cheer loudly + as you reach the barricade. + + + + + +

Torfan is saddened by the news of the loss of his brother, but as you accompany him into the throne chamber, he is greatly comforted to hear that you owe him your life.

Without your brothers brave sacrifice, Shomzaa would have slain us both, you tell him.

He has paid a grave price for his foolishness, says Torfan, wistfully, but he has died with honour. He will not be forgotten.

@@ -3989,6 +4634,15 @@ For Sommerlund and the Kai!

Shomzaa clutches at the deep wounds you have inflicted, and he staggers and falls backwards into the slime. You have slain this formidable foe, yet you sense that his death is but a temporary state, for the link between his body and the Plane of Darkness remains intact. Even as you gaze upon his loathsome corpse you detect the flow of an evil, reviving power.

You return to where Prince Leomin lies, and you call upon Ishir to guide your arm as you take the Sun-Crystal from your pocket and hurl it at Shomzaas body. It strikes him and instantly there is a blinding flash. This searing light is followed by a deafening implosion which sucks a whirlwind of air and loose rock into its spinning core. You throw yourself upon Prince Leomin and pin him to the ground, as air and slime and debris are sucked from this cavern into the whirling vortex of the implosion.

+ + + + Brian Williams + + + + +

Pick a number from the Random Number Table.

If the number you have picked is 03, turn to 114. If it is 46, turn to 3. @@ -4058,6 +4712,19 @@ For Sommerlund and the Kai!

You raise your Kai Weapon and give voice to your proud battle-cry: For Sommerlund and the Kai! Your valiant shout inspires the surrounding War-Thanes, and they rally to your command as you mount a counter-attack to recapture the cannon. Boldly you lead the charge, sweeping aside any Shomzaa agarashi who are foolish or unfortunate enough to stand in your way. Upon reaching the cannon, you seize back Prince Leomins flag and bear it aloft as you engage the fanatical horde.

+ + + + Brian Williams + + You lead a bold charge against + the Shomzaa Agarashi horde. + + + + + + Shomzaa Agarashi (assault group)4842

This enemy is immune to all forms of psychic attack.

If you win the combat, turn to 200. @@ -4079,11 +4746,11 @@ For Sommerlund and the Kai!

Now that the creature is no longer a threat, you turn away from the scorching heat that is radiating from its ashes, and you begin to explore this mysterious treasure chamber.

The walls of the vault are decorated with murals that glorify the Goddess Ishir. Great carved tables, heaped with dusty gems and ingots of precious metal, form a circle around a golden statue of the goddess which stands upon a crystal dais in the middle of the chamber. Resting against the dais are several ancient artifacts of special value. Three of these items in particular catch your eye:

-

Korlinium Chainmail Vest

+

Korlinium Chainmail Vest

This Special Item can be worn beneath your tunic. It adds +2 to your COMBAT SKILL.

-

Drodarin Bag of Holding

+

Drodarin Bag of Holding

This Special Item can be used to store five additional Backpack Items. It is kept in your backpack where it occupies only one space.

-

Sunderer

+

Sunderer

This Drodarin battle-axe is a Special Item. In combat against any enemy it will give you a bonus of +5 to your COMBAT SKILL. You may use this magical axe as an alternative to your existing Kai Weapon.

If you choose to take and keep any of the above Special Items, make the necessary adjustments to your Action Chart.

To continue, turn to 95. @@ -4204,6 +4871,19 @@ For Sommerlund and the Kai!

You speak the words of the Brotherhood spellStrengthand as it begins to take effect, you feel an invigorating surge of power flowing through every muscle of your body. Electrified by this energy, you take hold of the tombs lid and force it aside. There is a loud Crack! as the seal of grime is broken, then a flood of golden light washes over you when you swing the lid aside and tip it over onto the floor.

With a growing sense of awe, you take hold of the golden warhammer and raise it aloft. You admire its finely-crafted lines and perfect balance, and you sense that it was forged by magical fires.

+ + + + Brian Williams + + Filled with awe, you take hold of the + golden warhammer and hold it aloft. + + + + + +

If you wish to keep the Andarin Warhammer, record it on your Action Chart as a Special Item. In combat against any enemy it will give you a bonus of +5 to your COMBAT SKILL. You may use this magical warhammer as an alternative to your Kai Weapon.

To continue, turn to 230.
@@ -4297,7 +4977,7 @@ For Sommerlund and the Kai!

A special escort is provided for you and Lord Rimoah. In the company of Prince Torfan, you are taken by carriage to the Grand Hall where a magnificent reception awaits you. Formally you are presented to King Ryvin and you receive his praise and heartfelt thanks for the victory you have secured for his beleaguered kingdom. You return to him the Andarin Bloodstone, and he awards to you the Cross of Boradonthe highest accolade for courage and gallantry in the Kingdom of Bor. During the informal celebrations that take place shortly afterwards, you are further awarded the freedom of Bor and the honorary rank and title of War-Thanea rare privilege for one not born of Drodarin stock.

-

After a day of rest, you and Lord Rimoah make a triumphant return to Sommerlund aboard Cloud-Dancer. The news of your victory has travelled ahead of you and your arrival at the monastery is greeted by the appreciate cheers of your fellow kinsmen. For your triumph over Shomzaa, and the preservation of the Throne of Andarin, you receive special praise and admiration from Supreme Master Lone Wolf himself.

+

After a day of rest, you and Lord Rimoah make a triumphant return to Sommerlund aboard Cloud-dancer. The news of your victory has travelled ahead of you and your arrival at the monastery is greeted by the appreciate cheers of your fellow kinsmen. For your triumph over Shomzaa, and the preservation of the Throne of Andarin, you receive special praise and admiration from Supreme Master Lone Wolf himself.

Congratulations, Grand Master. You have met this testing quest and you have triumphed. Your brave and courageous actions in Bor will long be remembered in the legends of the New Order Kai. Yet the fight against Evil has not yet ended. Soon your courage and Kai skills will be put to the test again, in a distant realm of Magnamund. The nature of the quest and the dangers that await you will be revealed in the next exciting Lone Wolf adventure entitled:

Vampirium

@@ -4306,6 +4986,630 @@ For Sommerlund and the Kai!
+
+ The Kingdom of Bor and 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 + + + + + + + JC Alvarez / Jonathan Blake + + + + + + + Jonathan Blake + + +

+ COMBAT SKILL: + ENDURANCE: +

+

Grand Master Disciplines:

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

Bonus Disciplines:

+
    +
  1. : 5th Grand Master Discipline if you have completed 1 New Order Adventure successfully
  2. +
  3. : 6th Grand Master Discipline if you have completed 2 New Order Adventures successfully
  4. +
  5. : 7th Grand Master Discipline if you have completed 3 New Order Adventures successfully
  6. +
  7. : 8th Grand Master Discipline if you have completed 4 New Order Adventures successfully
  8. +
  9. : 9th Grand Master Discipline if you have completed 5 New Order Adventures successfully
  10. +
+

Weapons:

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    +
  1. +
  2. +
+

Belt Pouch:

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Meals:

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Backpack Items:

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    +
  1. +
  2. +
  3. +
  4. +
  5. +
  6. +
  7. +
  8. +
  9. +
  10. +
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Special Items:

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  1. +
  2. +
  3. +
  4. +
  5. +
  6. +
  7. +
  8. +
  9. +
  10. +
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+ Combat Rules Summary + + +
    +
  1. Add your COMBAT SKILL to any bonus points given to you by your Kai Weapon, Special Items, or Grand Master Disciplines.
  2. +
  3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  4. +
  5. Pick a number from the Random Number Table.
  6. +
  7. Turn to the Combat Results Table.
  8. +
  9. Find your Combat Ratio along the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. GM indicates loss of ENDURANCE points to yourself.)
  10. +
  11. Continue the combat from Stage 3 until one character is dead. This is when the ENDURANCE points of either character falls 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 you lose 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 or any subsequent round (unless specifically stated otherwise).
  6. +
+ +
+
+ +
+
+ +
+ Combat Results Table + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Combat Results with combined hero and enemy endurance losses
Combat results are given enemys ENDURANCE loss first followed by the heros ENDURANCE loss. For example, "12/0" means that the enemy loses 12 ENDURANCE points while the hero loses 0 ENDURANCE points. A combat result of "k" means that the combatant is killed. For example, "0/k" means that the enemy loses 0 ENDURANCE points while the hero is killed.
Random NumberCombat Ratio
-11 or lower-10/ -9-8/ -7-6/ -5-4/ -3-2/ -101/ 23/ 45/ 67/ 89/ 1011 or higher
10/k0/k0/80/61/62/53/54/55/46/47/48/39/3
20/k0/80/71/62/53/54/45/46/37/38/39/310/2
30/80/71/62/53/54/45/46/37/38/39/210/211/2
40/81/72/63/54/45/46/37/38/29/210/211/212/2
51/72/63/54/45/46/37/28/29/210/211/212/214/1
62/63/64/55/46/37/28/29/210/211/112/114/116/1
73/54/55/46/37/28/29/110/111/112/014/016/018/0
84/45/46/37/28/19/110/011/012/014/016/018/0k/0
95/36/37/28/09/010/011/012/014/016/018/0k/0k/0
06/07/08/09/010/011/012/014/016/018/0k/0k/0k/0
+
+
+
+
+ +
+ Random Number Table + + + + + + Jonathan Blake + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
4931624780
1904768125
9530784613
6176950243
1294760358
2431847205
7461983410
4017869035
8845249617
8733341560
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+ 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.

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+ Errata + + +

(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. Replaced both occurrences of ie with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fall to zero with fall to zero or below. Replaced on to with onto. Replaced weapons and with weapons, and.

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(New Order Disciplines) Replaced Weapon and with Weapon, and. Replaced COMBAT SKILL is reduced with ENDURANCE is reduced. Replaced Magi-Magic with Magi-magic.

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(Equipment) Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced eg, with e.g.. Replaced combat, therefore with combat; therefore. Replaced all occurrences of arrow with Arrow, all occurrences of bow with Bow, quiver with Quiver, and arrows with Arrows. Deleted (see the inside front cover of this book). Added a paragraph about Gold Crowns to the section EquipmentHow to use it. Replaced have to your with have on your.

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(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. Replaced points reduced with points possibly reduced. Replaced to zero with to zero or below. Replaced at which point the one with the zero score is declared dead with at which point that combatant is declared dead. Replaced sumary with summary.

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

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(350) Replaced Cloud-Dancer with Cloud-dancer.

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(Combat Rules Summary) Replaced Items or with Items, or, and falls to 0 with falls to 0 or below, Pick number from with Pick a number from the, Turn to Combat with Turn to the Combat, to random number with to the random number, and when ENDURANCE with when the ENDURANCE.

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+ Footnotes + + + +
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+ Table of Illustrations + + +

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

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